Echohawk
Shirokinukatsukami fan
The stats for all of these creatures appear in a large stat summary block at the end of Adventure Pack I. Some of them have descriptive text within the body of The Weird Woods of Baron Orchid which is one of the adventures therein.
Ape, Giant
AC:6 MV:12 HD:10 hp:50 #AT:3 Dmg:2-8/2-8/2-16 SA:Rend (2-16) SD:Nil AL:N THAC0:10
[No additional description that I could find.]
Caterpillar, Giant
AC:7 MV:9 HD:13 hp:65 #AT:1 Dmg:2-12 SA:Spittle (1-6) SD:Camouflage AL:N THAC0:9
While crossing the field by clambering over the leafy tronds and around the translucent hollow stems, the heroes encounter a large green branch that is actually the back of a giant caterpillar. The caterpillar attacks anyone walking across its back. This insect suffers double damage from cold-and fire-based attacks.
Living Pool
AC:7 MV:3 HD:13 hp:100 #AT:1/target Dmg:3-12 each SA:Acid (1-8) SD: Disguise AL:N(E) THAC0:9
The pool appears to be perhaps ten feet deep. Green algae and brown mud line the pond bed, and from this soil, small green leafy fronds float on the surface. No fish or bug swims in or on the clear water. Hidden among the weeds at the bottom of the pool a human skeleton in rusting armor may be sighted. Nearby lies an untarnished broad sword glinting silver.
This pool is actually a living predator, related to the parasitic fungi, oozes and jellies. It has the ability to change the consistency of its form from a thin syrupy liquid to a firm gel. It lures prey to drink or swim in its "water" and then attacks with pseudopods and digestive juices. Characters pulled beneath the surface of the creature not only suffer acid damage, but after the first round must make a save vs. death magic each round or suffocate.
Lure Lichen
AC:4 MV:0 HD:3-5 hp:23 #AT:1 Dmg:3-24 SA
oison spores SD:Mines (1-8) AL:N(E) THAC0:Nil
There is a 1 in 6 chance each round of travel for the next 10 rounds that the lead character will fall into a leaf-filled pit. No harm will come to this person, but he must be dug out by his friends. While he is being rescued, one of the heroes sights a sleeping figure at the foot of a tree some fifty yards off the path. The figure appears to be female, with pale white hair and gown. No sounds or efforts from a distance will rouse the figure.
This is actually the lure of a deadly lichen. It has grown a part of its shape to resemble a woman. Anyone touching the woman causes it to explode into a cloud of spores, inflicting 3d8 points of damage to all within 10 feet and requiring a save vs. poison. A failure results in spore infestation similar to yellow mold. In addition, the lichen has set out rhizomes beneath the leaf cover that surround the lure for 20 yards. Anyone approaching the lure must make two saves vs. death ray when approaching or retreating. A failed save indicates that a rhizome has been triggered. The rhizome flings a spore cyst into the air that explodes, doing ld8 points of damage to all within a 5' radius, but does not cause infestation.
Mouse, Giant
AC:7 MV:9 HD:12 hp:56 #AT:1 Dmg:2-12 SA:Trample (4-16) SD: Digs AL:N THAC0:9
This creature is 20 feet long and is scavenging for roots, berries and seeds. It should appear to menace the party in its curiosity, but retains the demeanor of mice of normal size, scurrying about and over everything.
Rat, Gigantic
AC:7 MV:12//6 HD:1 hp:8 #AT:1 Dmg:2-6 SA: Disease SD:Nil AL:N(E) THAC0:19
[No additional description that I could find.]
Snake Grass
AC:10 MV:0 HD:1+1 hp:15 #AT:1 Dmg:1 SA:Special poison SD:Multiple heads AL:N THAC0:18
"The path winds beside the lake shore past stands of reeds and floating lilies. Here and there the path turns into a patch of mud and leaves. Suddenly, you are brought to an abrupt halt by the sound of hissing and rattling that comes from a patch of segmented reeds that overgrows the path."
