BOZ
Creature Cataloguer
ok, since the other ones are starting to wind to a close, i thought i'd get another one started.
this creature didn't do particularly well in the plant creature polls, but the paizo staff skipped over a lot of ones that did do well to pick this fella.
Vampire Moss
AC: 9
HD: 1/2 (1-4 hp)
Move: Nil
Att: 1 (special)
Dmg: 1 hp per round
No. App: 1-6 (1-6)
Save as: Wizard 1
Morale: 9
Treasure Type: Nil
Int: 0
Align: Neutral
XP Value: 7
Monster Type: Lowlife (Rare).
Vampire moss hangs from trees and branches in marshy or tropical environments. It is normally pale green in color, and from 1' - 4' in length. The moss grows in a netlike mass but is not as thick as rock-dwelling moss.
Vampire moss lives off the life energy of other creatures, although it prefers mammals. The moss is an "air feeder", requiring no contact with the creatures that it draws energy from. However, victims must be within 10 yards of the moss. A vampire moss feeds on the life energies of nearby trees only if it is starving to death.
When vampire moss attempts to feed on a PC, the victim feels a prickling sensation at the back of the neck and must make a Constitution check. If the check succeeds, the moss continues to try to magically attach itself until the intended victim leaves its area of effect. If the victim fails the Constitution check, the moss has "latched on" to the PC and begins feeding at the rate of 1 hp per round until the victim dies or leaves the area. When the moss has consumed four times its own hit points in energy, it is sated and releases its victim.
When a victim is reduced to half the maximum number of hit points, he must make another Constitution check or fall unconscious. The victim must continue to make checks each round until the draining stops or the victim falls unconscious. The victim dies when reduced to 0 hp.
As the moss feeds, it turns a brighter and brighter shade of green. A fully sated moss is a vivid emerald green.
The only ways to kill vampire moss are by ripping it into tiny shreds or burning it. The moss regenerate all other damage at a rate of 2 hp per week.
Terrain: Swamp, Woods (tropical).
From Dungeon #41, "A Way With Words", Teeuwynn Woodruff and Tim Beach. May/June 1993.
from MCA1:
Plant, Vampire Moss
CLIMATE/TERRAIN: Swamp, woods
FREQUENCY: Rare
ORGANIZATION: Colony
ACTIVITY CYCLE: Any
DIET: Life energy (hit points)
INTELLIGENCE: Non (0)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1d6
ARMOR CLASS: 9
MOVEMENT: 0
HIT DICE: 1/2 (4 hp)
THAC0: Special
NO. OF ATTACKS: 1 (special)
DAMAGE/ATTACK: 1 hp per round
SPECIAL ATTACKS: Nil
SPECIAL DEFENCES: Nil
MAGIC RESISTANCE: Nil
SIZE: T-S (1'-4' long)
MORALE: Average (8-10)
XP VALUE: 7
Vampire moss hangs from trees and branches in marshy or tropical environments, waiting for other creatures to wander past so that it can feed upon them.
This plant is normally pale green in color, and it grows to a length of 1 to 4 feet. The moss grows in a netlike mass, but it is not as thick as that which grows upon rocks.
Combat: Vampire moss lives upon the life energy of other creatures, but it prefers mammals - especially intelligent ones, possibly because their living essence tends to be more vibrant. The moss is an "air feeder," meaning it requires no contact with other creatures in order to draw life energy from them. A victim need only pass within 10 yards of the moss in order to be "attacked."
When a vampire moss attempts to feed on a person, he feels a prickling sensation at the back of the neck; at that point, the character must make a Constitution check (by rolling his Constitution score or lower on 1d20). If the check succeeds, the moss is unable to establish a feeding link, but it will continue to try to magically attach itself until the intended victim leaves its area of effect, requiring subsequent Constitution checks each round until that happens. If and when the victim fails a check, the moss is able to "latch on," and it immediately begins feeding at a rate of 1 hp per round until the victim dies, until he leaves the area, or until the moss has consumed four times its own hit-point total in life energy (16 hit points), at which time it is sated and releases its victim. If several vampire mosses attack a single character, the damage can mount quickly; these creatures always attempt to establish feeding contact with the nearest being.
If a victim is reduced to half his or her maximum number of hit points as a result of the vampire moss's feeding, he must make another successful Constition check or fall unconscious. Even if the victim makes a successful check, he must continue to make checks each round until the draining stops or unconsciousness. (Of course, the Dungeon Master should not at any time inform the character why the checks are necessary or what the results of failing them are until they occur. Nor should the DM identify the source of the energy drain.) The victim dies when reduced to 0 hp.
Meanwhile, as the moss feeds, it turns a brighter and brighter shade of green. A fully sated moss is a vivid emerald green.
The only ways to kill vampire moss are by ripping it into tiny shreds or by burning it. The moss regenerates all other damage at a rate of 2 hp per week.
Ecology: Vampire moss severs no particular purpose in the ecology of the swamp or forest: it's more of a parasite than anything else. Unfortunately, it does not die if deprived of higher life forms upon which to feed - the moss can even feed upon the life energies of nearby trees, but it only does so if on the verge of starvation.
