Paging Echohawk...

Since next month's theme will be plants, here are the remaining unconverted plants for which I don't have the original source. Any you could post would be most appreciated. :D

Bog Moss [Polyhedron #67]
Forest Moss [Polyhedron #67]
Swamp Moss [Polyhedron #67]
Treant, Frost [Polyhedron #116]
Plantman (Malatran Mold Man) [Polyhedron #121]

Strangle Vine [Creature Catalog (DMR2)]
Hydravine, Giant [Shattered Statue (DQ1)]

Moonflower [Night Howlers (PC4)]
Wolfsbane [Night Howlers (PC4)]

Shadowsponge ("Air Stealer") [Lost Ships (SJR1)]
Strangler [Practical Planetology (SJR4)]

Treant, Evil (Blackroot) [Shadow Rift]
Thorn Ogre [Sylvan Veil]
 

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Strangle Vine
Armor Class: 9
Hit Dice: 8 hp per 1' square (S to L)
Move: 0'
Attacks: 1
Damage: Special
No. Appearing: See below
Save As: Normal Man
Morale: 12
Treasure Type: U
Intelligence: 0
Alignment Netural
XP Value: 10 per 1' square

Monster Type: Lowlife (Rare).
A strangle vine looks like 1d10 ordinary creepers (up to 20 feet long) dangling from the branches of a tree. It is touch-sensitive and attempts to entangle any individual moving into or through it. Creatures moving through the vines must make a saving throw vs. paralysis or become entangled. Entangled victims suffer 1d4 points of strangulation damage per round and, since the vine is firmly anchored to its tree, can even be pulled off their feet.
A character with a Strength of 6 or more has a 5% chance of breaking free of the vine by tugging at it, but the more a victim struggles, the tighter the vine clings. Weaker characters have a greater chance of escaping than strong ones. For each point of Strength under 6, the chance increases by 5% (for example, 20% for Strength 3).
An alternative means of breaking free is to cut away a sufficient area of vines (8 hp per square foot) with an edged weapon. Characters caught in the vine may attack it with a penalty of -4 to attack rolls. An area equal to the height of the character being attacked needs to be cleared to break free. Alternatively, if the the entire area taken up by the plant is cleared, the victim will be released.
Terrain: Woods, Jungle, Swamp.
 

Hydravine, Giant

This one is a little strange. The "AD&D Game System Combined Monsters Statistics Table" in the back of DQ1 has the following entry for "Hydravine, Giant":

Name: Hydravine, Giant
AC: 7
HD: Var.
hp: Var.
#AT: Var.
Dmg: 1d6 (x #attacks)
MV: 0"
AL: N
THAC0: 13
Book: New
SA:
SD:
(Those last two columns are just left blank.)

The similar "Combined Statistics Table for DRAGONQUEST Game System has even less information. Almost all the columns for the hydravine are left blank, with exception of "Armor" (NA) "MV/TMR" (0/0) and "PAGE" (New).

As far as I can see, the hydravine does not actually appear anywhere in the adventure itself. I only own the PDF of this one, not the printed adventure, but that means I can seach more easily, and there is no sign of the vine.

I'm not sure there is enough information there to warrant a conversion, so we might need to just drop this from the unconverted pile.
 

Thorn Ogre
Six-inch thorns of heavy wood, sharp as daggers, grow out of the walls and ceiling of this chamber. The floor, in contrast, is so smooth it almost appears polished. A ramp on the opposite side of the room leads still upward.
Suddenly, the wall of the chamber near the ramp bulges outward, the wood creaking and groaning. The bulge takes on a humanoid shape and splits off
from the trunk of the tree, becoming a hulking figure made entirely of living wood, covered in sharp thorns and wielding a club formed from the substance of its own body. It moved toward you with surprising swiftness.

Aware that others might find the tomb and overcome the Tree, the Irda took steps to protect the body of their fallen hero. As soon as one of the heroes enters this area, the movement triggers a spell that calls forth the tomb’s guardian, a kind of wood elemental in the shape of an ogre formed from the living wood of the tree and covered in sharp thorns.

Thorn Ogre: AC 1; MV 9; HD 8; hp 55; THAC0 13; #AT 1, Dmg 2d6 (thorns); SW suffers double damage from fire attacks; SZ L (9' tall); ML fearless (20); Int low (5); AL N; XP 650.

The Thorn Ogre is virtually mindless and is not under the control of the Irda Tree. It exists solely to defend the tomb and keep all trespassers away. The heroes must defeat the ogre to pass into the tomb chamber itself. If the heroes defeat the guardian and later return to this room, it does not reappear.
 

Neither of these plants is really a "creature", but they do have stat blocks, so...

