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ADDLEVETCH

as a Confusion Spell, except that it affects one creature


with up to 8 Hit Dice. The target must succeed at a Will
save to resist.
• Daze Eye: This red eye can shoot a ray that works like
the Daze spell, except that it affects one creature with up to
SMALL PLANT 8 Hit Dice. The target must succeed at a Will save to resist.
• Inflict Light Wounds Eye: This little blue sphere shoots
HIT DICE: 1D8+3 (7 HP)
a ray that works like the Inflict Light Wounds spell, except
INITIATIVE: +7 (+7 DEX)
that it affects one creature with up to 10 Hit Dice. The tar-
SPEED: 15' (3 SQUARES) get may make a Fortitude save for half damage.
ARMOR CLASS: 18 (+1 SIZE, +7 DEX), TOUCH 18,
FLAT-FOOTED 11
BASE ATTACK/GRAPPLE: 0/-6
ATTACK: -
FULL ATTACK: -
SPACE/REACH: 5'/-
SPECIAL ATTACKS: EYE RAYS
SPECIAL QUALITIES: LOW-LIGHT VISION 60', PLANT
TRAITS
SAVES: FORT +5, REF +7, WILL -4
ABILITIES: STR 7, DEX 25, CON 17, INT --, WIS 2, CHA 18
SKILLS: HIDE +11, SEARCH +1, SPOT +4
FEATS: ALERTNESS
__________________________________________
ENVIRONMENT: WARM DESERTS, SUBTERRANEAN
ORGANIZATION: SOLITARY, OR BUNCH (2-5)
CHALLENGE RATING: 1
TREASURE: HALF STANDARD
ALIGNMENT: ALWAYS NEUTRAL
ADVANCEMENT: 2-3 HD (SMALL); 4-6 HD (MEDIUM)
LEVEL ADJUSTMENT: -

This is an interesting, but dangerous desert plant that lives near


sources of fresh water. It has a few large leaves near it's base of
thick, mobile roots and has three long and curving stems. Each of
these stems sports a colorful and shiny sphere.
The subterranean breed of Addlevetch is very similar to it’s
desert cousin, except that it is dark brown in color and grows no
leaves.

COMBAT
An Addlevetch prefers to lie in wait along pools of water, usu-
ally clinging to a palm tree. When an animal or other prey comes
BRACTYRAN
near, it uses it's rays to disable and kill the creature. Once any
threats have past, the plant nestles into the corpse to consume and
grow. GARGANTUAN OUTSIDER (PLANT)
All-Around Vision (Ex): Addlevetch plants are exceptionally HIT DICE: 40D8+200 (380 HP)
alert. Their prehensile eye-stems give them a +2 racial bonus to INITIATIVE: -
Spot and Search checks, and they cannot be flanked. SPEED: FLY 100' (AVERAGE)
Eye Rays (Su): Each of the Addlevetch's three small eyes can ARMOR CLASS: 14 (-4 SIZE, +8 NATURAL), TOUCH 6,
produce a magical ray once per round, even when moving at full FLAT-FOOTED 14
speed, and the plant can easily aim any of its eyes in any direction BASE ATTACK/GRAPPLE: +40/+61
each round. Each eye’s effect resembles a spell cast by a 8th-level
ATTACK: TAIL+40 MELEE (2D8+4)
caster, but follows the rules for a ray. All rays have a range of 55'
and save DC15.
FULL ATTACK: 2 CLAW+45 MELEE (2D6+9), BITE+40
• Confusion Eye: This yellow eye shoots a ray that acts MELEE (4D8+4), AND TAIL+40 MELEE (2D8+4)

-1-
SPACE/REACH: 35'/15' Constrict (Ex): A Bractyran deals 2D8+4 points of damage
SPECIAL ATTACKS: BRACTYRAN WHELPS, BREATH with a successful grapple check.
WEAPON, CONSTRICT, IMPROVED GRAB, RAKE, Improved Grab (Ex): To use this ability, a Bractyran must hit
SWALLOW WHOLE with its tail attack. It can then attempt to start a grapple as a free
action without provoking an attack of opportunity. If it wins the
SPECIAL QUALITIES: DARKVISION 120', OUTSIDER
grapple check, it establishes a hold and can constrict.
TRAITS, PLANT TRAITS, SCENT Rake (Ex): A Bractyran that is holding an opponent with it's
SAVES: FORT+27, REF+22, WILL+21 tail can make two rake attacks (+45 melee) with its claws for
ABILITIES: STR 29, DEX 10, CON 21, INT 9, WIS 8, 2D6+9 slashing damage each.
CHA 18 Swallow Whole (Ex): A Bractyran can try to swallow a
SKILLS: KNOWLEDGE (NATURE)+39, LISTEN+19, grabbed opponent of Huge or smaller size by making a successful
SPOT+19 grapple check. Once inside the plant’s mass, the opponent must
FEATS: ENDURANCE, HOVER, SNATCH succeed at a Fortitude save (DC21) or be suffer 1d6 points of acid
__________________________________________ damage from the Bractyran’s
ENVIRONMENT: WARM PLAINS, FORESTS, HILLS, digestive juices per round. A
new save is required each
MOUNTAINS, MARSHES
round inside the
ORGANIZATION: SOLITARY OR PAIR
CHALLENGE RATING: 22
TREASURE: NONE
ALIGNMENT: USUALLY CHAOTIC EVIL
ADVANCEMENT: 41-80 HD (GARGANTUAN); 81-120
HD (COLOSSAL)
LEVEL ADJUSTMENT: -

The Bractyran is a massive flying


plant that terrorizes the skies wherever
it goes. It never stops flying until it
dies or it is killed, which can take thou-
sands of years. It is a vicious hunter,
preferring to capture Huge or Large
sized animals, but taking anything it can
get.
The Bractyran looks like a long,
mossy root or vine with a colossal,
ragged leaf sprouting from the top to
serve as a wing. A pair or thorny claws
sprout near the large maw to facilitate feed-
ing. All along the length of the Bractyran, there
are dozens of light colored lumps. Each of these
lumps contain several gestating Bractyran Whelps.

COMBAT
Although fairly stupid, this plant is fully aware of what
it is and what it can do, taking no small pleasure in crushing
and eating whatever animals fall into it's claws. It's favorite
method of attack is to glide in, spray the target with thorns,
grab with it's "tail", crush and claw the prey, then finally mash
and swallow the corpse with it's large mouth.
Bractyran Whelps (Ex): If engaged in combat for more than
6 rounds, the Bractyran will drop 2d6 whelps to assist it in battle.
The Bractyran becomes highly fearful when confronted with obvi-
ously superior forces. If it cannot flee, it will drop every Whelp it
has (8d6+8) to help it escape. New Whelps regenerate in 2 weeks.
Breath Weapon (Su): Spray of Thorns, Cone 50' long, once
per hour; damage 14d6, Reflex Half (DC22). Targets are pelted
with hundreds of sharp thorns.

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CELESTIAL TREE
plant. A swallowed creature can attempt to cut its way out by
using a slashing weapon to deal 55 points of damage to the
Bractyran’s interior (AC10). Once the creature exits, the fibrous
skin closes the hole; forcing another swallowed opponent to cut its
own way out. The Bractyran’s interior can hold two Huge, four
Large, eight Small, sixteen Tiny, thirty-two Diminutive, or sixty- LARGE OUTSIDER (AIR, GOOD, PLANT)
four Fine or smaller opponents. The Bractyran rarely consumes HIT DICE: 17D8+102 (178 HP)
live prey, preferring to kill or stun the target before eating it. INITIATIVE: +3 (+3 DEX)
SPEED: 0' (0 SQUARES)
BRACTYRAN WHELP
MEDIUM OUTSIDER (PLANT) ARMOR CLASS: 31 (-1 SIZE, +3 DEX, +19 NATURAL),
HIT DICE: 5D8+15 (37 HP) TOUCH 12, FLAT-FOOTED 28
INITIATIVE: +4 (+4 DEX)
SPEED: FLY 40' (POOR) BASE ATTACK/GRAPPLE: +17/+26
ARMOR CLASS: 16 (+4 DEX, +2 NATURAL), TOUCH 14, FLAT-FOOTED 12 ATTACK: -
BASE ATTACK/GRAPPLE: +5/+8
ATTACK: TAIL+8 MELEE (1D6+3) FULL ATTACK: -
FULL ATTACK: TAIL+8 MELEE (1D6+3) AND BITE +3 MELEE (2D6+1)
SPACE/REACH: 5'/5'
SPACE/REACH: 10'/10'
SPECIAL ATTACKS: CONSTRICT, IMPROVED GRAB SPECIAL ATTACKS: SPELLS, SPELL-LIKE ABILITIES
SPECIAL QUALITIES: DARKVISION 60', FLIGHT, OUTSIDER TRAITS, PLANT TRAITS
SAVES: FORT +7, REF +10, WILL +1 SPECIAL QUALITIES: OUTSIDER TRAITS, PLANT
ABILITIES: STR 16, DEX 18, CON 17, INT 6, WIS 5, CHA 11 TRAITS
SKILLS: ESCAPE ARTIST +9, LISTEN +7, SPOT +7
FEATS: ENDURANCE, HOVER, LIGHTNING REFLEXES SAVES: FORT +18, REF +13, WILL +17
_____________________________________________________________ ABILITIES: STR 20, DEX 17, CON 23, INT 23, WIS 25,
ENVIRONMENT: WARM PLAINS, FORESTS, HILLS, MOUNTAINS, MARSHES
ORGANIZATION: SOLITARY, BROOD (2-60) CHA 25
CHALLENGE RATING: 6
TREASURE: NONE
SKILLS: APPRAISE +16, BLUFF +9, CONCENTRATION
ALIGNMENT: USUALLY CHAOTIC EVIL +16, DIPLOMACY +19, GATHER INFORMATION +17,
ADVANCEMENT: 6-10 HD (MEDIUM); 11-15 HD (LARGE)
LEVEL ADJUSTMENT: - HEAL +17, INTIMIDATE +9, KNOWLEDGE (RELIGION)
+31, KNOWLEDGE (THE PLANES) +16, LISTEN +17,
The Bractyran Whelp is the offspring of the humongous Bractyran. The Whelps are
usually dropped when the Bractyran needs some assisstance and are born ready for sur- SENSE MOTIVE +19, SPOT +17, USE MAGIC DEVICE
vival, appearing to be a smaller version of their parent, requiring little guidance. +17
Although the Bractyran has little parental instincts, it will keep the whelps nearby to help
it in times of danger. The Bractyran Whelps aren't particularly loyal either, but they share FEATS: EXTRA TURNING, GREAT FORTITUDE,
their sire's love of hunting and feeding.
If the hunt is finished, or there is no need for them to remain near, the Whelps will fly
NEGOTIATOR, PERSUASIVE, SPELL FOCUS [GOOD],
off on their own. SPELL FOCUS [PLANT]
COMBAT __________________________________________
Even stupider than the Bractyran, Whelps will attack almost anything, whether they ENVIRONMENT: HEAVEN OR OTHER CELESTIAL PLANES
can eat it or not. It is not surprising that few Whelps grow into a full sized Bractyran.
Constrict (Ex): A Bractyran Whelp deals 1D6+3 points of damage with a successful ORGANIZATION: SOLITARY
grapple check. CHALLENGE RATING: 19
Improved Grab (Ex): To use this ability, a Bractyran Whelp must hit with its tail
attack. It can then attempt to start a grapple as a free action without provoking an attack TREASURE: NONE
of opportunity. If it wins the grapple check, it establishes a hold and can constrict. ALIGNMENT: USUALLY LAWFUL GOOD
ADVANCEMENT: 18-34 HD (LARGE); 35-51 HD
(HUGE)
LEVEL ADJUSTMENT: -

The Celestial Tree is the king of trees. The Celestial Trees


grow in the gardens of delight and are unmatched by any others.
The Celestial Trees spontaneously produce flower garlands
and necklaces. The red flowers there are luminous like a lamp.
The many colors are interspersed among each other.
The heavenly apparel of incalculable varieties possess hues
of so many sorts. They display a fresh whiteness reflecting the
heavenly sun, and are light, closely-woven and free of wrinkles.
The golden light is reflected in embroidered patterns. The grace-
ful patterns of color are like the airy formations of clouds. The
supreme and marvelous apparel like this all comes forth from
Celestial Trees.
Upholding the precepts is the tilling of the fields, the Celestial
Trees come forth therefrom. The sweet dew flavor of the celestial
kitchens: Its drink and food dispel hunger and thirst.
There are bright jewels and celestial earrings, and precious

-3-
COMBAT
Celestial Trees are rarely called upon to fight, but should the
need arise, they will battle fiercely with spells and abilities,
often serving as a last line of defense.
Outsider Traits: Aura Of Menace 20', Magic Circle
Against Evil, Protective Aura 20', Tongues, Electricity
And Petrification Immunity, Cold And Acid Resistance
20, +4 Racial Bonus Against Poison, & Keen Vision.
Spell-Like Abilities: At will: Aid, Bless, Calm
Emotions, Command Plants, Continual Flame,
Detect Evil, Discern Lies, Dispel Evil, Dispel
Magic, Holy Aura, Holy Smite, Holy Word,
Remove Curse, Remove Disease, & Remove Fear;
7/Day-See Invisibility And Cure Light Wounds;
1/Day-Blade Barrier, Heal and Wish. these abilities
work as spells cast by a 15th-Level Sorcerer (Save
DC15+Spell Level).
Spells: Celestial Trees can cast divine spells
from the Air, Good, and Plant domains as 15th
Level Clerics (Save DC15+Spell Level).

COTYLEDON
SMALL PLANT
HIT DICE: 4D8+16 (34 HP)
INITIATIVE: +1 (+1 DEX)
SPEED: 10' (2 SQUARES)
ARMOR CLASS: 17 (+1 SIZE, +1 DEX, +5
NATURAL), TOUCH 12, FLAT-FOOTED 16
BASE ATTACK/GRAPPLE: +3/+3
ATTACK: SLAM+8 MELEE (1D6+4)
FULL ATTACK: SLAM+8 MELEE (1D6+4)
SPACE/REACH: 5'/5'
bracelets SPECIAL ATTACKS: ANIMATE SAPLINGS, LASH
brighten the (3D6+4)
hands and feet. Whatever the mind finds delightful also comes
SPECIAL QUALITIES: CAMOUFLAGE, PLANT TRAITS,
forth from the Celestial Trees.
There are flowers of gold with stems of silver, with thunder- REGENERATION 3, VULNERABILITY TO FIRE
bolts making up the floral stamens and pistils. They are soft and SAVES: FORT+8, REF+2, WILL+1
pliant with a fragrance which pervades. All trees come forth from ABILITIES: STR 18, DEX 12, CON 19, INT 10, WIS 10,
pools of jewels. CHA 12
The guitar, bass, harp and lute are inlaid with ornaments of
the seven precious things. The instruments are marvelous, the SKILLS: HIDE+5, KNOWLEDGE(NATURE)+5, LISTEN+1,
ancient sounds are clear. All of these also come forth from the MOVE SILENTLY+5, SEARCH+3, SPOT+1
Celestial Trees. __________________________________________
ENVIRONMENT: ANY FORESTS
These trees provides nearly everything for those that dwell in ORGANIZATION: SOLITARY, PAIR, OR STAND (3-5)
Heaven; from food and drink to decorations and rich treasures. CHALLENGE RATING: 4
All that any need do is ask the Tree, and it may be granted. The
TREASURE: STANDARD
Trees are peaceful and wise; answering questions for the curious
and holding long debates with learned souls. They often serve as
ALIGNMENT: USUALLY NEUTRAL GOOD
advisors for celestial leaders, giving the wisest council. ADVANCEMENT: 5-7 HD (MEDIUM)
The Celestial Trees have no one true form, appearing to be any LEVEL ADJUSTMENT: +5
number of tree species, and always wreathed in a glowing white
light.

