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<blockquote data-quote="Shade" data-source="post: 5272051" data-attributes="member: 287"><p>Next!</p><p></p><p><strong>Razorweed</strong></p><p>FREQUENCY Rare</p><p>NO. APPEARING: One patch</p><p>ARMOR CLASS: 0 on dry land, 4 in the water</p><p>MOVE: Nil</p><p>HIT DICE: 2 HD per square yard</p><p>% IN LAIR: Nil</p><p>TREASURE TYPE: Incidental only</p><p>NO. OF ATTACKS: See below</p><p>DAMAGE/ATTACK: See below</p><p>SPECIAL ATTACKS: Destruction of armor</p><p>SPECIAL DEFENSES: Diffraction of water causes -1 to attackers’ “to hit” roll; see also below</p><p>MAGIC RESISTANCE: 5%</p><p>INTELLIGENCE: Non-</p><p>ALIGNMENT: Neutral</p><p>SIZE: L (2d20 x 10 square yards)</p><p>PSIONIC ABILITY: Nil</p><p>Attack/Defense Modes: Nil</p><p></p><p>Razorweed looks like normal aquatic grass, but both the sea and freshwater varieties are more blue in color than their normal counterparts. A player character has a chance of noticing its saw-toothed, sharp edges by casual inspection; this chance is equal to a percentile roll of 5% per intelligence point of the character. Anyone who deliberately examines the weed or who has encountered razorweed before has a 95% chance of knowing it for what it is.</p><p></p><p>Razorweed occurs most often in tropical seas and lakes, though occasional patches appear in temperate climates. A dry-land species that resembles a Spanish bayonet in size and shape is known as well.</p><p></p><p>Anyone falling or walking into a patch of razorweed suffers immediate slashing damage from the hundreds of bladelike leaves on the plant. This damage varies with the size and surface area of the victim. Human-shaped beings take 1d4 hp damage if they are 3’ or less in height; for every foot of height over 3’, an extra 1d4 hp damage is taken. Four-legged beings take 2d4 hp damage if 3’ high or less at the shoulders, and an extra 2d4 hp damage for every 1’ over that height.</p><p></p><p>All cloth, leather, and paper goods exposed to razor-weed attacks must save vs. normal blow each round or else be cut to pieces. Ropes and items of thin wood (½” or less in thickness) must also save or be destroyed. Leather and padded armor are reduced in AC value one step for each round exposed to this growth, and ring, scale, and studdedleather armor are reduced one step every three rounds they are in razorweed. Other armors are immune to this effect, as they cannot be so easily slashed apart. Any damaged armor remains in damaged condition until repaired by qualified armorers, tailors, and leather-workers (see page 29, DMG). Magical armor loses its magical powers if the saving throw noted above is failed.</p><p></p><p>Any treasure found in a patch of this material is purely incidental, left over from previous victims. Treasure types J-N (x5), Q, and C (magic only) are suggested. Patches of strangeweed (see the Monster Manual) often grow in and around razorweed, making for a deadly combination in certain oceanic areas.</p><p></p><p>Razorweed burns easily if dry, but wet razorweed takes only half damage from fire. Submerged razorweed is, of course, immune to fire. Razorweed is immune to lightning and electrical effects, but it can be chopped apart by bladed weapons. Blunt weapons do not affect razorweed at all, and it cannot be affected by bare-handed attacks. Destroying a square yard of this weed is sufficient to protect a humanlike being from further attacks (unless a new patch of razorweed is entered). A horse-sized quadruped can be affected by up to 10 square yards of razorweed, or by lesser amounts if smaller.</p><p></p><p>Originally appeared in Dungeon #1 (1986).</p></blockquote><p></p>
[QUOTE="Shade, post: 5272051, member: 287"] Next! [B]Razorweed[/B] FREQUENCY Rare NO. APPEARING: One patch ARMOR CLASS: 0 on dry land, 4 in the water MOVE: Nil HIT DICE: 2 HD per square yard % IN LAIR: Nil TREASURE TYPE: Incidental only NO. OF ATTACKS: See below DAMAGE/ATTACK: See below SPECIAL ATTACKS: Destruction of armor SPECIAL DEFENSES: Diffraction of water causes -1 to attackers’ “to hit” roll; see also below MAGIC RESISTANCE: 5% INTELLIGENCE: Non- ALIGNMENT: Neutral SIZE: L (2d20 x 10 square yards) PSIONIC ABILITY: Nil Attack/Defense Modes: Nil Razorweed looks like normal aquatic grass, but both the sea and freshwater varieties are more blue in color than their normal counterparts. A player character has a chance of noticing its saw-toothed, sharp edges by casual inspection; this chance is equal to a percentile roll of 5% per intelligence point of the character. Anyone who deliberately examines the weed or who has encountered razorweed before has a 95% chance of knowing it for what it is. Razorweed occurs most often in tropical seas and lakes, though occasional patches appear in temperate climates. A dry-land species that resembles a Spanish bayonet in size and shape is known as well. Anyone falling or walking into a patch of razorweed suffers immediate slashing damage from the hundreds of bladelike leaves on the plant. This damage varies with the size and surface area of the victim. Human-shaped beings take 1d4 hp damage if they are 3’ or less in height; for every foot of height over 3’, an extra 1d4 hp damage is taken. Four-legged beings take 2d4 hp damage if 3’ high or less at the shoulders, and an extra 2d4 hp damage for every 1’ over that height. All cloth, leather, and paper goods exposed to razor-weed attacks must save vs. normal blow each round or else be cut to pieces. Ropes and items of thin wood (½” or less in thickness) must also save or be destroyed. Leather and padded armor are reduced in AC value one step for each round exposed to this growth, and ring, scale, and studdedleather armor are reduced one step every three rounds they are in razorweed. Other armors are immune to this effect, as they cannot be so easily slashed apart. Any damaged armor remains in damaged condition until repaired by qualified armorers, tailors, and leather-workers (see page 29, DMG). Magical armor loses its magical powers if the saving throw noted above is failed. Any treasure found in a patch of this material is purely incidental, left over from previous victims. Treasure types J-N (x5), Q, and C (magic only) are suggested. Patches of strangeweed (see the Monster Manual) often grow in and around razorweed, making for a deadly combination in certain oceanic areas. Razorweed burns easily if dry, but wet razorweed takes only half damage from fire. Submerged razorweed is, of course, immune to fire. Razorweed is immune to lightning and electrical effects, but it can be chopped apart by bladed weapons. Blunt weapons do not affect razorweed at all, and it cannot be affected by bare-handed attacks. Destroying a square yard of this weed is sufficient to protect a humanlike being from further attacks (unless a new patch of razorweed is entered). A horse-sized quadruped can be affected by up to 10 square yards of razorweed, or by lesser amounts if smaller. Originally appeared in Dungeon #1 (1986). [/QUOTE]
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