Special Conversion Thread: Plants

Hmm, you're right. In that case, let's take out the poison resistance bits but spell out that it's an Su effect in the one we just "finished." The second one looks pretty good.
 

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Hmm, you're right. In that case, let's take out the poison resistance bits but spell out that it's an Su effect in the one we just "finished." The second one looks pretty good.

We should leave the resistance to sleep bit in, and I'd like to explicate the supernatural nature of the pollen:

Amber Lotus (CR 1)
Amber lotuses are magical plants with blooms resembling golden, sunflower-sized water lilies. Most amber lotus plants grow in calm ponds or swamps, but some varieties grow on vines that creep up tree trunks. An amber lotus plant covers a 5-ft square of ground (treat as difficult terrain) and has AC 10 and 2 hit points. The plant has 20 ft. range blindsight.

When an amber lotus senses a creature moving within 10 ft., its blossoms open and spray a 20 ft. diameter spread of supernatural pollen; any creature that breathes this pollen must succeed at a DC 15 Will save or fall asleep for 4d4 minutes. The plant can spray pollen every 1d4+4 minutes. It will not spray pollen if every creature within 10 ft. of the plant remains motionless. This sleep is a mind-affecting enchantment (compulsion) effect, immunity or resistance to sleep effects applies to the sleep caused by amber lotus pollen. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).

While an amber lotus's sleep pollen is not directly dangerous, the plants are often found in concert with deadly plants such as assassin vines, which prey upon the amber lotus's sleeping victims.
 


Updated.

What's left?

I think the standard lotus is finished, but the Dream River one is still a work in progress.

Is there anything anyone would like to add to the latter?

Maybe a mention that monsters who are immune to its pollen, such as Batracians, often live amidst Dream Lotus beds?
 


That would be fine. There's nothing else to change mechanically, I think, though.

Let's tag that bit on then.

Revising...

Dream River Amber Lotus (CR 3?)
Dream river amber lotus is a dangerous aquatic plant that resembles a water lily with golden-orange blossoms. They are only found in warm climates and thrive in
slow-moving, tropical rivers. Dream lotus plants normally grow in large beds between 20 and 40 feet across, but can spread to cover entire lakes or rivers. Each 5-ft square of lotus (treat as difficult terrain) has AC 10 and 2 hit points.

Dream river amber lotus plants continuously emit a potent pollen. This dream pollen covers everything within a radius 20 times wider than the plant bed (i.e. a 20 ft. wide bed of lotus has pollen covering an area 400 ft. wide). Winds may increase the distance traveled by the pollen. Dream pollen is a potent contact poison (Fort DC 18, initial effect exhaustion for 1d4+1 hours, secondary effect unconsciousness for 1d4+1 days).
Unconscious victims of the pollen can not be woken by slapping, shouting or even injury. Immunity or resistance to sleep effects or poison applies to the effects of dream pollen, and powers that alleviate exhaustion also counteract the pollen: a delay poison or lesser restoration spell will improve an unconscious victim to exhausted (or improve an exhausted victim to fatigued), a neutralize poison or restoration spell will eliminate all the pollen's effects.

While a dream river amber lotus's dream pollen is not directly dangerous, victims of the plant often drown or die
from attacks by other creatures while unconscious. The pollen quickly loses its potency after leaving the plant. Aquatic monsters who are immune to dream pollen, such as Batracians, often lair in dream lotus beds.
 



Gray Mold
Climate/Terrain: Subterranean
Frequency: Rare
Organization: Patch
Activity Cycle: Any
Diet: Carnivorous
Intelligence: Non- (0)
Treasure: Nil
Alignment: Neutral
No. Appearing: 1 patch
Armor Class: 9
Movement: 0
Hit Dice: n/a
THAC0: n/a
No. of Attacks: 1
Damage/Attack: 1d6
Special Attacks: Spores
Special Defenses: See below
Magic Resistance: 35%
Size: S to L
Morale: n/a
XP Value: 65

These deadly molds are spore-producing fungi that grow in decaying organic materials. Like all molds, these have a fuzzy, harmless appearance. However, they can be deadly if disturbed, and they are hard to get rid of.

A typical patch of mold covers from 30 to 60 square feet. Patches can be found on walls, ceilings, and floors, and are eaten by a variety of underground dwellers. Molds wither in sunlight or dry conditions, and magics such as sunburst or sunray will kill a patch immediately.

Gray Mold
This mold, which grows primarily on floors, has a fuzzy light gray to dark gray color. Often overlooked in subterranean caverns, the mold releases its spores when it is stepped on or attacked. It can create a cloud of spores every 6 rounds.

A cloud of gray spores is 30 feet deep by 15 feet wide and 15 feet high. Living creatures caught within the cloud suffer 1d6 points of damage and must make a saving throw vs. poison. Those who do not save have inhaled 1d6 spores – each causes 1 point of damage per round until either the creature is dead or a cure disease spell kills the spores. Those killed by gray mold spores become part of the mold, a man-sized creature increasing the size of a patch by 10 square feet. The spores do not harm non-living matter.

Gray mold is immune to weapons and to fire-based attacks. In addition, it has a natural magic resistance. Cold-based spells that pierce its resistance make the mold dormant for 1d8 turns, while ice storm, wall of ice, and similar spells (of 4th level or higher) kill the mold outright.

Originally appeared in Ruins of Undermountain II: The Deep Levels (1994). This is the Monstrous Compendium Annual Volume Two version.
 

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