-4-
COMBAT
Although they are shy around strangers, they are not
timid. Unlike the Treant, which prefers to assess a situation,
a Cotyledon can be quick to temper. If the Cotyledon feels
that the forest, a friend, or it's own well being to be
threatened, it won't hesitate to attack.
Animate Saplings (Su): A Cotyledon can ani-
mate saplings or shrubs within 80 feet of itself as a
free action, controlling up to two at a time. It takes 1
full round for a normal sapling to uproot itself.
Thereafter it moves at a speed of 5 feet and fights as
a Cotyledon in all respects. Animated saplings lose
their ability to move if the Cotyledon that animated
them is incapacitated, moves out of range, or
decides to end the effect (also a free action). The
ability is otherwise similar to Liveoak (caster level
6th). Animated saplings have the same vulnera-
bility to fire that a Cotyledon has, but do not
regenerate.
Camouflage (Ex): When the Cotyledon is at
rest, it takes a DC20 Spot check to notice that it is
not a young tree.
Lash (Ex): A Cotyledon can wildly whip it's
many supple branches against an opponent, causing
dozens of stinging cuts and welts. Reflex DC19 for
Half Damage.
Regeneration (Ex): This functions normally
while inside a forest environment, at a rate of 1 in fertile
non-forest areas (swamps, plains, etc). If a Cotyledon
loses a limb or chunk of wood, the lost portion regrows
in 1d4 hours.

COTYLEDON AS CHARACTERS
Cotyledon characters possess the following racial traits:
Abilities: +2 Strength, +1 Constitution, -4 Dexterity
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4
bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying
Before Treants limits 3/4 those of Medium characters
become the ancient, Speed: A Cotyledon's base land speed is 10 feet (2 Squares)
wise and mighty protectors of the forests, they must first be a fresh Natural Weapons: Slam+8 Melee (1D6+4)
green sapling, still learning about their place in the forest. The Special Attacks: Animate Saplings, Lash
Cotyledon is a young Treant, still full of youth and vigor, curious Special Qualities: Camouflage, Plant Traits, Regeneration 3(1 Non-
Forest Terrain), Vulnerability To Fire
about the ways of the world and the other races. As the Treant is
+5 racial bonus on Knowledge (Nature) checks
sturdy, the Cotyledon is supple. As the Treant is thoughtful and Automatic Languages: Treant Bonus Languages: Common, Sylvan
wise, the Cotyledon is impetuous and silly. As Treants prefer quiet Favored Class: Druid
solitude and serenity, Cotyledon's crave intelligent conversation Level adjustment: +5
and new experiences.
Normally, the Treant rarely muster any sufferance for their
rambunctious offspring. Likewise, the comparatively active
Cotyledon have little patience waiting for their sire to mumble out
CREEPING MEDUSAVINE
some stale nut of ancient wisdom. The Cotyledon's favored way
of gaining wisdom is from traveling and meeting with friendly
individuals, usually good-aligned elves, druids, rangers, fey, and LARGE PLANT
other respectful types. They are always honored guests for wood-
HIT DICE: 8D8+24 (60 HP)
elven communities, and spend a good deal of the time with them. INITIATIVE: +3 (+3 DEX)
Cotyledon rarely leave their forests, but will, remaining as SPEED: 20' (4 SQUARES), BURROW 25' (5 SQUARES)
close to the tree line as possible. A Cotyledon does not need to ARMOR CLASS: 18 (-1 SIZE, +3 DEX, +6 NATURAL),
sleep or eat, but must spend at least six hours per day rooted in TOUCH 12, FLAT-FOOTED 15
good soil, or suffer fatigue (See PHB/DMG). BASE ATTACK/GRAPPLE: +6/+15

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ATTACK: GREAT CLAW+10 MELEE (2D6+5) Improved Grab (Ex): To use this ability, a Creeping
FULL ATTACK: 2 GREAT CLAW+10 MELEE (2D6+5) Medusavine must hit with its Claw attack. It can then attempt to
AND 2 CLAW+5 MELEE (1D6+2) start a grapple as a free action without provoking an attack of
SPACE/REACH: 10'/10' opportunity. If it wins the grapple check, it establishes a hold and
can constrict.
SPECIAL ATTACKS: CONSTRICT, IMPROVED GRAB,
Rake (Ex): A Creeping Medusavine that is holding an oppo-
PETRIFYING GAZE, RAKE nent can make two rake attacks (+10 melee) with its Great Claws
SPECIAL QUALITIES: LOW-LIGHT VISION 60', PLANT for 2D6+5 slashing damage each.
TRAITS, TREMORSENSE 60', VULNERABLE TO FIRE
SAVES: FORT+9, REF+7, WILL+1
ABILITIES: STR 20, DEX 17, CON 17, INT 9, WIS 9,
CHA 11
SKILLS: HIDE+4, LISTEN+2, SPOT+2
CRYSTAL MOSS
FEATS: IMPROVED NATURAL ARMOR 2, LIGHTNING
REFLEXES SMALL PLANT
__________________________________________ HIT DICE: 2D8+6 (15 HP)
ENVIRONMENT: WARM DESERTS INITIATIVE: -
ORGANIZATION: SOLITARY SPEED: 10' (2 SQUARES)
CHALLENGE RATING: 7 ARMOR CLASS: 11 (+1 SIZE), TOUCH 11, FLAT-
TREASURE: STANDARD (LAIR) FOOTED 11
ALIGNMENT: OFTEN NEUTRAL EVIL BASE ATTACK/GRAPPLE: +1/-5
ADVANCEMENT: 9-16 HD (LARGE); 17-24 HD (HUGE) ATTACK: NEEDLE +2 RANGED (20', 1D3-2)
LEVEL ADJUSTMENT: - FULL ATTACK: 12 NEEDLES +2 RANGED (20', 1D3-2)
SPACE/REACH: 5'/0'
SPECIAL ATTACKS: MIND FEED, POISON
SPECIAL QUALITIES: BLINDSIGHT 60', PLANT TRAITS,
PSIONICS, REGENERATION 3
This is an intelligent and aloof plant that enjoys the solitary SAVES: FORT +6, REF -, WILL -4
life of a desert hunter. The base of the plant is a thick, woody bulb
ABILITIES: STR 6, DEX 10, CON 17, INT -, WIS 2, CHA
that houses the brain and organs for the plant, and remains under
the sand at all times. A thick, flexible vine covered with stiff,
16
overlapping leaves grows from the bulb, allowing the Medusavine SKILLS: CLIMB +3, HIDE +4, LISTEN -4, SPOT +1
a wide range of motion. The vine ends in an almost human-like FEATS: MULTIATTACK
torso, a "head" with a single soft, golden eye, a mouth, and four __________________________________________
flexible arms that end in sharp barbed claws. ENVIRONMENT: UNDERGROUND
The Creeping Medusavine does not wander far from it's lair, ORGANIZATION: SOLITARY, OR CLUSTER (2-8)
usually in the shelter of rocks, and only then to hunt. Creeping CHALLENGE RATING: 5
Medusavines dislike contact with Humanoids, usually attacking TREASURE: 50% COINS; 25% GOODS; 25% ITEMS
them only if starving, the humanoid is alone, or too close to their ALIGNMENT: ALWAYS NEUTRAL
precious lair. Some can understand a smattering of the Common
ADVANCEMENT: 3-4 HD (SMALL); 5-6 HD (MEDIUM)
language, but have no means of vocal communication.
LEVEL ADJUSTMENT: -
COMBAT
The Medusavine prefers to burrow under the dunes, relying on
it's tremorsense to locate their prey, then breaking out to use its This is a wide patch of seemingly common moss, though dis-
gaze attack. The wooden prey is then easily dismembered for an playing a few wicked needles, probably clinging to some stone or
easy meal when the splinters revert to flesh. If the prey can resist a cavern wall. Jutting out near the center of the plant-mass is a
or is otherwise unaffected by the petrifying gaze, it will attempt to small faceted crystal roughly the size of a human thumb. The crys-
grapple and claw the target to pieces. tal glows with an internal light, and looks to be very valuable.
Should an attacker manage to cause 30 or more points of slash- Crystal Moss requires high moisture, preferring to grow near
ing damage to the Medusavine in one attack, it will sever the torso water pools where animals frequent. This moss dislikes other
from the bulb. If the Medusavine becomes severed by any means, plants, especially the Shrieker fungus, crushing or smothering
the torso falls dead, and the bulb will flee in absolute terror. them if it can.
Constrict (Ex): A Creeping Medusavine deals 1D6+2 points
of damage with a successful grapple check.
Gaze (Su): Turn to wood 4d4 rounds, 35', Fortitude save
COMBAT
(DC14) negates (Charisma-Based). Only living tissue is effected, This Moss mostly uses it's psionics to lure and poisonous nee-
possessions such as weapons or treasure are unaffected. dles to kill it's prey, or at least knock it into a coma to die of nat-
ural causes, and then slowly consumes the decomposing flesh.

-6-
The glowing crystal is the source of power for the Moss, and it hulls of wrecked riverboats.
cannot be removed until the Moss has been killed. The Devil Bine is a cluster of twisted vines that grow around
Blindsight (Ex): A Crystal Moss uses it's central crystal and large objects, dangling several porous roots into standing or slow-
psionics to sense it's targets. moving water. Each of the Devil Bine's hit points are represented
Mind Feed (Ex): The Crystal Moss uses this attack as a free by a bulbous and colorful pod. These pods encircle the plant point-
action. Creatures with an Intelligence of 2 or more within 25' of a ing outward, forming a defensive ring while using color to warn
Crystal Moss must automatically make a Will Save (DC16) each destructive creatures to stay away.
round or suffer 1d4 points of temporary Intelligence damage. If If the pods can be disabled, the vines can be safely harvested
this reduces the opponent’s Intelligence score to 0, the damage and replanted. The plant is valued as a natural source of food; the
becomes permanent. Creatures touching the central crystal suffer nectar is a natural source of sugar and oil. It is also a favored nat-
a -2 penalty to resist this attack. ural perimeter defence, frequently cultivated by swamp-dwelling
Poison (Ex): Each of the Crystal Moss's needles contain an humanoids, such as lizardmen.
ugly poison that is injected with a successful hit.
Crystal Moss Poison: Injury (Needle), Fortitude Save (DC16); Initial COMBAT
Damage 1d4 Temporary Intelligence, Secondary Damage 1D6 The Devil Bine has zero combat strategy; if a creature (Tiny
Temporary Intelligence. sized or larger) moves within range, it will spray boiling nectar
Psionics(Ex): Attraction, Aversion, Disable, Psycho- from 1d3 bulbs.
Luminescence. These abilities are as the powers manifested by a Boiling Nectar (Ex): The Devil Bine's only real offensive
15th-level psion. capability is a jet of boiling, sticky liquid that is sprayed from one
Regeneration (Ex): Fire and acid deal normal damage to a of it's many dangling pods. This liquid has many of the properties
Crystal Moss. of tree sap, clinging to whatever it hits for 1d6 rounds. This spray
is a cone 10 feet long, dealing 1d6 points of damage to living tar-

DEVIL BINE gets in the area each round it remains stuck to the target. Once a
pod expels it's gooey attack, the pod becomes useless for 6 hours.
A successful Reflex Save (DC17) halves the damage each round.
Damaging a pod that has not yet attacked will cause the pres-
surized contents to burst from the pod like a grenade, causing a 10'
MEDIUM PLANT radius spread of boiling liquid, destroying the pod completely. A
HIT DICE: 2D8+8 (17 HP) successful Reflex Save (DC20) to avoid the blast halves the dam-
INITIATIVE: 0 age each round. This boiling liquid does not affect the Devil Bine.
SPEED: 0' (0 SQUARES) Blindsense (Ex): The Devil Bine has no visual organs, but can
ARMOR CLASS: 10, TOUCH 10, FLAT-FOOTED 10 ascertain all targets within 20 feet using changes in air pressure
BASE ATTACK/GRAPPLE: +1/-3 and sound.
ATTACK: -
FULL ATTACK: -
SPACE/REACH: 5'/5'
SPECIAL ATTACKS: BOILING NECTAR
FOREST MIMIC
SPECIAL QUALITIES BLINDSENSE 20', PLANT TRAITS,
VULNERABILITY TO COLD
SAVES: FORT +7, REF +0, WILL -4
HUGE PLANT (FUNGUS)
HIT DICE: 10D8+40 (85 HP)
ABILITIES: STR 2, DEX 10, CON 19, INT 1, WIS 2, CHA INITIATIVE: +2 (+2 DEX)
17 SPEED: 0' (0 SQUARES)
SKILLS: SPOT +1 ARMOR CLASS: 20 (-2 SIZE, +2 DEX, +10 NATURAL),
FEATS: POINT BLANK SHOT, PRECISE SHOT TOUCH 10, FLAT-FOOTED 18
__________________________________________ BASE ATTACK/GRAPPLE: +7/+24
ENVIRONMENT: ANY MARSHES ATTACK: SLAM +14 MELEE (2D6+9)
ORGANIZATION: SOLITARY FULL ATTACK: 4 SLAM +14 MELEE (1D8+9) AND
CHALLENGE RATING: 3 BITE +9 MELEE (3D6+4)
TREASURE: NONE SPACE/REACH: 5'/20'
ALIGNMENT: ALWAYS NEUTRAL SPECIAL ATTACKS: CONSTRICT, IMPROVED GRAB,
ADVANCEMENT: 3-4 HD (MEDIUM); 5-6 HD (LARGE) PARALYSIS, SWALLOW WHOLE
LEVEL ADJUSTMENT: - SPECIAL QUALITIES: CHANGE SHAPE, DAMAGE
REDUCTION 3/SLASHING, LOW-LIGHT VISION 60',
PLANT TRAITS, TREMORSENSE 60'
This plant is a common sight in large swamps and marshes, SAVES: FORT +11, REF +5, WILL -2
often found clinging to fallen logs, water-logged stumps and the ABILITIES: STR 29, DEX 15, CON 18, INT -, WIS 1,