This is a patch of snake grass. This weird animated grassy reed bears the tiny head of a snake at its tip that hisses and curls its tongue at intruders. Anyone trying to cut a path through them will be attacked by the elongating reeds. Every time 5 points of damage is inflicted, a reed will be severed and another segment will be revealed beneath with another snake head. The snake grass injects a weak poison that causes a cumulative -1 penalty to all rolls for one day. Save vs. poison at -2 for no damage. There are 18 reeds.
Spear Grass
AC:7 MV:0 HD:7 hp:49 #AT:4 Dmg:1-6 each SA:Blood drain (1-4) SD:Nil AL:N THAC0:13
"The path has turned to parallel a stream on one side and a stony bluff on the other. The trail twists mund looming rocky outcroppings. Tall stands of bamboo-like growth stretch along the trail's edges, lending a tenuous footing in the rocky soil. You notice that it has become uncommonly quiet for some time. Approximately 60 yards ahead, the path descends to ford the creek, which has drawn very near. A companion's foot slip and there is a loud crack of a snapping branch. The sound of rustling arises from one grove of bamboo-like plants near the stream--and then a spearlike object is flung to land, point first, in the path before you."
This cluster of spear grass is but one of several that line the bank the heroes have walked along for several minutes. The plants track by sound and then communicate with others of their kind using a rustling language. The party has just passed within short range of this cluster and it has flung one spear in an attempt to elicit more noise. Then the spear grass will alert the rest of the clusters to the presence of prey. Once alerted, the way back will become a gauntlet run of deadly missiles. Ahead, beyond the stream, there are no more stands of spear grass, and the characters will be out of range in two or three rounds.
Spear grass clusters have 24 missiles that they may fling four at a time, and another 12 immature stalks that may be used in melee with any creatures that attack it. The spears are attached to a thin hollow filament through which the plant may suck body fluids once prey is impaled, draining an additional 1d4 points each round. These stalks are replaced at the rate of 12 a week.
Spyder Plant
AC:8 MV:6 HD:1+1 hp:5 #AT:1 Dmg:1 SA
oison (save +2) SD:Nil AL:N THAC0:18
Just beyond the doorway is a spyder plant in a pot hanging in the shadows overhead. Two spyder plant shoots attack the first character to walk through the doorway. The two shoots are attached by vines to the mother plant, which cannot move.
Sunflower, Giant
AC:8 MV:0 HD:3 hp:15 #AT:1 Dmg:1 SA:Nil SD:Immune to hear AL:N THAC0:16
"Ahead, the forest seems to clear, for sunlight can be seen streaming though the woods."
This is actually a stand of six transformed sunflowers. The sunflowers send forth a ray of light equivalent to sunlight and warm the clearing in which they grow. If a creature attempts to harm the sunflowers, they spit exploding seeds at their attacker at the rate of four per flower per round. Each blossom has 24 seeds. Once a blossom is cut it continues to glow for one hour and then will wilt and die. A flower will also wilt if it fires all of its seeds.
Topiary Plant
AC:7 MV:12 HD:3+2 hp:14 #AT:1-4 Dmg:2-5 each SA
oison (save +4) SD:Shape change AL:N THAC0:16
Here is an oddity among the wilds, a small thorny bush trimmed to resemble a dog. This is actually a living creature and if the party looks away, when they look back the bush appears to have moved, although at the moment it is motionless.
This is a topiary plant, a strange scavenger that can adopt the shape of anything it consumes, gaining 1 hit point per hit die of its prey, The plant's hit dice equal one fourth of its hit points. A topiary plant may grow no larger than 0 hit dice. [Editor: Not a scanning mistake, the text really says "no larger than 0 hit dice"! I'm guessing this is supposed to be "10".] It takes one turn for a topiary plant to alter its shape. This plant is non-aggressive, preferring dead prey to living. Its thorns exude a weak poison (save at +4 to avoid its effects).
Any druid with a speak with plants spell may befriend this plant for one day.
Walking Stick
AC:5 MV:6 HD:9 hp:54 #AT:3 Dmg:1-2/1-2/1-4 SA:Nil SD:Camouflage AL:N THAC0:12
"Against a vine-covered tree leans an eight-foot tall bare wood staff. There is no sign of its owner"
If the characters look away, when they look back the staff will have moved. This is a giant walking stick, a relative of the praying mantis, but not nearly as aggressive as one, It moves if touched, standing up and waving its four forelegs. If unmolested, it then walks away. If the creature is attacked, it retreats into a stand of tall grasses from which it can fight using cover and gaining +2 on initiative.
