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I'm a Plant. (I thought they called guys like you fruits?)
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<blockquote data-quote="BOZ" data-source="post: 61879" data-attributes="member: 1241"><p><strong>WITHERWEED</strong></p><p></p><p>Huge Plant</p><p>Hit Dice: 3d8+15 (28 hp)</p><p>Initiative: -5 (Dex)</p><p>Speed: 0 ft</p><p>AC: 12 (-2 size, -5 Dex, +9 natural)</p><p>Attacks: 1d12+12 touches -5 melee</p><p>Damage: Touch 0 and dexterity drain</p><p>Face/Reach: 15 ft by 15 ft/0 ft</p><p>Special Attacks: Dexterity drain</p><p>Special Qualities: Plant, smoke</p><p>Saves: Fort +8, Ref ---, Will -3</p><p>Abilities: Str ---, Dex ---, Con 20, Int ---, Wis 2, Cha 1</p><p></p><p>Climate/Terrain: Temperate and warm land and underground</p><p>Organization: Solitary</p><p>Challenge Rating: 3</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 4-6 HD (Huge); 7-9 HD (Gargantuan)</p><p></p><p>Witherweed is a large patch of weed that withers creatures by draining their Dexterity. A typical patch of witherweed appears as dried-out grass or weeds in an approximately 20 foot square. This weed typically grows in abandoned places, such as ruined masonry, across doorways, or even in some underworld where it may conceal lost treasure.</p><p></p><p>COMBAT</p><p>Witherweed will attack anything that comes into contact with it. The average weed has 1d12+12 fronds equally spaced around the patch, positioned so that at least one frond can attack every creature in contact with the weed. This weed is dry and easily burned.</p><p>Dexterity Drain (Ex): Any frond touch attacks that hit a character will temporarily drain 1d4 points of Dexterity per hit (Fort save DC for half). Any victim that is drained for 4 points of Dexterity in a single hit suffers a nervous seizure. Such victims will collapse into a fit for two rounds, and for five rounds thereafter the victim suffers a -2 penalty to attack rolls, moves at 75% of his normal speed, and loses all bonuses from Dexterity.</p><p>Victims become completely incapacitated if their Dexterity score drops below 3, and will die if it drops to 0 or below. Half of the lost Dexterity points are recovered by surviving victims naturally, but the remainder can only be regained through a cure disease or similar spell.</p><p>Smoke (Ex): The smoke produced by burning witherweed is highly toxic. Anyone near the burning weed that inhales the smoke will suffer 2d4 points of Constitution damage per round, and will die upon reaching 0 Constitution. As the fire burns, this awful smoke streams forth for one round per square foot of vegetation, and only strong winds will blow the heavy smoke away. The smoke forms a cloud over the area that is nine times as large as the patch of witherweed, and takes at least four hours to dissipate completely.</p><p>Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.</p><p></p><p>The witherweed first appeared in the Fiend Folio (1981), then in the second Forgotten Realms MC11 (1991).</p></blockquote><p></p>
[QUOTE="BOZ, post: 61879, member: 1241"] [b]WITHERWEED[/b] Huge Plant Hit Dice: 3d8+15 (28 hp) Initiative: -5 (Dex) Speed: 0 ft AC: 12 (-2 size, -5 Dex, +9 natural) Attacks: 1d12+12 touches -5 melee Damage: Touch 0 and dexterity drain Face/Reach: 15 ft by 15 ft/0 ft Special Attacks: Dexterity drain Special Qualities: Plant, smoke Saves: Fort +8, Ref ---, Will -3 Abilities: Str ---, Dex ---, Con 20, Int ---, Wis 2, Cha 1 Climate/Terrain: Temperate and warm land and underground Organization: Solitary Challenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: 4-6 HD (Huge); 7-9 HD (Gargantuan) Witherweed is a large patch of weed that withers creatures by draining their Dexterity. A typical patch of witherweed appears as dried-out grass or weeds in an approximately 20 foot square. This weed typically grows in abandoned places, such as ruined masonry, across doorways, or even in some underworld where it may conceal lost treasure. COMBAT Witherweed will attack anything that comes into contact with it. The average weed has 1d12+12 fronds equally spaced around the patch, positioned so that at least one frond can attack every creature in contact with the weed. This weed is dry and easily burned. Dexterity Drain (Ex): Any frond touch attacks that hit a character will temporarily drain 1d4 points of Dexterity per hit (Fort save DC for half). Any victim that is drained for 4 points of Dexterity in a single hit suffers a nervous seizure. Such victims will collapse into a fit for two rounds, and for five rounds thereafter the victim suffers a -2 penalty to attack rolls, moves at 75% of his normal speed, and loses all bonuses from Dexterity. Victims become completely incapacitated if their Dexterity score drops below 3, and will die if it drops to 0 or below. Half of the lost Dexterity points are recovered by surviving victims naturally, but the remainder can only be regained through a cure disease or similar spell. Smoke (Ex): The smoke produced by burning witherweed is highly toxic. Anyone near the burning weed that inhales the smoke will suffer 2d4 points of Constitution damage per round, and will die upon reaching 0 Constitution. As the fire burns, this awful smoke streams forth for one round per square foot of vegetation, and only strong winds will blow the heavy smoke away. The smoke forms a cloud over the area that is nine times as large as the patch of witherweed, and takes at least four hours to dissipate completely. Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits. The witherweed first appeared in the Fiend Folio (1981), then in the second Forgotten Realms MC11 (1991). [/QUOTE]
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