-7-
of it's appearance.
Constrict (Ex): A Forest Mimic deals 1D8+9
points of damage with a successful grapple
check.
Improved Grab (Ex): To use this ability, a
Forest Mimic must hit with its slam attack. It can
then attempt to start a grapple as a free action
without provoking an attack of opportunity. If it
wins the grapple check, it establishes a hold and
can constrict.
Swallow Whole/Paralysis (Ex): A Forest
Mimic can try to swallow a grabbed opponent by
making a successful grapple check. Once inside
the stomach, the opponent must make a Fortitude
Save (DC20) or be paralyzed for 3d6 rounds by
the Forest Mimic’s digestive juices, taking 2d6
points of acid damage per round. A new save is
required each round inside the plant. A swallowed
creature that avoids paralysis can climb up and out of the mass
with a successful Climb Skill Check (DC25). This returns it to the
CHA 8 plant’s throat, where a successful grapple check is needed to get
SKILLS: CONTROL SHAPE +3, HIDE -6, LISTEN +5, free. A Huge Forest Mimic’s interior can hold 1 Large, 2 Medium,
SPOT +3 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
FEATS: IMPROVED NATURAL ATTACK (SLAM)
__________________________________________
ENVIRONMENT: ANY PLAINS, FORESTS, HILLS,
MOUNTAINS, MARSHES
GOUZOM TREE
ORGANIZATION: SOLITARY
CHALLENGE RATING: 9
TREASURE: 25% STANDARD
GARGANTUAN PLANT
HIT DICE: 16D8+240 (312 HP)
ALIGNMENT: ALWAYS NEUTRAL
INITIATIVE: -4 (-4 DEX)
ADVANCEMENT: 11-20 HD (HUGE); 21-30 HD
SPEED: 0' (0 SQUARES)
(GARGANTUAN)
ARMOR CLASS: 3 (-4 SIZE, -4 DEX, +1 NATURAL),
LEVEL ADJUSTMENT: -
TOUCH 2, FLAT-FOOTED 3
BASE ATTACK/GRAPPLE: +16/+35
Though it shares an ability with the true Mimic, the two are ATTACK: -
unrelated. This is a massive fungus that grows deep underground, FULL ATTACK: -
usually in wooded areas; only a small bit of the creature actually SPACE/REACH: 20'/50'
protrudes above ground. The bit of the Forest Mimic that extends SPECIAL ATTACKS: ACIDIC RAIN, POLLEN CLOUD
out of the ground changes to recreate the look of a rotten old hol- SPECIAL QUALITIES: BLINDSENSE 100’, PLANT
low stump grown over with crumbling bark, vines, rusts, or other TRAITS, REGENERATION 5, VULNERABILITY TO FIRE
forest litter. The stump always has four long tentacles around its SAVES: FORT +25, REF +6, WILL +6
perimeter that are disguised as roots. The remainder is a bloated, ABILITIES: STR 25, DEX 2, CON 40, INT 1, WIS 2, CHA
stinking, cylindrical mass of black fungus that patiently undulates
15
under the dirt.
SKILLS: SPOT +10
__________________________________________
COMBAT
ENVIRONMENT: TROPICAL FORESTS
When a creature comes close enough to the Forest Mimic to
reach, it lashes out with it's tentacle-roots and tries to consume the ORGANIZATION: SOLITARY
target whole. If the only creature that comes near is too large to CHALLENGE RATING: 17
eat, and is not attacking, the Forest Mimic will ignore it. TREASURE: STANDARD
Change Shape (Su): The top few feet of a Forest Mimic can ALIGNMENT: ALWAYS NEUTRAL
be altered by the plant to assume the general shape of a hollow ADVANCEMENT: 17-32 HD (GARGANTUAN)
stump, usually matching itself to the colors and textures of nearby LEVEL ADJUSTMENT: -
trees. Once the attack begins, the illusion is broken, and the
"stump" is revealed to be a rubbery black tube with flailing tenta-
cles. A Forest Mimic’s body is soft and highly pliable regardless

-8-
The Gouzom, or "Cloud-Tree", has a towering, irregular trunk ATTACK: SLAM +43 MELEE (2D8+19)
covered with a smooth bark. Several huge palm-type leaves FULL ATTACK: SLAM +43 MELEE (2D8+19)
spread out from the top of the tree like a giant green umbrella. SPACE/REACH: 30'/40'
Hanging along the bottom stalks and spines of the leaves are rows SPECIAL ATTACKS: FEAR AURA, FLAME AURA, SPELL-
of white, yellow, and orange, bell-shaped flowers. Unlike most
LIKE ABILITIES, SUMMON DEVIL
trees, there is a wide collection of varied plants growing thickly
around the trunk.
SPECIAL QUALITIES: DAMAGE REDUCTION 20/HOLY,
Animals with a Wisdom of 12 or higher are unnerved by the SILVER, DARKVISION 120', DETECT GOOD, FRIGHTFUL
Gouzom and refuse to go near it. Native humanoids have learned PRESENCE, OUTSIDER TRAITS, PLANT TRAITS,
to avoid the tree, and if good aligned, usually warn others about it. REGENERATION 10, SEE IN DARKNESS, SPELL
Birds will not nest underneath the canopy, but some will nest on RESISTANCE 44, TELEPATHY 1 MILE
top to take advantage of the safety. SAVES: FORT +27, REF +21, WILL +27
ABILITIES: STR 49, DEX 16, CON 25, INT 18, WIS 25,
COMBAT CHA 22
The Gouzom has several methods of protecting itself from SKILLS: APPRAISE +16, BLUFF +13, CONCENTRATION
destruction, relying heavily on acids and other plants. +7, DECIPHER SCRIPT +5, FORGERY +6, GATHER
Acid Storm (Ex): If the trunk, leaves or roots of the tree take INFORMATION +6, HIDE -13, INTIMIDATE +13,
10 or more hit points of damage in one round, the hundreds of
KNOWLEDGE (THE PLANES) +34, LISTEN +17, SEARCH
white flowers that hang from the palms will begin to weep
droplets of acid that land the following round. Any creatures with-
+9, SPOT +32
in the Gouzom's reach must make a Reflex Save to dive clear of FEATS: DECETIFUL, EMPOWER SPELL-LIKE ABILITY
the acidic shower, otherwise the droplets cause 4d8 points of dam- (BANE), GREAT FORTITUDE, IRON WILL, PERSUASIVE
age. This attack continues for 4 rounds, depleting the acid stores __________________________________________
for 10 minutes. ENVIRONMENT: HELL OR OTHER INFERNAL PLANES
Blindsense (Ex): The Gouzom uses it's network of roots to ORGANIZATION: SOLITARY
detect creatures nearby up to 100'. The roots within reaching range CHALLENGE RATING: 19
of the Gouzom are the thickest and most sensitive. TREASURE: NONE
Pollen Cloud (Ex): If any creature Tiny Sized or larger moves ALIGNMENT: ALWAYS LAWFUL EVIL
within reach of the Gouzom, it triggers the release of a cloud of
ADVANCEMENT: 33-96 HD (COLOSSAL)
pollens from the yellow and orange flowers. This heavy cloud
drifts lazily down to the ground, covering everything in a wispy
LEVEL ADJUSTMENT: -
powder. The attack continues as long as a creature, or creatures,
remain within reach.
The pollen is a deadly poison to non-plant creatures if inhaled,
causing serious loss of intelligence and wisdom that resembles The Infernal Hellock is a tree so tall as to threaten the
euphoria or drunkenness. Creatures affected by this toxin tend to borders of the Devil’s Kingdom. It grows from an island of
simply wander in confusion, which is exactly what the tree wants. blackened bones in a lake of molten rock, covered with a
Gouzom Pollen: Inhaled, Fortitude Save (DC20); initial and second-
bark as thick and black as a winter night, burning with the
ary damage 75% temporary loss Intelligence & Wisdom; Confusion. very fires of Hell. From it's crooked and wretched branch-
Mobile plant creatures, on the other hand, become the unwit- es sprout tufts of black human hair and dozens of night-
ting carriers of the Gouzom's seeds. When the pollen is absorbed marish hellfruit; maggot and blood-filled quinces, san-
by the mobile plant, it gains powerful enhancements that help the guine of flesh, each the size of a human head. Darker
plant protect itself (and the new seed-pod) while transporting the things also lurk in this canopy, things with sharpened teeth
seeds to a new location. (See Gouzom Seed-Pod Template) and leathery wings...
Regeneration (Ex): The Gouzom tree is uneffected by acid.
Fire deals double damage. These primeval and adroit trees are rare devil-plants that feed
on the bones of the sinful, delighting in the corrupted nourishment
the wicked dead provide. They are kept mainly by members of the

INFERNAL HELLOCK Infernal Royalty in hideous gardens, surrounded by choking


brambles and other corrupted things. The rare hellfruit produced
by the Hellock is a highly sought and desirable food for many
denizens of hell, but the putrid delicacy is treasure for a master-
devil's table only.
COLOSSAL OUTSIDER (EVIL, FIRE, PLANT)
HIT DICE: 32D8+224 (368 HP)
INITIATIVE: +3 (+3 DEX) COMBAT
SPEED: 0' (0 SQUARES) The Hellock prefers not to fight; its nature is to consume, gain
knowledge, and age in peace. If confronted with potential conflict,
ARMOR CLASS: 22 (-8 SIZE, +3 DEX, +17 NATURAL),
it attempts to frighten or intimidate away potential foes with
TOUCH 5, FLAT-FOOTED 19 telepathy. If this fails, it will try to convince the powerful foe or
BASE ATTACK/GRAPPLE: +32/+67 foes to take another course of action with it's persuasive lies and

-9-
offers to reveal the locations of treasures from a thousand planes. FEATS: MULTIATTACK
If all this fails, it will summon devils and an army of blackened _________________________________
skeletons while blasting away with spells to rid itself of it's ene- ENVIRONMENT: WARM AQUATIC
mies. ORGANIZATION: SOLITARY, PAIR, OR REEF (3-20)
Fear Aura (Su): An Infernal Hellock can radiate a 30' radius
CHALLENGE RATING: 2
Fear Aura as a free action. A creature in the area must make a Will
Save (DC23) or be affected as though by a Fear spell (caster level
TREASURE: NONE
15th). A creature that successfully saves cannot be affected again ALIGNMENT: ALWAYS NEUTRAL
by the same Infernal Hellock’s aura for 48 hours. Devils and other ADVANCEMENT: 3-4 HD (SMALL); 5-6 HD (SMALL)
Evil Outsiders are immune to the aura. The save DC is Charisma- LEVEL ADJUSTMENT: -
based.
Flame Aura (Su): An Infernal Hellock perpetually radiates a
5' aura of Hellfire that causes 2d6 points of magical fire damage
to anything or anyone who enters it. The Iridescent Coral shambles amongst the coral reefs and
Frightful Presence (Ex): An Infernal Hellock is a terrible shallow waters along tropical coasts. It has a brightly colored,
thing to behold, and can unsettle the sturdiest of souls. Creatures branching, fan-shaped shell covering a soft core of active tendrils.
with a Charisma or 10 or less within a radius of 100' are subject to When not resting or feeding, it can be seen scooting slowly across
the effect. the seabed.
A potentially affected creature that succeeds at a Will Save
(DC40) remains immune to that Infernal Hellock's frightful pres- COMBAT
ence for 24 hours, but may still be subjected to the Fear Aura. On An Iridescent Coral uses it's unique colorful shell to mesmer-
a failure, creatures with 4 or fewer HD become panicked for 4d6 ize marine animals or predators, allowing it to eat or escape as
rounds and those with 5 or more HD become shaken for 4d6 needed. Once prey has been lulled, it moves in to sting the help-
rounds. Devils and other Evil Outsiders are immune to the effect. less animal to death for an easy meal. If there is a threat from a
Regeneration (Ex): An Infernal Hellock takes normal dam- predator, the Coral stuns the target with it's colorful attack and
age from lawful good-aligned silvered weapons, and from spells uses the chance to escape and hide amongst the true corals of the
or effects with the good descriptor cast by lawful-good casters. reef.
Spell-Like Abilities: At will-Animate Dead, 2/Day-Bane Camouflage (Ex): When an Iridescent Coral is at rest it looks
(DC21), 2/Day-Dispel Good (DC21), Magic Circle Against Good, like ordinary coral, gaining +10 to Hide Skill Checks.
5/Day-Fireball (DC19), 2/Day-Fire Storm (DC19). Caster level Poison (Ex): When an Iridescent Coral makes a successful
15th. The save DCs are Charisma-based. sting, it injects poison into the wound.
Summon Devils (Sp): Once per day An Infernal Hellock can Iridescent Coral Poison: Injury (Sting), Fortitude Save (DC13);
attempt to summon 6d6 Lemures or 8d8 Imps with a 25% chance Initial Damage 1d4+1 Dexterity, Secondary Damage 1D4+2 Dexterity.
of success. This ability is the equivalent of an 8th-level spell. The save DC is Constitution-based.
Prismatic Shell (Ex): An Iridescent Coral can activate it's

IRIDESCENT CORAL
shell as a free action. The colorful shell rotates through a spectrum
of colored lights and creates an aura of light that effects a 50'
radius. This colored light-aura acts as a Rainbow Pattern spell, as
cast by a 10th level caster, requiring everyone within range to
make a Will Save (DC25) or become fascinated by the display for
2d6 rounds. The save DC is Wisdom-based.
SMALL PLANT Regeneration (Ex): Fire and acid deal normal damage to an
HIT DICE:: 2D8+10 (19 HP)
Iridescent Coral.
INITIATIVE: +3 (+3 DEX)
SPEED: 10' (2 SQUARES)
ARMOR CLASS: 18 (+1 SIZE, +3 DEX, +4 NATURAL),
TOUCH 14, FLAT-FOOTED 15
BASE ATTACK/GRAPPLE: +1/-2
IRON WILLOW
ATTACK: STING +3 MELEE (1D3+1)
FULL ATTACK: 6 STING +3 MELEE (1D3+1) LARGE CONSTRUCT (PLANT)
SPACE/REACH: 5'/1' HIT DICE: 4D10+30 (52 HP)
SPECIAL ATTACKS: POISON, PRISMATIC SHELL INITIATIVE: +2 (+2 DEX)
SPECIAL QUALITIES: CAMOUFLAGE, LOW-LIGHT SPEED: 10' (2 SQUARES; CAN'T RUN)
VISION 30', PLANT TRAITS, REGENERATION 3 ARMOR CLASS: 33 (-1 SIZE, +2 DEX, +22 NATURAL),
SAVES: FORT +8, REF +3, WILL -4 TOUCH 11, FLAT-FOOTED 31
ABILITIES: STR 12, DEX 16, CON 20, INT 1, WIS 2, BASE ATTACK/GRAPPLE: +3/+17
CHA 19 ATTACK: SLAM +12 MELEE (25D8+10)
SKILLS: CLIMB +1, HIDE +9, MOVE SILENTLY +5, FULL ATTACK: SLAM +12 MELEE (25D8+10)
SPOT +1 SPACE/REACH: 10'/10'