Ape, Giant
AC:6 MV:12 HD:10 hp:50 #AT:3 Dmg:2-8/2-8/2-16 SA:Rend (2-16) SD:Nil AL:N THAC0:10
[No additional description that I could find.]
Caterpillar, Giant
AC:7 MV:9 HD:13 hp:65 #AT:1 Dmg:2-12 SA:Spittle (1-6) SD:Camouflage AL:N THAC0:9
While crossing the field by clambering over the leafy tronds and around the translucent hollow stems, the heroes encounter a large green branch that is actually the back of a giant caterpillar. The caterpillar attacks anyone walking across its back. This insect suffers double damage from cold-and fire-based attacks.
Living Pool
AC:7 MV:3 HD:13 hp:100 #AT:1/target Dmg:3-12 each SA:Acid (1-8) SD: Disguise AL:N(E) THAC0:9
The pool appears to be perhaps ten feet deep. Green algae and brown mud line the pond bed, and from this soil, small green leafy fronds float on the surface. No fish or bug swims in or on the clear water. Hidden among the weeds at the bottom of the pool a human skeleton in rusting armor may be sighted. Nearby lies an untarnished broad sword glinting silver.
This pool is actually a living predator, related to the parasitic fungi, oozes and jellies. It has the ability to change the consistency of its form from a thin syrupy liquid to a firm gel. It lures prey to drink or swim in its "water" and then attacks with pseudopods and digestive juices. Characters pulled beneath the surface of the creature not only suffer acid damage, but after the first round must make a save vs. death magic each round or suffocate.
Lure Lichen
AC:4 MV:0 HD:3-5 hp:23 #AT:1 Dmg:3-24 SA

There is a 1 in 6 chance each round of travel for the next 10 rounds that the lead character will fall into a leaf-filled pit. No harm will come to this person, but he must be dug out by his friends. While he is being rescued, one of the heroes sights a sleeping figure at the foot of a tree some fifty yards off the path. The figure appears to be female, with pale white hair and gown. No sounds or efforts from a distance will rouse the figure.
This is actually the lure of a deadly lichen. It has grown a part of its shape to resemble a woman. Anyone touching the woman causes it to explode into a cloud of spores, inflicting 3d8 points of damage to all within 10 feet and requiring a save vs. poison. A failure results in spore infestation similar to yellow mold. In addition, the lichen has set out rhizomes beneath the leaf cover that surround the lure for 20 yards. Anyone approaching the lure must make two saves vs. death ray when approaching or retreating. A failed save indicates that a rhizome has been triggered. The rhizome flings a spore cyst into the air that explodes, doing ld8 points of damage to all within a 5' radius, but does not cause infestation.
Mouse, Giant
AC:7 MV:9 HD:12 hp:56 #AT:1 Dmg:2-12 SA:Trample (4-16) SD: Digs AL:N THAC0:9
This creature is 20 feet long and is scavenging for roots, berries and seeds. It should appear to menace the party in its curiosity, but retains the demeanor of mice of normal size, scurrying about and over everything.
Rat, Gigantic
AC:7 MV:12//6 HD:1 hp:8 #AT:1 Dmg:2-6 SA: Disease SD:Nil AL:N(E) THAC0:19
[No additional description that I could find.]
Snake Grass
AC:10 MV:0 HD:1+1 hp:15 #AT:1 Dmg:1 SA:Special poison SD:Multiple heads AL:N THAC0:18
"The path winds beside the lake shore past stands of reeds and floating lilies. Here and there the path turns into a patch of mud and leaves. Suddenly, you are brought to an abrupt halt by the sound of hissing and rattling that comes from a patch of segmented reeds that overgrows the path."
This is a patch of snake grass. This weird animated grassy reed bears the tiny head of a snake at its tip that hisses and curls its tongue at intruders. Anyone trying to cut a path through them will be attacked by the elongating reeds. Every time 5 points of damage is inflicted, a reed will be severed and another segment will be revealed beneath with another snake head. The snake grass injects a weak poison that causes a cumulative -1 penalty to all rolls for one day. Save vs. poison at -2 for no damage. There are 18 reeds.