Vampire moss may be used as a component of energy draining magic such as cursed potions of harm (reverse of healing) or rings of weariness.

Vampire Moss
AC: 9
HD: 1/2 (1-4 hp)
Move: Nil
Att: 1 (special)
Dmg: 1 hp per round
No. App: 1-6 (1-6)
Save as: Wizard 1
Morale: 9
Treasure Type: Nil
Int: 0
Align: Neutral
XP Value: 7
Monster Type: Lowlife (Rare).
Vampire moss hangs from trees and branches in marshy or tropical environments. It is normally pale green in color, and from 1' - 4' in length. The moss grows in a netlike mass but is not as thick as rock-dwelling moss.
Vampire moss lives off the life energy of other creatures, although it prefers mammals. The moss is an "air feeder", requiring no contact with the creatures that it draws energy from. However, victims must be within 10 yards of the moss. A vampire moss feeds on the life energies of nearby trees only if it is starving to death.
When vampire moss attempts to feed on a PC, the victim feels a prickling sensation at the back of the neck and must make a Constitution check. If the check succeeds, the moss continues to try to magically attach itself until the intended victim leaves its area of effect. If the victim fails the Constitution check, the moss has "latched on" to the PC and begins feeding at the rate of 1 hp per round until the victim dies or leaves the area. When the moss has consumed four times its own hit points in energy, it is sated and releases its victim.
When a victim is reduced to half the maximum number of hit points, he must make another Constitution check or fall unconscious. The victim must continue to make checks each round until the draining stops or the victim falls unconscious. The victim dies when reduced to 0 hp.
As the moss feeds, it turns a brighter and brighter shade of green. A fully sated moss is a vivid emerald green.
The only ways to kill vampire moss are by ripping it into tiny shreds or burning it. The moss regenerate all other damage at a rate of 2 hp per week.
Terrain: Swamp, Woods (tropical).
From Dungeon #41, "A Way With Words", Teeuwynn Woodruff and Tim Beach. May/June 1993.
from MCA1:
Plant, Vampire Moss
CLIMATE/TERRAIN: Swamp, woods
FREQUENCY: Rare
ORGANIZATION: Colony
ACTIVITY CYCLE: Any
DIET: Life energy (hit points)
INTELLIGENCE: Non (0)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1d6
ARMOR CLASS: 9
MOVEMENT: 0
HIT DICE: 1/2 (4 hp)
THAC0: Special
NO. OF ATTACKS: 1 (special)
DAMAGE/ATTACK: 1 hp per round
SPECIAL ATTACKS: Nil
SPECIAL DEFENCES: Nil
MAGIC RESISTANCE: Nil
SIZE: T-S (1'-4' long)
MORALE: Average (8-10)
XP VALUE: 7
Vampire moss hangs from trees and branches in marshy or tropical environments, waiting for other creatures to wander past so that it can feed upon them.
This plant is normally pale green in color, and it grows to a length of 1 to 4 feet. The moss grows in a netlike mass, but it is not as thick as that which grows upon rocks.
Combat: Vampire moss lives upon the life energy of other creatures, but it prefers mammals - especially intelligent ones, possibly because their living essence tends to be more vibrant. The moss is an "air feeder," meaning it requires no contact with other creatures in order to draw life energy from them. A victim need only pass within 10 yards of the moss in order to be "attacked."
When a vampire moss attempts to feed on a person, he feels a prickling sensation at the back of the neck; at that point, the character must make a Constitution check (by rolling his Constitution score or lower on 1d20). If the check succeeds, the moss is unable to establish a feeding link, but it will continue to try to magically attach itself until the intended victim leaves its area of effect, requiring subsequent Constitution checks each round until that happens. If and when the victim fails a check, the moss is able to "latch on," and it immediately begins feeding at a rate of 1 hp per round until the victim dies, until he leaves the area, or until the moss has consumed four times its own hit-point total in life energy (16 hit points), at which time it is sated and releases its victim. If several vampire mosses attack a single character, the damage can mount quickly; these creatures always attempt to establish feeding contact with the nearest being.
If a victim is reduced to half his or her maximum number of hit points as a result of the vampire moss's feeding, he must make another successful Constition check or fall unconscious. Even if the victim makes a successful check, he must continue to make checks each round until the draining stops or unconsciousness. (Of course, the Dungeon Master should not at any time inform the character why the checks are necessary or what the results of failing them are until they occur. Nor should the DM identify the source of the energy drain.) The victim dies when reduced to 0 hp.
Meanwhile, as the moss feeds, it turns a brighter and brighter shade of green. A fully sated moss is a vivid emerald green.
The only ways to kill vampire moss are by ripping it into tiny shreds or by burning it. The moss regenerates all other damage at a rate of 2 hp per week.
Ecology: Vampire moss severs no particular purpose in the ecology of the swamp or forest: it's more of a parasite than anything else. Unfortunately, it does not die if deprived of higher life forms upon which to feed - the moss can even feed upon the life energies of nearby trees, but it only does so if on the verge of starvation.
Vampire moss may be used as a component of energy draining magic such as cursed potions of harm (reverse of healing) or rings of weariness.