-11-
SPECIAL ATTACKS: - a Rusting Grasp spell.
SPECIAL QUALITIES: CONSTRUCT TRAITS, DAMAGE
REDUCTION 25/+2, DARKVISION 60', PLANT TRAITS,
RUST VULNERABILITY, SPELL RESISTANCE 40
SAVES: FORT +1, REF +3, WILL +1
ABILITIES: STR 30, DEX 14, CON -, INT -, WIS 10, CHA 1
__________________________________________
ENVIRONMENT: ANY LAND, UNDERGOUND
ORGANIZATION: SOLITARY
CHALLENGE RATING: 10
TREASURE: NONE*
ALIGNMENT: ALWAYS NEUTRAL
ADVANCEMENT: 5-8 HD (LARGE); 9-12 HD (HUGE)
LEVEL ADJUSTMENT: -

This is a large construct that appears to be a willow tree made


with black iron and hundreds of drooping chains. Many of the
chains sport small spheres covered with spikes, making the whole
creation into one massive and devastating flail.
This strange construct also has the rare ability to grow and
reproduce. Each spiked sphere sprouting from the Iron Willow has
a 1-in-20 chance of being a fertile seed, growing into a full Iron
Willow in a few years under proper conditions. An average Iron
Willow has 100 iron seeds. This construct also continues to grow
like a standard willow; older trees may be Huge-Sized, and there
are tales told of ancient Iron Willows that have grown even greater
in size.
JELLYHIVE
Construction: An original Iron Willow costs 25,000gp to cre-
ate, which includes 4,500gp for the trunk and flail-chains.
Assembling the tree requires a successful Craft(Weaponsmith) LARGE PLANT (FUNGUS)
check (DC20). The creator must be 16th level and able to cast HIT DICE: 6D8+54 (81 HP)
arcane and druidic spells. Completing the ritual drains 1,000XP INITIATIVE: +4 (+4 DEX)
from the creator and requires Geas/Quest, Limited Wish, Liveoak SPEED: 25' (5 SQUARES), CLIMB 20' (4 SQUARES)
& Polymorph Any Object spells.
ARMOR CLASS: 17 (-1 SIZE, +4 DEX, +4 NATURAL),
Gestating and growing an Iron Willow seed requires 1d4+8
years. The construct does not require sunlight or water, but it must
TOUCH 17, FLAT-FOOTED 13
be planted in cracked stone or sand and it needs at least summer- BASE ATTACK/GRAPPLE: +4/+6
levels of heat. (Iron Willow seeds planted in areas of Abysmal ATTACK: BITE +6 MELEE (1D6+2)
Heat grow at double-rate). Once mature, the new Iron Willow is FULL ATTACK: BITE +6 MELEE (1D6+2)
an exact duplicate of the original, and obeys the original creator's SPACE/REACH: 5'/5'
orders only. SPECIAL ATTACKS: OOZE DART, SWALLOW OOZE
*Though the Iron Willow collects no treasure, it may be guarding pre- WHOLE
cious items. Once destroyed, a Large Iron Willow yields 500gp worth of
SPECIAL QUALITIES: ACID IMMUNITY, CAMOUFLAGE,
weapon-quality iron, provided no rust-type attacks were employed.
DARKVISION 60', PARALYSIS IMMUNITY, PLANT TRAITS,
REGENERATION 2, SCENT, TREMORSENSE 80'
COMBAT
An Iron Willow’s creator can command it if the Iron Willow is
SAVES: FORT +14, REF +6, WILL -2
within 60' and can see and hear its creator. If without commands, ABILITIES: STR 14, DEX 18, CON 29, INT 1, WIS 2,
the Iron Willow follows its last instruction, or the instructions of CHA 6
the original Willow, to the best of its ability, though if attacked it SKILLS: CLIMB +2, HIDE +6, MOVE SILENTLY +6,
will always return in kind. The creator can give the Iron Willow a SPOT +1
simple program to govern its actions in his or her absence. These FEATS: STEALTHY
order usually involve protecting an item or passage, since an Iron __________________________________________
Willow is really only at it's best in combat situations. ENVIRONMENT: ANY UNDERGROUND
Rust Vulnerability (Ex): An Iron Willow is affected normal- ORGANIZATION: SOLITARY
ly by rust attacks and rust spells, such as that of a rust monster or
CHALLENGE RATING: 5

-12-
TREASURE: NONE Swallow Ooze Whole (Ex): If the Jellyhive is able to make a
ALIGNMENT: ALWAYS NEUTRAL successful Bite attack against an Ooze-Type creature, it can make
ADVANCEMENT: 7-12 HD (LARGE); 13-18 HD (HUGE) a grapple check as a free action. If the grapple is successful, the
LEVEL ADJUSTMENT: - Jellyhive will swallow up as much as it can, holding a maximum
of 55 hit-points of ooze every hour.

This is one of the stranger creatures of the subterranean world,


specifically noted for it's eating habits. It is a wide stalk covered
PICAROON
with a dome-shaped shell and several fleshy sacs. Protruding from
under the shell is several
fat legs HUGE PLANT
and HIT DICE: 8D8+43 (79 HP)
INITIATIVE: +3 (+3 DEX)
SPEED: 0' (0 SQUARES)
ARMOR CLASS: 14 (-1 SIZE, +3 DEX, +2 NATURAL),
TOUCH 12, FLAT-FOOTED 11
BASE ATTACK/GRAPPLE: +6/+18
ATTACK: SLAM +8 MELEE (1D4+6)
FULL ATTACK: 1D4+10 SLAM +8 RANGED (1D4+6)
SPACE/REACH: 10'/20'
SPECIAL ATTACKS: IMPROVED GRAB, STICKY
TENDRILS, SWALLOW WHOLE
SPECIAL QUALITIES: LOW-LIGHT VISION, PLANT
TRAITS
SAVES: FORT +11, REF +5, WILL -2
ABILITIES: STR 23, DEX 17, CON 20, INT 0, WIS 2,
CHA 12
a
SKILLS: LISTEN +2, SPOT +8
toothy FEATS: AWSOME BLOW, MULTIATTACK, TOUGHNESS
probiscus. __________________________________________
The shelled fungus uses this tube to purposely feed on various ENVIRONMENT: ANY WARM LAND
oozes, jellies, gelatinous cubes, puddings and slimes, easily stalk- ORGANIZATION: SOLITARY, OR GROVE (2-5)
ing and ingesting this foul quarry. When not hunting or feeding, it CHALLENGE RATING: 5
hangs patiently from a carvern ceiling. TREASURE: STANDARD
ALIGNMENT: ALWAYS NEUTRAL
COMBAT ADVANCEMENT: 9-16 HD (LARGE); 17-24 HD (HUGE)
Not only does the Jellyhive consume these sloppy creatures, it LEVEL ADJUSTMENT: -
also cultivates them for future meals. Every time the Jellyhive
consumes an ooze, it saves a little portion, and stores the tiny bit
in a flesh-sac for the future. If ever the Jellyhive finds an animal
or other creatures coming close, several sacs split open and drop a This is a tall tropical tree with wide leafy branches. Amongst
few of the tiny oozes nearby. This method works out splendidly the regular branches, there are a dozen or so thicker branches that
for the fungus; the oozes will devour whatever creatures they can, each hold a huge, knobby green pod. Several fallen pods lay
thereby growing larger to become new meals for the Jellyhive to around the trunk in various states of decay.
enjoy. If the little slimes happen to escape, they will likely get
larger on their own, and the Jellyhive will probably hunt them COMBAT
down later.
The Picaroon uses the typical strategy of most carnivorous
Camouflage (Ex): This creature can adjust it's coloring to
plants; it waits for a Medium-Sized or smaller creature to get close
match the surrounding stone of caverns. When a Jellyhive is at
enough, then lashes out with it's sticky tendrils. Once a creature is
rest, it gains a +5 racial bonus to Hide Skill checks.
snagged, it is swiftly pulled into a woody pod that closes around
Ooze Dart (Ex): If a Jellyhive is not hanging from a ceiling,
the prey. The pod is closed air-tight and begins to fill with a thick
it can launch a small ooze up to 10' from a sac. A Jellyhive has
fluid that suffocates the creature and facilitates decomposition.
1d6+10 sacs, each one containing a 1/2HD Tiny-Sized Ooze.
After a few days, the pods fall from the tree and continue to
These are most commonly Ochre Jellies, but can be any type of
decompose on the ground, enriching the soil for the plant.
ooze. Once free from the sac, the oozes attack normally.
Improved Grab (Ex): To use this ability, a Picaroon must hit
Regeneration (Ex): Fire deals normal damage to a Jellyhive.

-13-
RAVELLYPAD
with its slam attack. It can then attempt to start a grapple as a free
action without provoking an attack of opportunity. If it wins the
grapple check, it establishes a hold and can constrict.
Sticky Tendrils (Ex): Sticky Tendrils (Ex): The
Picaroon's tendrils are covered
with MEDIUM PLANT
HIT DICE: 6D8+18 (45 HP)
INITIATIVE: +1 (+1 DEX)
SPEED: SWIM 5' (1 SQUARE)
ARMOR CLASS: 11 (+1 DEX), TOUCH 11, FLAT-
FOOTED 10
BASE ATTACK/GRAPPLE: +4/+9
ATTACK: SLAM +9 MELEE (1D8+5)
FULL ATTACK: 4 SLAM +9 MELEE (1D8+5)
SPACE/REACH: 5'/5'
SPECIAL ATTACKS: CONSTRICT, IMPROVED GRAB
SPECIAL QUALITIES: BLINDSENSE 30’, LOW-LIGHT
VISION 50’, PLANT TRAITS, RESISTANCE TO FIRE
(20), SWALLOW WHOLE, VULNERABLE TO
ELECTRICITY
SAVES: FORT +8, REF +3, WILL +2
ABILITIES: STR 20, DEX 12, CON 16, INT -, WIS 10,
CHA 11
SKILLS: LISTEN +8, SPOT +10
FEATS: IMPROVED NATURAL ATTACK, MULTIATTACK
___________________
ENVIRONMENT: AQUATIC (FRESHWATER), MARSHES
ORGANIZATION: SOLITARY, CLUSTER (2-45)
CHALLENGE RATING: 5
TREASURE: HALF STANDARD
ALIGNMENT: ALWAYS NEUTRAL
ADVANCEMENT: 7-12 HD (MEDIUM); 13-18 HD
(LARGE)
LEVEL ADJUSTMENT: -

This monster appears to be little more than a common, albeit


larger than average, cluster of lily pads. Some display one or more
large and colorful cup-shaped flowers. They mostly remain still,
a occasionally wandering slowly to a new location.
thick The bulk of the creature can be found beneath the calm surface
adhesive that of the water, silently waiting for prey. A large oval pod hangs sus-
adds a +2 racial pended by the wide pads, bristling with tentacle-like tendrils of
bonus to all grapple checks. various lengths that drift lazily in the current. If the Ravellypad is
Swallow Whole (Ex): A Picaroon can pull a grabbed oppo- observed for a while, it will probably grab a fish, or other small
nent of Medium or smaller size into a pod by making a successful animal that swims within range with a tendril, and cram it up
grapple check. Once inside, the pod seals tight and fills with a inside the central pod. The Ravellypad dislikes bones and other
thick fluid in 2 Rounds. Once the pod is full, The opponent is hard abjects, often ejecting them from the pod if no food remains.
treated as submerged and must resist drowning (see PHB/DMG).
A swallowed creature attempt to force the pod open with a suc- COMBAT
cessful Strength check (DC27). They can also attempt to bash its The Ravellypad is a mindless eating machine, concerned first
way out. Picaroon Pod: Thickness 2"; Harness 5; Hit Points with filling it's big belly, and second with protecting itself. It
20Hp; Break DC25. Creating a hole with a piercing weapon or attacks anything that comes within reach, and will attempt to pack
cracking the pod will drain the fluid in 1d4+2 Rounds. whatever creatures will fit into its stomach, killing whatever won't
The pod can only hold one creature, regardless of its size. fit to attract animals that will. Because of the creature's discrimi-

-14-
nate eating habits, there is usually a bit of treasure to be found (7-30)
nearby in the silt amidst the bones of former meals. CHALLENGE RATING: 3
Blindsense (Ex): In addition to using it's rudimentary eyes, a TREASURE: STANDARD (LAIR ONLY)
Ravellypad can sense the minute electrical impulses created by ALIGNMENT: ALWAYS NEUTRAL
moving muscles.
ADVANCEMENT: 4-6 HD (TINY); 7-9 HD (SMALL)
Constrict (Ex): A Ravellypad deals 1D8+5 points of damage
with a successful grapple check.
LEVEL ADJUSTMENT: -
Improved Grab (Ex): To use this ability, a Ravellypad must
hit with its slam attack. It can then attempt to start a grapple as a
free action without provoking an attack of opportunity. If it wins
the grapple check, it establishes a hold and can constrict. This monster appears to be a four legged spider, with a
Swallow Whole (Ex): A Ravellypad will small,sharp horn and a shiny brown shell. It is however, not an
try to swallow a grabbed opponent of a insect, but the mobile nut of the Kesec Tree that peri-
suitable feeding size by making a suc- odically falls from it's branches. Unlike the
cessful grapple check. Once inside seeds of ordinary trees, which mainly rely
the plant’s mass, the opponent on the chaotic methods of wind and ani-
must make a Fortitude save mals for their dispersal, the Spidernut
(DC20) or take 2d6 points of acid takes an active role by searching for
damage. A new save is required a suitable place to plant itself.
each round inside the plant. A When the Spidernut finds a
swallowed creature can climb potential spot to grow, it burrows
out of the plant with a success- into the ground, making a shallow
ful grapple check. A swallowed pit. It then prepares this "lair" by
creature can also cut its way out gathering forest litter or grasses and
by using a slashing weapon to piling the mulch in the pit. The
deal 10 points of damage to the Spidernut will then hunt for small ani-
Ravellypad’s interior (AC11). Once mals and gather carrion, adding the car-
a swallowed creature cuts an exit, the casses to the pile as fertilizer. After the lair
plant can no longer use this attack. A has been piled with enough decomposing
Medium Ravellypad’s expanding gastropod debris to satisfy the Spidernut, it buries the mulch,
can hold 1 Small, 4 Tiny, 16 Diminutive, or 32 Fine creatures. burrows deep into the mess and begins to germinate.