Spear Grass
AC:7 MV:0 HD:7 hp:49 #AT:4 Dmg:1-6 each SA:Blood drain (1-4) SD:Nil AL:N THAC0:13
"The path has turned to parallel a stream on one side and a stony bluff on the other. The trail twists mund looming rocky outcroppings. Tall stands of bamboo-like growth stretch along the trail's edges, lending a tenuous footing in the rocky soil. You notice that it has become uncommonly quiet for some time. Approximately 60 yards ahead, the path descends to ford the creek, which has drawn very near. A companion's foot slip and there is a loud crack of a snapping branch. The sound of rustling arises from one grove of bamboo-like plants near the stream--and then a spearlike object is flung to land, point first, in the path before you."
This cluster of spear grass is but one of several that line the bank the heroes have walked along for several minutes. The plants track by sound and then communicate with others of their kind using a rustling language. The party has just passed within short range of this cluster and it has flung one spear in an attempt to elicit more noise. Then the spear grass will alert the rest of the clusters to the presence of prey. Once alerted, the way back will become a gauntlet run of deadly missiles. Ahead, beyond the stream, there are no more stands of spear grass, and the characters will be out of range in two or three rounds.
Spear grass clusters have 24 missiles that they may fling four at a time, and another 12 immature stalks that may be used in melee with any creatures that attack it. The spears are attached to a thin hollow filament through which the plant may suck body fluids once prey is impaled, draining an additional 1d4 points each round. These stalks are replaced at the rate of 12 a week.
Spyder Plant
AC:8 MV:6 HD:1+1 hp:5 #AT:1 Dmg:1 SA

Just beyond the doorway is a spyder plant in a pot hanging in the shadows overhead. Two spyder plant shoots attack the first character to walk through the doorway. The two shoots are attached by vines to the mother plant, which cannot move.
Sunflower, Giant
AC:8 MV:0 HD:3 hp:15 #AT:1 Dmg:1 SA:Nil SD:Immune to hear AL:N THAC0:16
"Ahead, the forest seems to clear, for sunlight can be seen streaming though the woods."
This is actually a stand of six transformed sunflowers. The sunflowers send forth a ray of light equivalent to sunlight and warm the clearing in which they grow. If a creature attempts to harm the sunflowers, they spit exploding seeds at their attacker at the rate of four per flower per round. Each blossom has 24 seeds. Once a blossom is cut it continues to glow for one hour and then will wilt and die. A flower will also wilt if it fires all of its seeds.
Topiary Plant
AC:7 MV:12 HD:3+2 hp:14 #AT:1-4 Dmg:2-5 each SA

Here is an oddity among the wilds, a small thorny bush trimmed to resemble a dog. This is actually a living creature and if the party looks away, when they look back the bush appears to have moved, although at the moment it is motionless.
This is a topiary plant, a strange scavenger that can adopt the shape of anything it consumes, gaining 1 hit point per hit die of its prey, The plant's hit dice equal one fourth of its hit points. A topiary plant may grow no larger than 0 hit dice. [Editor: Not a scanning mistake, the text really says "no larger than 0 hit dice"! I'm guessing this is supposed to be "10".] It takes one turn for a topiary plant to alter its shape. This plant is non-aggressive, preferring dead prey to living. Its thorns exude a weak poison (save at +4 to avoid its effects).
Any druid with a speak with plants spell may befriend this plant for one day.
Walking Stick
AC:5 MV:6 HD:9 hp:54 #AT:3 Dmg:1-2/1-2/1-4 SA:Nil SD:Camouflage AL:N THAC0:12
"Against a vine-covered tree leans an eight-foot tall bare wood staff. There is no sign of its owner"
If the characters look away, when they look back the staff will have moved. This is a giant walking stick, a relative of the praying mantis, but not nearly as aggressive as one, It moves if touched, standing up and waving its four forelegs. If unmolested, it then walks away. If the creature is attacked, it retreats into a stand of tall grasses from which it can fight using cover and gaining +2 on initiative.
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