Moonflowers
Armor Class: 9
Hit Dice: 1 hp
Move: 0
Attacks: 0
Damage: Nil
No. Appearing: 4d10
Save As: Normal Man
Morale: 12
Treasure Type: Nil
Intelligence: 0
Alignment: Neutral
XP Value: 0

Monster Type: Lowlife (Rare)
Moonflowers are small, delicate planes sometimes found growing next to wolfsbane. Their primary value lies in their blossoms, which bloom every full moon from spring thaw to first frost. Each plant has a 50% chance of producing 1d4 blossoms per month.
something within the blossoms inhibits the transformation process of lycanthropy. Eating a blossom within an hour an in involuntary transformation adds +4 to a werecreatures's saving throw to resist the transformation. Consuming ten blossoms makes the save automatic, and prevents voluntary transformations for 6d4 hours.
Although moonflowers may be cultivated, transplanted plants have a 50% chance of dying within a week.

Wolfsbane
Armor Class: 9
Hit Dice: 1 hp
Move: 0
Attacks: 0
Damage: Nil
No. Appearing: 4d10
Save As: Normal Man
Morale: 12
Treasure Type: Nil
Intelligence: 0
Alignment: Neutral
XP Value: 0

Monster Type: Lowlife (Common)
Wolfsbane, known as aconite in New Averoigne and as monkshood in other nations, is a poisonous plant related to buttercups. The flowers are helmet-shaped, and come in blue, yellow, white, and occasionally a mxture of two colors.
Aconite, the active poison within the plant, may be extracted from the roots. Weapons coated with aconite do +1 damage, whether or not the opponent is a lycanthrope. Lycanthropes hit with an aconite-coated weapon must save vs. poison or run away in fear (use the were-form's saving throws).
 

Frost Treants
The trees are frost treants, an evil variety of treant. If the PCs move to within 20 feet, take any hostile action, or leave the path, they attack.

Frost Treants (15): INT: Average (10); AL: CE; AC: 0; MV: 12; HD: 7; HP: 38 each (seven in front group) 10 (eight in rear guard); THAC0: 13; #AT: 2; DMG: 2d8; SA: nil (these treants cannot animate the tree around them); SD: Never surprised; SZ: H; ML: 15.
Frost treants hate all living, breathing things, but they tend to attack sentient beings rather than animals. They will continue to attack until they or the PCs are dead. The runestone lies in a clearing further down the path past the frost treants. The treants will not enter the clearing, so if the party can win their way past the seven that were at the front of the party, they will be safe from further attacks by them.
 



Moss

Bog Moss
CLIMATE/TERRAIN: Tropical and temperate swamps and forests
FREQUENCY: Uncommon
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Non-
TREASURE: Incidental
ALIGNMENT: Neutral
NO. APPEARING: 1-4
ARMOR CLASS: 9
MOVEMENT: 1
HIT DICE: 2
THACO: 19
NO. OF ATTACKS: 0
DAMAGE/ATTACK: Special
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: L (10' cube)
MORALE: Average (10)
XP VALUE: 175

Forest Moss
CLIMATE/TERRAIN: Tropical and temperate swamps and forests
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET: Omnivore
INTELLIGENCE: Animal (1)
TREASURE: Incidental
ALIGNMENT: Neutral Evil
NO. APPEARING: 1-6
ARMOR CLASS: 7
MOVEMENT: 6
HIT DICE: 5
THACO: 15
NO. OF ATTACKS: 0
DAMAGE/ATTACK: Special
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: L (10' cube)
MORALE: Steady (11)
XP VALUE: 975

Swamp Moss
CLIMATE/TERRAIN: Tropical and temperate swamps and forests
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Animal (1)
TREASURE: Incidental
ALIGNMENT: Neutral Evil
NO. APPEARING: 1-4
ARMOR CLASS: 6
MOVEMENT: 3
HIT DICE: 8
THACO: 13
NO. OF ATTACKS: 0
DAMAGE/ATTACK: Special
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: L (10' cube)
MORALE: Steady (11)
XP VALUE: 2,000

Bog moss appears as a rich green mass of vegetable matter, usually found in approximately 10' cubes. The creature nestles in bowl-like earth and rock formations, making itself appear as a normal patch of moss upon the ground.

Combat: Unwary creatures who trod upon the moss fall into the mass of it, where they will be devoured. The bog moss' digestive juices inflict 10 points of damage per round until the victim dies and is ingested. The bog moss' body is more unstable than quicksand; creatures which fall into its body cannot gain purchase to climb out. It is difficult to rescue a trapped creature, as the bog moss' digestive juices also consume organic matter, including ropes and wooden poles. Only chains, metal cables, and magic might be employed successfully.

Habitat/Society: A bog moss prefers to locate where rich soil is within easy reach. Every spring, each bog moss produces about a dozen spores which fly off with the wind. Those landing on suitable soil quickly take root and begin to grow. As the bog moss grows beyond a 2' cube, it no longer needs roots, and they dissolve. A bog moss does not collect treasure. However, sometimes coins, armor and weapons can be found beneath a bog moss -- remnants of victims.