COMBAT
SPIDERNUT The carrion in the Spidernut's lair often attracts unwanted
scavengers, forcing the plucky nut to constantly defend it's site.
The Spidernut has a small territory of 120' radius around it's lair
where it hunts, burrowing down for moles and shrews, and climb-
ing trees for squirrels and birds. If confronted away from it's lair,
TINY PLANT it will flee as soon as it can. If confronted at it's lair, it will not hes-
HIT DICE: 3D8 (13 HP) itate to attack, doing so from cover if possible. It's main goal is to
INITIATIVE: +5 (+5 DEX) drive away or kill scavengers; those that leave the territory are
SPEED: 40' (8 SQUARES), BURROW 5' (1 SQUARE) rarely attacked.
ARMOR CLASS: 20 (+2 SIZE, +5 DEX, +3 NATURAL), TOUCH When found, a Kesec Tree possesses 1d30 dormant, mature
17, FLAT-FOOTED 15 Spidernuts hanging from it's branches. If the trunk or branches
BASE ATTACK/GRAPPLE: +2/-7 experience any serious attacks, shocks, shakes, thumps, etc., it
ATTACK: STING +3 MELEE (1D4-1) will drop 25% of the Spidernuts. The dropped nuts become active
FULL ATTACK: STING +3 MELEE (1D4-1) in 1 round, usually fleeing for the safety of the branches they just
SPACE/REACH: 2.5'/0' fell from if there is any threat. If the tree continues to be shaken,
the active Spidernuts will attack as more fall and awaken.
SPECIAL ATTACKS: FIBERWEB, POISON
Blindsight (Ex): A Spidernut’s shell is covered with two rows
SPECIAL QUALITIES: BLINDSIGHT 45’, PLANT TRAITS, of fine fibers that allow it to ascertain targets within 45' feet using
VULNERABILITY TO FIRE vibration and odor.
SAVES: FORT +3, REF +6, WILL -3 Fiberweb (Ex): The Spidernut generates a web of hemp-like
ABILITIES: STR 8, DEX 20, CON 10, INT 2, WIS 2, CHA 11 fiber made sticky with sap. A Spidernut can cast a fiberweb three
SKILLS: ESCAPE ARTIST +5, HIDE +15, MOVE SILENTLY +9 times per day. This is similar to an attack with a net, but has a
FEATS: IMPROVED NATURAL ATTACK (STING) maximum range of 15 feet, with a range increment of 5 feet, and
_______________________________________________ is effective against targets up to one size smaller. The web anchors
ENVIRONMENT: ANY PLAINS, FORESTS, HILLS the target in place, allowing no movement. An entangled creature
ORGANIZATION: SOLITARY, PAIR, CLUSTER (2-6), OR SWARM can escape with a successful Escape Artist check (DC16) or burst
it with a Strength check (DC22). Though it has many of the prop-

-15-
erties of true webbing, this fiber is soaked with watery fluids, so detection. As a side-effect, the Woodfly is attracted to small
it is unaffected by fire. flames, such as candles, torches, campfires, etc.
Poison (Ex): Injury (Sting), Fortitude Save (DC13); Initial Damage Burrowing Thorn (Ex): If the Woodfly manages to make a
1d6 Temporary Strength, Secondary Damage 2D4 Temporary Strength. successful sting attack, it's thorn detaches and begins burrowing
into the flesh of the target. The targeted creature can make a

STINGING WOODFLY
Fortitude save (DC16) to reject the thorn, otherwise the creature
immediately and permanently loses 1 point of Constitution.
During the next seven days the wound will swell into a spherical
bump, and after fourteen days, this bump becomes hard and
woody like a walnut. After two months the woody cyst splits open
DIMINUTIVE PLANT and expels hundreds of soft, wispy seeds.
HIT DICE: 1/4D8 (1 HP) The bump is quite ugly, and if it is in a visible location
INITIATIVE: +7 (+7 DEX) on the body (face, hand, etc) the creature
SPEED: FLY 15' (PERFECT) incurs a -1 penalty to Charisma. A
ARMOR CLASS: 21(+4 SIZE, +7 DEX), Remove Disease spell cast within
24 hours will kill the thorn and
TOUCH 21, FLAT-FOOTED 14
prevent the bump from form-
BASE ATTACK/GRAPPLE: 0/-17 ing. Otherwise the bump and
ATTACK: STING-1 MELEE (1) eventually the woody cyst will
FULL ATTACK: 2 STING-1 MELEE (1) still form, requiring physical
SPACE/REACH: 1'/0' removal by application of the
SPECIAL ATTACKS: BURROWING THORN Heal Skill (DC17) to cure the
SPECIAL QUALITIES: BLINDSIGHT 100’, infestation. Removing the bump
PLANT TRAITS, SCENT or cyst causes 1d4 points of sub-
SAVES: FORT +2, REF +7, WILL -4 dual damage that cannot be
ABILITIES: STR 1, DEX 25, CON 10, INT 2, WIS 2, healed magically.
Camouflage (Ex): When the
CHA 18
Stinging Woodfly is at rest, it gains +8 to Hide
SKILLS: HIDE +21, LISTEN +1, MOVE SILENTLY +9 Skill Checks.
FEATS: STEALTHY
__________________________________________
ENVIRONMENT: ANY FORESTS
ORGANIZATION: SOLITARY, OR SWARM (2-6)
CHALLENGE RATING: 1/8
STINKGNARL
TREASURE: NONE
ALIGNMENT: ALWAYS NEUTRAL LARGE PLANT (FUNGUS)
ADVANCEMENT: 1/2-3/4 HD (DIMINUTIVE); 1-2 HD HIT DICE: 12D8+48 (102 HP)
(TINY) INITIATIVE: +3 (+3 DEX)
LEVEL ADJUSTMENT: - SPEED: 0' (0 SQUARES)
ARMOR CLASS: 19 (-1 SIZE, +3 DEX, +7 NATURAL),
TOUCH 12, FLAT-FOOTED 16
BASE ATTACK/GRAPPLE: +9/+17
The Stinging Woodfly is a tiny creature that appears to be an ATTACK: SLAM +12 MELEE (2D8+4)
insect made from twigs and leaves. This moth-like plant spends FULL ATTACK: SLAM +12 MELEE (2D8+4)
most of it's life as a stationary weed, quietly growing in a sunny
SPACE/REACH: 5'/15'
patch like any other weed. Upon reaching adulthood, usually
around the middle of summer, the Woodfly drops it's flower and SPECIAL ATTACKS: ABHORRENT STENCH, MUCUS
detaches itself from it's stem. After a period of rest where it grows PUSTULES
a single, sharp thorn, it begins stealthily searching the woods for SPECIAL QUALITIES: BLINDSIGHT, LOW-LIGHT VISION
an animal. 60', PLANT TRAITS, TAPROOT
SAVES: FORT+12, REF+7, WILL -
COMBAT ABILITIES: STR 19, DEX 17, CON 19, INT -, WIS 2,
Once the Stinging Woodfly locates an animal (or humanoid), CHA 4
it attempts to quietly attach itself to the creature. It then carefully SKILLS: LISTEN +5, SPOT +5
locates a suitable point to sting the animal with it's thorn attack. If FEATS: ALERTNESS, AWESOME BLOW
the Woodfly is discovered or threatened, it usually tries to flee to __________________________________________
a safe distance and hide until it can return unnoticed. ENVIRONMENT: ANY UNDERGROUND
Blindsight (Ex): The Stinging Woodfly has no visual organs,
ORGANIZATION: SOLITARY
but can ascertain all targets within 100 feet using odors and heat

-16-
CHALLENGE RATING: 11 Leaving the area will end this damage.
TREASURE: STANDARD Blindsight (Ex): The Stinkgnarl has several simple "ears" that
ALIGNMENT: ALWAYS NEUTRAL detect sound and changes in air pressure.
ADVANCEMENT: 13-24 HD (LARGE); 25-36 HD Mucus Pustules (Ex): Whenever the Stinkgnarl makes a suc-
cessful slam attack, it causes several of the spherical pustules to
(HUGE)
burst and splatter the target with slimy mucus. The stinking glop
LEVEL ADJUSTMENT: - acts like a powerful glue, and if a creature is hit 3 or more times
with the mucus attack, they will become Entangled for 10d6 min-
utes. The target suffering mucus entanglement must make a
Reflex Save every turn or become
stuck and immobile.
The Stinkgnarl is a tall and Taproot (Ex): In
pulsing mass of fleshy fungus order to gain more
that periodically belch- leverage for it's flailing
es a small gray cloud slam attacks, the
from under its cap. Stinkgnarl grows a
This cloud is the thick, woody taproot
first thing every- deep into the rock.
one notices when This also gives the
approaching the Stinkgnarl a +4 sta-
Stinkgnarl, hav- bility bonus against
ing a rank odor that charge-type attacks.
hangs in the air. There
is no one color specific to
the repugnant fungus, but
most are brightly colored yel-
low or green, and a few phosphores-
cent specimens have been identified. The

VINE OF DECAY
whole of the spherical cap is covered with fist-sized weeping pus-
tules and is protected by a random pattern of woody plates that
allow freedom of movement.
This fungus grows best near pools of standing water or wet
caverns, but can be found nearly anywhere underground. It will
tolerate most any plants and fungus that grow nearby, but it will
not tolerate Violet Fungus or other poisonous plants, and will
LARGE UNDEAD (PLANT)
HIT DICE: 2D12 (13 HP)
attempt to smash any that come close enough.
INITIATIVE: +5 (+5 DEX)
SPEED: 25' (5 SQUARES), BURROW 10' (2 SQUARES),
COMBAT
CLIMB 20' (4 SQUARES)
This fungus does not hesitate to blast an area with it's stench,
or flail it's massive body like a rubbery hammer at anything that
ARMOR CLASS: 16 (-1 SIZE, +5 DEX, +2 NATURAL),
comes near. TOUCH 14, FLAT-FOOTED 11
Abhorrent Stench (Ex): Whenever approached, the BASE ATTACK/GRAPPLE: +1/+13
Stinkgnarl emits a misty spray of foul gasses that fills up to 300 ATTACK: SLAM +8 MELEE (1D6+8)
square feet, rising 10 feet in the air, and lingers for 1 hour. Living FULL ATTACK: SLAM +8 MELEE (1D6+8)
creatures able to smell the cloud must make a Fortitude Save SPACE/REACH: 10'/10'
(DC40) or become severely nauseated, gagging and coughing as SPECIAL ATTACKS: DECAYING TOUCH, ENERGY
tears well up in their eyes. Nauseated creatures are unable to DRAIN, IMPROVED GRAB
attack, cast spells, concentrate on making them unable to attack, SPECIAL QUALITIES: DARKVISION 60', PLANT TRAITS,
cast spells, concentrate on spells, and so on. The only action a nau-
TREMORSENSE, UNDEAD TRAITS
seated creature can take is a single move (or move-equivalent
SAVES: FORT +0, REF +5, WILL +3
action) per turn. These effects last as long as the character is in the
affected area and for 1d10 rounds after leaving the area. (Roll sep- ABILITIES: STR 27, DEX 20, CON -, INT -, WIS 10, CHA
arately for each nauseated creature.) Those who remain in the area 4
that make their save must continue to save each round with a +1 SKILLS: CLIMB +8, HIDE +6, MOVE SILENTLY +10,
resistance bonus. Creatures with the Scent or other heightened SEARCH +5, SPOT +5
olfactory qualities suffer a -4 circumstance penalty to resist the __________________________________________
noxious vapors. ENVIRONMENT: ANY LAND, MARSHES
If a creature spends 10 rounds breathing inside the affected ORGANIZATION: SOLITARY, PAIR, OR CLUSTER (3-10)
area, they must make a Fortitude save (DC14) or take 1d4 points CHALLENGE RATING: 6
of subdual damage the next round and each round thereafter.

-17-
TREASURE: NONE in color and range in length from an inch all the way up to a yard,
ALIGNMENT: ALWAYS CHAOTIC EVIL depending on the size of the creature and the location on the body
ADVANCEMENT: 3-4 HD (LARGE); 5-6 HD (HUGE) these needles protrude.
LEVEL ADJUSTMENT: - The disease persists for (1d4 + Blue Thistle Blighted’s HD -
Blue Thistle Blighted’s Constitution Modifier) months. After that
time the plant is usually able to shrug off the infection.
There have been examples of elven and human Druids being
This is a single long Assassin Vine with a few dried leaves susceptible to the disease as well, due to their closeness with
hanging from it. It appears to be dead and dry, grayish-brown and nature. Elves and human Druids exposed to the disease have a +4
slightly withered. This vine still moves however, quietly slithering racial bonus to resist the blight, in addition to any other bonuses
along graveyards, ruined castles and to resist disease. Other non-plant crea-
other such places, stopping to kill or ASSASSIN VINE GOUZOM SEED-POD tures may also be susceptible to the dis-
destroy whatever may cross it's path. HUGE PLANT ease.
HIT DICE: 4D10+4 (26 HP)
The vines are very much attracted to INITIATIVE: +4 (IMPROVED INITIATIVE +4) Blue Thistle Blighted: “Blue Thistle
powerful sources of negative energy and SPEED: 25' (5 SQUARES) Blighted” is an acquired template that
ARMOR CLASS: 15 (-2 SIZE, +7 NATURAL), TOUCH 8, FLAT-FOOTED 15 can be added to any Plant creature
greater undead, preferring to hunt under BASE ATTACK/GRAPPLE: +3/+17
the watch of a mighty master. ATTACK: SLAM +7 MELEE (1D6+6)
(referred to hereafter as the base crea-
FULL ATTACK: SLAM +7 MELEE (1D6+6) ture).
SPACE/REACH: 15'/10' Special Attacks: The Blue Thistle
COMBAT SPECIAL ATTACKS: CONSTRICT 1D6+7, ENTANGLE, IMPROVED GRAB,
Blighted creature retains all the special
SPRAY ACID
This foul plant is the antithesis of SPECIAL QUALITIES: BLINDSIGHT 30', CAMOUFLAGE, IMMUNITY TO attacks of the base creature and gain
creation itself, existing only to destroy ACID, IMMUNITY TO ELECTRICITY, LOW-LIGHT VISION, PLANT TRAITS, those described below. Saves have a DC
the living and the whole of their works. SRAVESESISTANCE TO COLD 10 AND FIRE 10, TREMORSENSE
: FORT +5, REF +1, WILL +2 of (10 + 1/2 Blue Thistle Blighted’s
They will not hesitate to attack, spread- ABILITIES: STR 23, DEX 11, CON 12, INT --, WIS 13, CHA 9 HD), unless noted otherwise. Creatures
ing disease and corrosion upon their vic- SKILLS: HIDE -6, LISTEN +5, MOVE SILENTLY +2, SEARCH +2, SPOT +5 effected by this disease cannot wear
FEATS: ALERTNESS, COMBAT REFLEXES, DODGE, IMPROVED INITIATIVE,
tims. LIGHTNING REFLEXES armor, and suffer a -2 penalty to any
Decaying Touch (Su): To use this ----------------------------------------------------------------------------------- Skill Checks that require manual dexter-
ENVIRONMENT: TEMPERATE FORESTS
ability, the Vine must come in contact ORGANIZATION: SOLITARY ity.
with the target. Living creatures hit by a CHALLENGE RATING: 7 Blue Thistles: The thistles deal 1d6
Vine of Decay’s Slam attack suffer an TAREASURE : NONE
LIGNMENT: ALWAYS NEUTRAL points of piercing damage (X2 crit) with
effect similar to a Contagion spell as ADVANCEMENT: 5-8 HD (HUGE); 9-12 HD (GARGANTUAN) a successful grapple attack by either the
cast by a 9th-level caster, Fortitude Save LEVEL ADJUSTMENT: - target or base creature. A regular melee
DC17. Constrict (Ex): An assassin vine deals 1d6+7 points of damage attack can be made with the thistles, and
Metals touched by the attack slowly with a successful grapple check.
Entangle (Su): An assassin vine can animate plants within 30 feet they count as a natural weapon in this
corrode, falling to pieces. Weapons of itself as a free action (Ref DC13 partial). The effect lasts until the case.
touched become corroded and useless in vine dies or decides to end it (also a free action). The save DC is Infectious (Su): Any Plant-Type
1d6+4 Rounds. Armors touched suffer Wisdom-based.
level 4th).
The ability is otherwise similar to entangle (caster
Creature hit by a Blue Thistle attack
as well, losing 1AC per Round until they Improved Grab (Ex): To use this ability, an assassin vine must hit
must succeed at a Fortitude Save or con-
fall apart. Against unattended objects, with its slam attack. It can then attempt to start a grapple as a free tract Blue Thistle Blight. Plants that con-
action without provoking an attack of opportunity. If it wins the grap-
such as wood doors or stone, the touch ple check, it establishes a hold and can constrict. sume other plants that have been infect-
deals 1d4 points of negative-energy Blindsight (Ex): Assassin vines have no visual organs but can
ed must also succeed at a Fortitude Save,
ascertain all foes within 30 feet using sound, scent, and vibration.
damage. Magic items, must succeed at a Camouflage (Ex): Since an assassin vine looks like a normal plant -2. The disease will manifest 1d6 days
Reflex Save (DC20) or be dissolved as when at rest, it takes a DC 20 Spot check to notice it before it attacks. later.
well. Only Holy, Sacred, Blessed and of Anyone with ranks in Survival or Knowledge (nature) can use one
those skills instead of Spot to notice the plant. Dwarves can use Poison (Ex): The needles contain a
Good-Aligned items, and their like, stonecunning to notice the subterranean version. weak poison that is injected with a suc-
remain unaffected by the attack. Spray Acid (Ex): Stream of acid 5 feet high, 5 feet wide, and 20
feet long, once every hour; damage 2d4. cessful Blue Thistle attack.
Energy Drain (Su): Living crea- Blue Thistle Poison: Injury (Sting),
tures hit by a Vine of Decay’s Slam attack receive one negative Fortitude Save (DC13); Initial Damage 1 Temporary Strength, Secondary
level. The Fortitude Save to remove the negative level is DC17. Damage 1 Temporary Dexterity.
Improved Grab (Ex): To use this ability, a Vine of Decay Challenge Rating: Same as the base creature +1.
must hit with its Slam attack. It can then attempt to start a grapple Advancement: Same as the base creature.
as a free action without provoking an attack of opportunity. Level Adjustment: Same as the base creature, +1.

TEMPLATES GOUZOM SEED-POD


Plant creatures that absorb the powerful pollen of the Gouzom
BLUE THISTLE BLIGHTED Tree become the unwitting carriers, and most are unwilling carri-
Blue Thistle Blight is a rare, supernatural disease that spreads ers, of the Gouzom's seeds. The Gouzom uses these mobile plants
amongst plants and plant creatures, causing them to grow several to spread it's seeds wide, and to keep those seeds protected on the
long, thin, smooth needles all over. These "thisles" are light-blue long journey, the pollen also enhances the plant with new abilities

-18-
and strengths. These enhancements are temporary, lasting only for their old damage values or use
the three-months while the seeds develop. Once the seeds are the appropriate value from the DAMAGE MODIFIER TABLE
ready to sprout, the Gouzom Seed-Pod creature dies on-the-spot, Damage Modifier Table, Size Damage
eventually growing into a Gouzom Tree. A Cure Disease spell cast whichever is better. Fine 1
on a Gouzom Seed-Pod by a 10th-level or higher caster within one Special Attacks: A Diminutive 1d2
month of being affected will remove the seeds and their benefits Gouzom Seed-Pod retains all Tiny 1d3
within 10 minutes. the special attacks of the base Small 1d4
Gouzom Seed-Pod creatures fight fiercely, being fully aware creature and gains those Medium 1d6
of their new strengths and abilities. Along with granting these described below. Saves have a Large 1d8
abilities, the growing seeds require much nutrition, craving rich DC of 5 + 1/2 Gouzom Seed- Huge 2d6
sources of red meat. The need for the base creature to consume Pod’s HD + Gouzom Seed- Gargantuan 2d8
flesh nearly triples, and in most cases turns the plant into a ruth- Pod’s Strength Modifier, unless Colossal 4d6
less predator, even more so if the plant started as one. Highly intel- noted otherwise.
ligent plants can sometimes keep these killer urges under control, Immunities (Ex): Gouzom Seed-Pods have acid and electric-
provided they have an ample supply of food. ity immunity.
Gouzom Seed-Pod Template: Spray Acid (Ex): Stream of acid 5 feet
“Gouzom Seed-Pod” is an acquired tem- VEGIAL BAT (BATWEED) high, 5 feet wide, and 20 feet long, once
plate that can be added to any mobile DIMINUTIVE PLANT every hour; damage 2d4.
HIT DICE: 1/4D8 (1 HP)
Plant creature (referred to hereafter as INITIATIVE: +2 Tremorsense (Ex): Gouzom Seed-
the base creature). SPEED: 5' (1 SQUARE), FLY 40' (GOOD) Pods can automatically sense the loca-
ARMOR CLASS: 17 (+1 NATURAL, +4 SIZE, +2 DEX), TOUCH 17, FLAT-
A Gouzom Seed-Pod uses all the FOOTED 15 tion of anything within 80' that is in con-
base creature’s statistics and special abil- BASE ATTACK/GRAPPLE: +3/-14 tact with the ground.
ATTACK: SLAM +3 MELEE (1D1)
ities except as noted here. FULL ATTACK: SLAM +3 MELEE (1D1)
Abilities: +3 Strength, +1 Dexterity, -
Size & Type: The creature’s size is SPACE/REACH: 1'/0' 4 Constitution
increased by one level. Type remains the SPECIAL ATTACKS: IMPROVED GRAB Skills: Gouzom Seed-Pods have a +2
SPECIAL QUALITIES: BLINDSIGHT 60', HALF DAMAGE FROM BLUNT,
same. PLANT TRAITS racial bonus on Hide, Listen, Move
Hit Dice: Increase all current and SAVES: FORT +2, REF +4, WILL +2 Silently, Search, and Spot checks.
ABILITIES: STR 1, DEX 15, CON 10, INT 2, WIS 14, CHA 4
future Hit Dice to d10s. SKILLS: HIDE +19, LISTEN +8, MOVE SILENTLY +11, SPOT +8 Otherwise same as the base creature.
Speed: Speed is increased by 20' (4 FEATS: ALERTNESS Feats: Gouzom Seed-Pods gain
-----------------------------------------------------------------------------------
Squares). ENVIRONMENT: ANY LAND
Alertness, Combat Reflexes, Dodge,
Armor Class: The base creature’s ORGANIZATION: COLONY (5-50) Improved Initiative, and Lightning
natural armor bonus improves by +1. CHALLENGE RATING: 1 Reflexes.
ADVANCEMENT: -
Attack: A Gouzom Seed-Pod retains LEVEL ADJUSTMENT: - Environment: Any, usually same as
all the attacks of the base creature and base creature.
Blindsight (Ex): Vegial bats have no visual organs but can ascer-
also gains a Slam attack if it didn’t tain all foes within 60' using sound, scent, and vibration Organization: Solitary
already have one. If the base creature can Half Damage from Blunt (Ex): Blunt weapons deal only half Challenge Rating: Same as the base
use weapons, the Gouzom Seed-Pod damage to Vegial Bats, with a minimum of 1 point of damage.
Improved Grab (Ex): To use this ability, the Vegial Bat must hit
creature +4.
retains this ability. A creature with natu- with its primary melee attack Advancement: Same as the base crea-
ral weapons retains those natural ture
VEGIAL RHINOCEROS (GREENHORN)
weapons. A Gouzom Seed-Pod fighting Level Adjustment: Same as the base
LARGE PLANT
without weapons uses either its slam HIT DICE: 8D10+40 (84 HP) creature, +5.
attack or its primary natural weapon (if it INITIATIVE: +0
has any). A Gouzom Seed-Pod armed SAPEED : 30' (6 SQUARES)
RMOR CLASS: 16 (-1 SIZE, +7 NATURAL), TOUCH 9, FLAT-FOOTED 16
with a weapon uses its slam or a weapon, BASE ATTACK/GRAPPLE: +6/+18 V EGIAL
as it desires. ATTACK: GORE +13 MELEE (2D6+12) Vegials are plants and fungi that
FULL ATTACK: GORE +13 MELEE (2D6+12), SLAM +13 MELEE resemble animals and vermin, both in
Full Attack: A Gouzom Seed-Pod (1D8+8)
fighting without weapons uses either its SPACE/REACH: 10'/5' appearance and behavior, and they may
slam attack (see above) or its natural SPECIAL QUALITIES: BLINDSIGHT 60', HALF DAMAGE FROM BLUNT, be found anywhere their animal coun-
SPECIAL ATTACKS: IMPROVED GRAB, POWERFUL CHARGE

weapons (if it has any). If armed with a PLANT TRAITS terparts are known to inhabit. Ferocious
weapon, it usually uses the weapon as its SAAVES : FORT +11, REF +6, WILL +3 Vegial Bears roam the woodlands,
BILITIES: STR 26, DEX 10, CON 21, INT 2, WIS 13, CHA 2
primary attack along with a slam or other SKILLS: HIDE +5, LISTEN +14, MOVE SILENTLY +5, SPOT +3 graceful Vegial Eagles hunt the moun-
natural weapon as a natural secondary FEATS: ALERTNESS, ENDURANCE, IMPROVED NATURAL ATTACK (GORE) tain skies, giant Vegial Whales swim the
----------------------------------------------------------------------------------- oceans, and tiny Vegial Beetles scurry
attack. ENVIRONMENT: WARM PLAINS
Damage: Gouzom Seed-Pods have ORGANIZATION: SOLITARY OR HERD (2-12) through the Underdark.
CHALLENGE RATING: 5
Slam attacks. If the base creature does ADVANCEMENT: 9-12 HD (LARGE); 13-24 HD (HUGE) Vegial: “Vegial” is a template that can
not have this attack form, use the appro- LEVEL ADJUSTMENT: - be added to any Animal or Vermin-Type
priate damage value from the Damage Creature. This Vegial is a plant that
Blindsight (Ex): Vegial Rhinoceros have no visual organs but can
Modifier Table according to the Gouzom ascertain all foes within 60' using sound, scent, and vibration takes on the superficial characteristics
Seed-Pod’s size. Creatures that have Powerful Charge (Ex): A Vegial Rhinoceros deals 4d6+24 points of some type of Animal or Vermin
of damage when it makes a charge. (referred to hereafter as the
other kinds of natural weapons retain

-19-
“Animal/Vermin”). This can be any SPELL RESISTANCE: YES (HARMLESS) it normally could not. The caster can pro-
Animal/Vermin between Diminutive and tect a field of wheat, a single tree, etc, The
Colossal Size. Brambleskin makes the skin of the plants will remain verdant and green
A Vegial uses the Animal/Vermin’s sta- effected creature become fiberous and through bitter winters, terrible drought,
tistics and special abilities in addition to woody, then covers it with hundreds of floods, and other similar conditions.
those set out below wickedly sharp thorns. The spell grants a Against supernatural weather and weather-
Size & Type: Same as the +2 natural armor bonus to AC. This bonus type spells, the plants gain a +2 enhance-
Animal/Vermin. The creature’s type increases to +3 at 6th level and to +4 at ment bonus to resist their effects.
changes to "Plant". 13th level and up.
Hit Dice: Same as the Animal/Vermin The thorns also act as a weapon, deal-
Speed: Same as the Animal/Vermin ing 1d6 points of piercing/slashing damage FOREST ALTAR
AC: The Animal/Vermin’s natural (X2 critical) with a successful grapple CONJURATION (CREATION, HEALING)
armor increases by +1 attack, made by either the attacker or LEVEL: DRD 7, HEALING 6, PLANT 7
Attacks: Same as the Animal/Vermin defender, or if the bearer of the thorns is a COMPONENTS: V,S,M,DF
Damage: Same as the Animal/Vermin target of a successful unarmed strike. The CASTING TIME: 30 MINUTES
Special Attacks: A Vegial retains all thorns count as a martial weapon. A regu- RANGE: CLOSE (25'+5'/2 LEVELS)
the special attacks of the Animal/Vermin, lar melee attack (or off-hand attack) can be EFFECT: CREATES A SOURCE OF
and also gains those listed below made with the thorns, and they count as a MAGICAL HEALING
Improved Grab (Ex): To use this abil- light weapon in this case. DURATION: 1 DAY/LEVEL
ity, the Vegial must hit with its primary
melee attack. It can then attempt to start a SAVING THROW: WILL HALF
grapple as a free action without provoking CHLOROPHYLLIUM (HARMLESS; AS CURE SPELL)
an attack of opportunity. TRANSMUTATION SPELL RESISTANCE: YES (HARMLESS)
Special Qualities: A Vegial retains all LEVEL: DRD 1, PLANT 1
the special qualities of the Animal/Vermin COMPONENTS: S,DF By means of this spell, the caster caus-
and also gains those listed below es a plant to become an altar of healing.
CASTING TIME: 1 ACTION
Blindsight (Ex): Vegial have no visual The plant can be of any type, so long as it
RANGE: TOUCH is immobile, such as a tree, flower, shrub,
organs but can ascertain all foes within 60'
TARGET: UP TO 6 LIVING CREATURES etc. This chosen plant begins to glow with
using sound, scent, and vibration
Half Damage from Blunt (Ex): Blunt DURATION: 8 HOURS a comforting light, bathing the area with a
weapons deal only half damage to Vegial, SAVING THROW: NONE feeling of warmth.
with a minimum of 1 point of damage. SPELL RESISTANCE: YES (HARMLESS) Creatures that remain within a 50'
Saves: The base saves are as for the radius of the altar begin regenerating
Animal/Vermin The skin and hair of the targets changes wounds at a rate of 2 Hit Points per round.
Abilities: Ability scores are based on to a rich green, allowing them to take sus- This effect ends once a creature leaves the
the Animal/Vermin tenance from the light of the sun. So long area. Creatures with severed body parts
Skills: Same as the Animal/Vermin; as the targets are exposed to at least 4 hours (fingers, toes, hands, feet, arms, legs, tails,
also Hide +5, Move Silently +5 of sunlight, they will not need to consume or even heads of multi-headed creatures),
Feats: Same as the Animal/Vermin any food that day. The targets still requires broken bones, and ruined organs grow
Challenge Rating: Same as the base a normal amount of water and rest. back in if they are allowed to rest within
creature +1. the area of effect for 16 hours. Healing and
Advancement: Same as the base crea- resurection spells cast within the area of
ture. EVERGREEN effect require only half the casting time.
Level Adjustment: Same as the base ABJURATION Since undead are powered by negative
creature, +1. LEVEL: DRD 1, PLANT 1 energy, this spell deals damage to them
COMPONENTS: V,S instead of curing their wounds. An undead
creature can attempt a Will Save each