Ecology: Bog mosses eat dirt, other plants, and any creatures which fall into its mass. When meals become sparse, the plant exists through photosynthesis. The moss is especially fond of ferns.
Bog moss has no natural enemies. However, mages have been known to seek the moss' spores for use in magical elixirs and as spell components.

Forest Moss: Forest moss is similar to bog moss. However, it is more mobile and actively seeks out creatures for food. Forest moss is sensitive to light and is more active in the evenings. It is only found in wooded areas, usually beneath large trees where there is plenty of shade.

Swamp Moss: This more powerful form of bog moss requires a wet environment. Because so much of its body is water, it takes only half-damage from fire-based spells. Cold-based spells put the creature in a form of suspended animation.
 

Plantman (Malatran Mold Man)

CLIMATE/TERRAIN: Tropical/Swamps, moist jungle
FREQUENCY: Very rare
ORGANIZATION: Tribe
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Average (8-10)
TREASURE: O, P
ALIGNMENT: Neutral
NO. APPEARING: 6-24 or 30-300
ARMOR CLASS: 4
MOVEMENT: 12
HIT DICE: 1 to 12
THAC0: By HD
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4 + 1/level or by weapon
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: Medium/Large (4'-9')
MORALE: Average (8-10)
XP VALUE: Variable

Malatran plant men are medium to large sized, bipedal fungus creatures. They have sharp, thorn-like claws, and leaf-like tendrils form a fringe on their shoulders, abdomens, and limbs. A topknot of these tendrils sits at the apex of the plantman's head.
Malatran plantmen have brown skin and green tendrils. They are 4 feet tall, plus 1/2-foot per Hit Die. Although they do not have a spoken language, they communicate by sign language and vocalized cries, and can learn to understand Nubari and other languages (by lip reading) at the cost of a proficiency slot. Other hero characters can learn to understand (but not speak) the "Plantman language" at the cost of a proficiency slot.

Combat: Parties of plantmen hunt near their lairs. In the forest, plantmen blend in to their surroundings giving them the same ability to move silently and hide in shadows as rangers of their level. Plantmen will attack any form of animal life for food. Malatran plantmen will use their natural camouflage capabilities to ambush opponents.
Half of the plantmen in a group have 1 or 2 HD, while 25% have 3 or 4 HD. The rest are 5 or 6 HD (equal chances). For every 50 plantmen, there is a sub chief with 7 or 8 HD and 1d4+1 bodyguards of 5 HD each. Each tribe of plantmen is led by a chief with 10 HD and 2d4 bodyguards with 6 HD each. Half of the plantmen encountered carry spears, while the others use clubs or go without weapons (equal chances).
Chiefs can also attack with spores; victims must make a saving throw vs. poison or be paralyzed, dying in 5d4 minutes unless treated by a cure disease spell. Victims who die in this manner are reborn 1d4+20 hours later as plantmen with 6 HD. These individuals become the chief's bodyguards.
Plantmen larger than 7' tall suffer damage as large creatures but also gain the benefit of wielding two-handed weapons with one hand. They are immune to charm and electrical attacks, except for charm plants, and take half damage from waterbased attacks. Fire-based attacks cause double damage and require plantmen to make a saving throw vs. paralyzation or flee for 1d6 rounds before another save can be attempted. Player character plantmen can be fighters, rangers, wizards, priests, fighter/priests, or fighter/wizards. All plantmen heroes can move silently and hide in shadows as rangers when in forest terrain. Preserving the forest and natural habitat of plantmen is the primary reason that some plant men adventure and become Malatran heroes. Spell-casting plantmen are unable to use fire- or cold-based spells. Further, their healing spells are ineffective on animal-based life forms.

Habitat/Society: Plantmen form primitive, settled tribes. Theil lairs are usually found in the undrebrush of warm forests and jungles, though some tribes have lairs in underground places as well. Tribes are very territorial.
Plantmen co-exist well with plant and fungus life. They often use shriekers to guard their lairs, and plant men native to
the lair can pass by those shriekers unnoticed. Russet plant is usually found in the vicinity of a plantman lair as well.
New Malatran plantmen are created by russet mold, by their leaders' spore attacks, or by budding from their leaders. Leaders are 10+ HD (and therefore non-adventuring) plantmen and can only bud if food is plentiful. Plantmen heroes are too young to bud new plantmen.
Plantmen have been known to associate with myconids, which view them as rustic cousins.

Ecology: Plantmen live by scavenging and hunting. They will eat meat in any condition, from fresh to carrion. In times of great need, they have been known to eat other plantmen, though they seldom attack members of their own or an allied tribe.
Plantmen can suffer from dehydration when adventuring outside of very moist, swampy areas. They must wet themselves twice a day or lose two Constitution points per missed bath. Lost Constitution points are regained at the rate of two points per bath. A waterskin provides enough water for a single wetting.
 

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