SPELLS
CASTING TIME: 1 ACTION
RANGE: MEDIUM (100'+10'/LEVEL) round it remains in the area to take half
TARGET: ONE PLANT, SEVERAL damage. All Charisma checks made to
turn undead within this area gain a +2
BRAMBLESKIN PLANTS OR ONE PLANT-TYPE
sacred bonus.
TRANSMUTATION CREATURE Material Components: Rare Herbs
LEVEL: DRD 2, PLANT 2 DURATION: 1 MONTH/LEVEL Worth at Least 200gp
COMPONENTS: V,S,DF SAVING THROW: NONE
CASTING TIME: 1 ACTION SPELL RESISTANCE: YES (HARMLESS)
RANGE: TOUCH FRUIT TREE
TARGET: LIVING CREATURE TOUCHED Evergreen allows the affected plants (or TRANSMUTATION
plant creature) to completely resist the neg- LEVEL: DRD 0, PLANT 0
DURATION: 10 MINUTES/LEVEL
ative effects of harsh natural weather, even COMPONENTS: V,S,M
SAVING THROW: NONE allowing a plant to flourish in places where CASTING TIME: 10 MINUTES

-20-
RANGE: TOUCH lapses upon itself and disappears. bles the original leaf in color, and weighs
EFFECT: CAUSES ONE TREE TOUCHED The bridge can hold up to 750 lbs. at a only 5 lbs.
TO BEAR FRUIT time regardless of length. If any more At 6th level the caster can create armor
DURATION: INSTANTANIOUS weight is added, the bridge collapses and for a Large or Huge-Sized creature.
disappears, dropping everything on it. At 10th level the caster creates Medium
SAVING THROW: NONE
Material Components: A Fresh Seed- or Small-Sized armor equivalent to
SPELL RESISTANCE: NO Pod. Studded Leather armor, also resembling
the original leaf in color, and weighing
This spell causes a mundane tree only 10 lbs.
touched by the caster to bear 2 pounds of GREEN-LEAF CANOE
healthy, edible fruit per level of the caster. TRANSMUTATION
This fruit is normal in every way, except LEVEL: DRD 2, PLANT 2, RGR 3
that it contains no seeds. The type of fruit
COMPONENTS: V,S,DF GREEN-LEAF PHALANX
produced may be one type, such as all TRANSMUTATION
apples, or a variety, depending on what sort CASTING TIME: 1 ACTION
RANGE: TOUCH LEVEL: DRD 8, PLANT 8
of seeds are used by the caster.
TARGET: ONE GREEN LEAF COMPONENTS: V,S,M,DF
Material Components: 7 Fruit Seeds
of one or several varieties. DURATION: 1 HOUR/LEVEL CASTING TIME: 1 HOUR
SAVING THROW: NONE RANGE: TOUCH
SPELL RESISTANCE: NO TARGET: ONE FRESHLY FALLEN TREE
GREEN-LEAF ARROWS DURATION: PERMANENT
TRANSMUTATION This spell causes an ordinary green leaf SAVING THROW: NONE
LEVEL: DRD 1, PLANT 1, RGR 1 to grow and shape itself into a sturdy, SPELL RESISTANCE: NO
COMPONENTS: S,DF water-tight canoe complete with paddle.
CASTING TIME: 1 ACTION The canoe can hold one Medium-Sized This spell causes the leaves and wood
RANGE: TOUCH creature with gear or two Small-Sized crea- of an ordinary fallen tree to become natural
TARGET: ONE LEAFY BRANCH tures with gear. weapons and armor for a battle force. The
DURATION: PERMANENT leaves become suits of armor, such as those
produced by the Green-Leaf Hide spell,
SAVING THROW: NONE
SPELL RESISTANCE: NO
GREEN-LEAF HIDE and the wood becomes several simple
TRANSMUTATION melee weapons. The amount of gear pro-
LEVEL: DRD 3, PLANT 3, RGR 4 duced depends on the size of the tree. All
This spell causes an ordinary leafy the armor and weapons are made for
COMPONENTS: V,DF
branch to change shape, creating a number Medium-Sized creatures by default. If the
of natural wooden arrows. The branch CASTING TIME: 1 ACTION
RANGE: TOUCH caster so chooses, the armor can be made
becomes 10 arrows, +2 for each level of to fit Small-Sized creatures.
the caster. TARGET: ONE GREEN LEAF
At 15th level, the caster can opt to pro-
DURATION: PERMANENT
duce armor and weapons for Large or
SAVING THROW: NONE
GREEN-LEAF BRIDGE SPELL RESISTANCE: NO
Huge-Sized creatures. This reduces the
total weapons and armor produced by 50%
CONJURATION (CREATION)
or 25% respectively.
LEVEL: DRD 2, PLANT 2 This spell causes an ordinary green leaf
COMPONENTS: S,M to grow and shape itself into a sturdy, • Medium Tree: A Medium-Sized tree
CASTING TIME: 1 ACTION leathery set of armor equivalent to a suit of produces 20 suits of Green-Leaf Hide
RANGE: MEDIUM (100'+10'/LEVEL) Leather Armor suitable for a Medium- and 20 Green-Leaf Maces OR 15
EFFECT: CREATES A TEMPORARY Sized creature, or the caster can opt to have Green-Leaf Spears.
the armor fit a Small-Sized creature • Large Tree: A Large-Sized tree pro-
BRIDGE duces 100 suits of Green-Leaf Hide and
instead. The armor is the same in every
DURATION: 5 ROUNDS/LEVEL 100 Green-Leaf Maces OR 80 Green-
way as leather armor, except that it resem-
SAVING THROW: NONE
SPELL RESISTANCE: NO
3.0 WEAPON VALUE DAMAGE CRITICAL RANGE WEIGHT TYPE
LONGSPEAR, GREEN-LEAF 6CP 1D8 X3 - 7LBS (P)
The caster can create a 5’ wide suspen- MACE, GREEN-LEAF 5CP 1D6 X1.5 - 4LBS (B)
sion bridge (or ladder) of tangled, leafy SPEAR, GREEN-LEAF 5CP 1D8 X2 20' 5LBS (P)
vines across a wide or short gap.
The vines must be anchored to
3.5 WEAPON VALUE DMG(S) DMG(M) CRITICAL RANGE WEIGHT TYPE
two or more solid and diametri- LONGSPEAR, GREEN-LEAF 6CP 1D6 1D8 X2 - 7LBS PIERCING
cally opposed points; opposite MACE, GREEN-LEAF 5CP 1D4 1D6 X1.5 - 4LBS BLUDGEONING
walls, boulders, trees, wall and SPEAR, GREEN-LEAF 5CP 1D4 1D6 X1.5 20' 4LBS PIERCING
floor, etc. or else the bridge col-

-21-
Leaf Spears. effects on certain creatures (See the shelter well, granting a +8 circumstan-
• Huge Tree: A Huge-Sized tree pro- PHB?DMG). tial bonus to Hide Skill checks for every-
duces 500 suits of Green-Leaf Hide, one inside the shelter.
250 Green-Leaf Maces AND 250 Focus Components: A Small Basket
Green-Leaf Spears.
• Gargantuan Tree: A Huge-Sized
ROBE OF NATURE
TRANSMUTATION
tree produces 1,000 suits of Green-Leaf
Hide, 500 Green-Leaf Maces, 350 LEVEL: DRD 1, PLANT 1, RGR 2 S
HELTER OF HORNS T
Green-Leaf Spears, and 150 Green- COMPONENTS: V,S,M C ONJURATION (CREATION)
Leaf Longspears. CASTING TIME: 1 ACTION LEVEL : DRD 1, PLANT 1
RANGE: TOUCH EFFECT: A SMALL SHELTER MADE OF
Material Components: A Suit of +1 EFFECT: CREATES A CLOAK MADE OF THORNY BRAMBLES
Magical Armor, or a +1AC Magic Item DURATION: 3 HOURS/LEVEL
NATURAL DEBRIS
DURATION: 5 MINUTES/LEVEL
As Shelter of Grass, except that the
GREENWOOD SAVING THROW: NONE
character creates a small dome of woven
TRANSMUTATION SPELL RESISTANCE: NO
thorn brambles about 15' in diameter. Any
LEVEL: DRD 4, PLANT 4 creature forced into or attempting to break
COMPONENTS: S,DF The caster summons a robe made from
into the Shelter of Thorns takes 3d6 points
CASTING TIME: 1 ACTION whatever natural debris is availible, be it
of slashing damage per round of contact.
dead leaves, twigs, bark, sand, moss, etc.
RANGE: TOUCH Focus Components: A Small Basket
The robe of natural materials allows the
TARGET: LIVING CREATURE TOUCHED of Thorns
bearer to blend into the surroundings,
DURATION: 5 ROUNDS/LEVEL granting +5 to Hide Skill checks.
SAVING THROW: NONE
SPELL RESISTANCE: YES (HARMLESS)
This robe also works with armor, grant-
ing a +1 enhancement bonus to the bearer's
SHELTER OF WOOD
LEVEL: DRD 3, PLANT 3
AC. COMPONENTS: V,S,M
This spell causes the body of the crea-
ture touched to become plastic and pliable, CASTING TIME: 1 ACTION
like the wood of a young, green sapling. SHELTER OF GRASS RANGE: CLOSE (25'+5'/2 LEVELS)
The durable nature of this new flesh makes CONJURATION (CREATION) EFFECT: A SMALL SHELTER MADE OF
the subject completely immune to Blunt- LEVEL: DRD 0, PLANT 0 THICK WOOD
Type Damage attacks. The subject also COMPONENTS: V,S,F DURATION: 2 HOURS/LEVEL
suffers a -2 enhancement penalty to both CASTING TIME: 1 ACTION SAVING THROW: NONE
Strength and Constitution. RANGE: CLOSE (25'+5'/2 LEVELS) SPELL RESISTANCE: NO
EFFECT: A SMALL SHELTER MADE OF
As Shelter of Grass, except that the
MAGIC THISTLE WOVEN GRASS
character creates a small dome of thick
TRANSMUTATION DURATION: PERMANENT
wood about 15' in diameter.
LEVEL: DRD 2, PLANT 2 RGR 2 SAVING THROW: NONE The ambient temperature inside this
COMPONENTS: V,S,DF SPELL RESISTANCE: NO shelter is always comfortable, regardless of
CASTING TIME: 1 ACTION external conditions.
RANGE: TOUCH The caster creates a small dome of Material Components: A Small
woven grasses about 15' in diameter, look- Wooden Bowl
TARGET: CREATURE OR ORGANIC
ing very much like a giant overturned bas-
ARMOR TOUCHED ket. Up to 5 Medium-Sized, 2 Large-
DURATION: 1 MINUTE/LEVEL
SAVING THROW: WILL NEGATES
Sized, or 10 Small-Sized creatures can lie TREE DETONATION
down comfortably on the floor of woven EVOCATION
(HARMLESS) grass. Entry into the simple hut is granted LEVEL: DRD 7, PLANT 7
SPELL RESISTANCE: YES (HARMLESS) by a circular doorway that can be closed COMPONENTS: V,S,DF
with a tight-fitting woven door.
CASTING TIME: 1 ACTION
Magic Thistle gives the natural armor The shelter does not protect those
or organic armor of the subject a +1 inside from foul temperatures. It does pro- RANGE: LONG (400'+40'/LEVEL)
enhancement bonus to AC and the equiva- vide a quiet, dry and comfortable place to TARGET: ONE TREE
lent of Armor Spikes +1 (See PHB/DMG). sleep and is excellent protection from DURATION: INSTANTANEOUS
The spell can affect any natural armor, insects and other vermin in even the worst SAVING THROW: REFLEX HALF
such or armor made of natural materials; of swamps. SPELL RESISTANCE: YES
hide, bone, wood, etc. At 4th level, the caster can opt to have
If the caster is a Good-Aligned Druid, the shelter be covered with plant life that This spell causes a targeted tree to burst
the Armor and Armor Spikes are consid- matches the surrounding vegetation when from the inside, detonating with a low roar
ered Blessed, which means they has special it is created. This new growth camouflages and a spread of deadly shrapnel-like splin-

-22-
ters. The type of damage caused by the detonation is determined TERMS OF THIS LICENSE. YOU MUST AFFIX SUCH A NOTICE TO ANY OPEN GAME CONTENT
by the size of the tree. THAT YOU USE. NO TERMS MAY BE ADDED TO OR SUBTRACTED FROM THIS LICENSE EXCEPT
AS DESCRIBED BY THE LICENSE ITSELF. NO OTHER TERMS OR CONDITIONS MAY BE APPLIED
• Medium Tree: Exploding a Medium-Sized tree creates a 25' TO ANY OPEN GAME CONTENT DISTRIBUTED USING THIS LICENSE.
radius spread of splinters that causes 2d10 points of damage, +1 3.OFFER AND ACCEPTANCE: BY USING THE OPEN GAME CONTENT YOU INDICATE YOUR
for each level of the caster, to all creatures within the area. ACCEPTANCE OF THE TERMS OF THIS LICENSE.

• Large Tree: Exploding a Large-Sized tree creates a 40' radius 4. GRANT AND CONSIDERATION: IN CONSIDERATION FOR AGREEING TO USE THIS LICENSE,
spread of splinters that causes 4d10 points of damage, +1 for THE CONTRIBUTORS GRANT YOU A PERPETUAL, WORLDWIDE, ROYALTY-FREE, NON-EXCLU-

each level of the caster, to all creatures within the area. SIVE LICENSE WITH THE EXACT TERMS OF THIS LICENSE TO USE, THE OPEN GAME

• Huge Tree: Exploding a Huge-Sized tree creates a 65' radius CONTENT.


spread of splinters that causes 8d10 points of damage, +1 for 5.REPRESENTATION OF AUTHORITY TO CONTRIBUTE: IF YOU ARE CONTRIBUTING ORIGINAL
each level of the caster, to all creatures within the area. MATERIAL AS OPEN GAME CONTENT, YOU REPRESENT THAT YOUR CONTRIBUTIONS ARE

• Gargantuan Tree: Exploding a Gargantuan-Sized tree creates YOUR ORIGINAL CREATION AND/OR YOU HAVE SUFFICIENT RIGHTS TO GRANT THE RIGHTS
a 80' radius spread of splinters that causes 16d10 points of dam- CONVEYED BY THIS LICENSE.

age, +1 for each level of the caster, to all creatures within the 6.NOTICE OF LICENSE COPYRIGHT: YOU MUST UPDATE THE COPYRIGHT NOTICE POR-
TION OF THIS LICENSE TO INCLUDE THE EXACT TEXT OF THE COPYRIGHT NOTICE OF
area.
ANY OPEN GAME CONTENT YOU ARE COPYING, MODIFYING OR DISTRIBUTING, AND YOU
Supernatural trees and tree-creatures are immune to this spell.
MUST ADD THE TITLE, THE COPYRIGHT DATE, AND THE COPYRIGHT HOLDER’S NAME TO THE
Good Aligned Druids that use this spell suffer 1d4 points of tem- COPYRIGHT NOTICE OF ANY ORIGINAL OPEN GAME CONTENT YOU DISTRIBUTE.
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-23-
with up to 8 Hit Dice. The target must succeed at a Will

ADDLEVETCH save to resist.


• Daze Eye: This red eye can shoot a ray that works like
the Daze spell, except that it affects one creature with up to
SMALL PLANT 8 Hit Dice. The target must succeed at a Will save to resist.
HIT DICE: 1D8+3 (7 HP)
• Inflict Light Wounds Eye: This little blue sphere shoots
INITIATIVE: +7 (+7 DEX) a ray that works like the Inflict Light Wounds spell, except
SPEED: 15' (3 SQUARES) that it affects one creature with up to 10 Hit Dice. The tar-
ARMOR CLASS: 18 (+1 SIZE, +7 DEX), TOUCH 18, get may make a Fortitude save for half damage.
FLAT-FOOTED 11
BASE ATTACK/GRAPPLE: 0/-6
ATTACK: - BRACTYRAN
FULL ATTACK: -
SPACE/REACH: 5'/-
GARGANTUAN OUTSIDER (PLANT)
HIT DICE: 40D8+200 (380 HP)
SPECIAL ATTACKS: EYE RAYS INITIATIVE: -
SPECIAL QUALITIES: LOW-LIGHT VISION 60', PLANT SPEED: FLY 100' (AVERAGE)
TRAITS ARMOR CLASS: 14 (-4 SIZE, +8 NATURAL), TOUCH 6,
SAVES: FORT +5, REF +7, WILL -4 FLAT-FOOTED 14
ABILITIES: STR 7, DEX 25, CON 17, INT --, WIS 2, CHA 18 BASE ATTACK/GRAPPLE: +40/+61
SKILLS: HIDE +11, SEARCH +1, SPOT +4 ATTACK: TAIL+40 MELEE (2D8+4)
FEATS: ALERTNESS FULL ATTACK: 2 CLAW+45 MELEE (2D6+9), BITE+40
__________________________________________ MELEE (4D8+4), AND TAIL+40 MELEE (2D8+4)
ENVIRONMENT: WARM DESERTS, SUBTERRANEAN SPACE/REACH: 35'/15'
ORGANIZATION: SOLITARY, OR BUNCH (2-5) SPECIAL ATTACKS: BRACTYRAN WHELPS, BREATH
CHALLENGE RATING: 1 WEAPON, CONSTRICT, IMPROVED GRAB, RAKE,
TREASURE: HALF STANDARD SWALLOW WHOLE
ALIGNMENT: ALWAYS NEUTRAL SPECIAL QUALITIES: DARKVISION 120', OUTSIDER
ADVANCEMENT: 2-3 HD (SMALL); 4-6 HD (MEDIUM) TRAITS, PLANT TRAITS, SCENT
LEVEL ADJUSTMENT: - SAVES: FORT+27, REF+22, WILL+21
ABILITIES: STR 29, DEX 10, CON 21, INT 9, WIS 8,
This is an interesting, but dangerous desert plant that lives near
sources of fresh water. It has a few large leaves near it's base of
CHA 18
thick, mobile roots and has three long and curving stems. Each of SKILLS: KNOWLEDGE (NATURE)+39, LISTEN+19,
these stems sports a colorful and shiny sphere. SPOT+19
The subterranean breed of Addlevetch is very similar to it’s FEATS: ENDURANCE, HOVER, SNATCH
desert cousin, except that it is dark brown in color and grows no __________________________________________
leaves. ENVIRONMENT: WARM PLAINS, FORESTS, HILLS,
MOUNTAINS, MARSHES
COMBAT ORGANIZATION: SOLITARY OR PAIR
An Addlevetch prefers to lie in wait along pools of water, usu- CHALLENGE RATING: 22
ally clinging to a palm tree. When an animal or other prey comes TREASURE: NONE
near, it uses it's rays to disable and kill the creature. Once any ALIGNMENT: USUALLY CHAOTIC EVIL
threats have past, the plant nestles into the corpse to consume and
ADVANCEMENT: 41-80 HD (GARGANTUAN); 81-120
grow.
All-Around Vision (Ex): Addlevetch plants are exceptionally
HD (COLOSSAL)
alert. Their prehensile eye-stems give them a +2 racial bonus to LEVEL ADJUSTMENT: -
Spot and Search checks, and they cannot be flanked.
Eye Rays (Su): Each of the Addlevetch's three small eyes can The Bractyran is a massive flying plant that terrorizes the skies
produce a magical ray once per round, even when moving at full wherever it goes. It never stops flying until it dies or it is killed,
speed, and the plant can easily aim any of its eyes in any direction which can take thousands of years. It is a vicious hunter, prefer-
each round. Each eye’s effect resembles a spell cast by a 8th-level ring to capture Huge or Large sized animals, but taking anything
caster, but follows the rules for a ray. All rays have a range of 55' it can get.
and save DC15. The Bractyran looks like a long, mossy root or vine with a
• Confusion Eye: This yellow eye shoots a ray that acts colossal, ragged leaf sprouting from the top to serve as a wing. A
as a Confusion Spell, except that it affects one creature pair or thorny claws sprout near the large maw to facilitate feed-
ing. All along the length of the Bractyran, there are dozens of light CHALLENGE RATING: 6
TREASURE: NONE
colored lumps. Each of these lumps contain several gestating ALIGNMENT: USUALLY CHAOTIC EVIL
Bractyran Whelps. ADVANCEMENT: 6-10 HD (MEDIUM); 11-15 HD (LARGE)
LEVEL ADJUSTMENT: -

COMBAT The Bractyran Whelp is the offspring of the humongous Bractyran. The Whelps are
usually dropped when the Bractyran needs some assisstance and are born ready for sur-
Although fairly stupid, this plant is fully aware of what it is vival, appearing to be a smaller version of their parent, requiring little guidance. Although
and what it can do, taking no small pleasure in crushing and eat- the Bractyran has little parental instincts, it will keep the whelps nearby to help it in times
of danger. The Bractyran Whelps aren't particularly loyal either, but they share their sire's
ing whatever animals fall into it's claws. It's favorite method of love of hunting and feeding.
attack is to glide in, spray the target with thorns, grab with it's If the hunt is finished, or there is no need for them to remain near, the Whelps will fly
"tail", crush and claw the prey, then finally mash and swallow the off on their own.

corpse with it's large mouth. COMBAT


Bractyran Whelps (Ex): If engaged in combat for more than Even stupider than the Bractyran, Whelps will attack almost anything, whether they
can eat it or not. It is not surprising that few Whelps grow into a full sized Bractyran.
6 rounds, the Bractyran will drop 2d6 whelps to assist it in battle. Constrict (Ex): A Bractyran Whelp deals 1D6+3 points of damage with a successful
The Bractyran becomes highly fearful when confronted with obvi- grapple check.
ously superior forces. If it cannot flee, it will drop every Whelp it Improved Grab (Ex): To use this ability, a Bractyran Whelp must hit with its tail
attack. It can then attempt to start a grapple as a free action without provoking an attack
has (8d6+8) to help it escape. New Whelps regenerate in 2 weeks. of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Breath Weapon (Su): Spray of Thorns, Cone 50' long, once
per hour; damage 14d6, Reflex Half (DC22). Targets are pelted
with hundreds of sharp thorns.
Constrict (Ex): A Bractyran deals 2D8+4 points of damage
CELESTIAL TREE
with a successful grapple check. LARGE OUTSIDER (AIR, GOOD, PLANT)
Improved Grab (Ex): To use this ability, a Bractyran must hit HIT DICE: 17D8+102 (178 HP)
with its tail attack. It can then attempt to start a grapple as a free INITIATIVE: +3 (+3 DEX)
action without provoking an attack of opportunity. If it wins the SPEED: 0' (0 SQUARES)
grapple check, it establishes a hold and can constrict. ARMOR CLASS: 31 (-1 SIZE, +3 DEX, +19 NATURAL),
Rake (Ex): A Bractyran that is holding an opponent with it's TOUCH 12, FLAT-FOOTED 28
tail can make two rake attacks (+45 melee) with its claws for
BASE ATTACK/GRAPPLE: +17/+26
2D6+9 slashing damage each.
Swallow Whole (Ex): A Bractyran can try to swallow a ATTACK: -
grabbed opponent of Huge or smaller size by making a successful FULL ATTACK: -
grapple check. Once inside the plant’s mass, the opponent must SPACE/REACH: 10'/10'
succeed at a Fortitude save (DC21) or be suffer 1d6 points of acid SPECIAL ATTACKS: SPELLS, SPELL-LIKE ABILITIES
damage from the Bractyran’s digestive juices per round. A new SPECIAL QUALITIES: OUTSIDER TRAITS, PLANT
save is required each round inside the plant. A swallowed creature TRAITS
can attempt to cut its way out by using a slashing weapon to deal SAVES: FORT +18, REF +13, WILL +17
55 points of damage to the Bractyran’s interior (AC10). Once the ABILITIES: STR 20, DEX 17, CON 23, INT 23, WIS 25,
creature exits, the fibrous skin closes the hole; forcing another CHA 25
swallowed opponent to cut its own way out. The Bractyran’s inte-
SKILLS: APPRAISE +16, BLUFF +9, CONCENTRATION
rior can hold two Huge, four Large, eight Small, sixteen Tiny, thir-
ty-two Diminutive, or sixty-four Fine or smaller opponents. The +16, DIPLOMACY +19, GATHER INFORMATION +17,
Bractyran rarely consumes live prey, preferring to kill or stun the HEAL +17, INTIMIDATE +9, KNOWLEDGE (RELIGION)
target before eating it. +31, KNOWLEDGE (THE PLANES) +16, LISTEN +17,
SENSE MOTIVE +19, SPOT +17, USE MAGIC DEVICE
BRACTYRAN WHELP +17
MEDIUM OUTSIDER (PLANT) FEATS: EXTRA TURNING, GREAT FORTITUDE,
HIT DICE: 5D8+15 (37 HP)
INITIATIVE: +4 (+4 DEX) NEGOTIATOR, PERSUASIVE, SPELL FOCUS [GOOD],
SPEED: FLY 40' (POOR)
ARMOR CLASS: 16 (+4 DEX, +2 NATURAL), TOUCH 14, FLAT-FOOTED 12
SPELL FOCUS [PLANT]
BASE ATTACK/GRAPPLE: +5/+8 __________________________________________
ATTACK: TAIL+8 MELEE (1D6+3)
FULL ATTACK: TAIL+8 MELEE (1D6+3) AND BITE +3 MELEE (2D6+1) ENVIRONMENT: HEAVEN OR OTHER CELESTIAL PLANES
SPACE/REACH: 5'/5' ORGANIZATION: SOLITARY
SPECIAL ATTACKS: CONSTRICT, IMPROVED GRAB
SPECIAL QUALITIES: DARKVISION 60', FLIGHT, OUTSIDER TRAITS, PLANT TRAITS CHALLENGE RATING: 19
SAVES: FORT +7, REF +10, WILL +1 TREASURE: NONE
ABILITIES: STR 16, DEX 18, CON 17, INT 6, WIS 5, CHA 11
SKILLS: ESCAPE ARTIST +9, LISTEN +7, SPOT +7 ALIGNMENT: USUALLY LAWFUL GOOD
FEATS: ENDURANCE, HOVER, LIGHTNING REFLEXES
_____________________________________________________________
ADVANCEMENT: 18-34 HD (LARGE); 35-51 HD
ENVIRONMENT: WARM PLAINS, FORESTS, HILLS, MOUNTAINS, MARSHES (HUGE)
ORGANIZATION: SOLITARY, BROOD (2-60)
LEVEL ADJUSTMENT: -
COTYLEDON
The Celestial Tree is the king of trees. The Celestial Trees
grow in the gardens of delight and are unmatched by any others. SMALL PLANT
The Celestial Trees spontaneously produce flower garlands HIT DICE: 4D8+16 (34 HP)
and necklaces. The red flowers there are luminous like a lamp. INITIATIVE: +1 (+1 DEX)
The many colors are interspersed among each other. SPEED: 10' (2 SQUARES)
The heavenly apparel of incalculable varieties possess hues
of so many sorts. They display a fresh whiteness reflecting the
ARMOR CLASS: 17 (+1 SIZE, +1 DEX, +5 NATURAL),
heavenly sun, and are light, closely-woven and free of wrinkles. TOUCH 12, FLAT-FOOTED 16
The golden light is reflected in embroidered patterns. The grace- BASE ATTACK/GRAPPLE: +3/+3
ful patterns of color are like the airy formations of clouds. The ATTACK: SLAM+8 MELEE (1D6+4)
supreme and marvelous apparel like this all comes forth from
FULL ATTACK: SLAM+8 MELEE (1D6+4)
Celestial Trees.
Upholding the precepts is the tilling of the fields, the Celestial SPACE/REACH: 5'/5'
Trees come forth therefrom. The sweet dew flavor of the celestial SPECIAL ATTACKS: ANIMATE SAPLINGS, LASH
kitchens: Its drink and food dispel hunger and thirst. (3D6+4)
There are bright jewels and celestial earrings, and precious SPECIAL QUALITIES: CAMOUFLAGE, PLANT TRAITS,
bracelets brighten the hands and feet. Whatever the mind finds
delightful also comes forth from the Celestial Trees.
REGENERATION 3, VULNERABILITY TO FIRE
There are flowers of gold with stems of silver, with thunder- SAVES: FORT+8, REF+2, WILL+1
bolts making up the floral stamens and pistils. They are soft and ABILITIES: STR 18, DEX 12, CON 19, INT 10, WIS 10,
pliant with a fragrance which pervades. All trees come forth from CHA 12
pools of jewels.
SKILLS: HIDE+5, KNOWLEDGE(NATURE)+5, LISTEN+1,
The guitar, bass, harp and lute are inlaid with ornaments of
the seven precious things. The instruments are marvelous, the MOVE SILENTLY+5, SEARCH+3, SPOT+1
ancient sounds are clear. All of these also come forth from the __________________________________________
Celestial Trees. ENVIRONMENT: ANY FORESTS
ORGANIZATION: SOLITARY, PAIR, OR STAND (3-5)
These trees provides nearly everything for those that dwell in CHALLENGE RATING: 4
Heaven; from food and drink to decorations and rich treasures.
TREASURE: STANDARD
All that any need do is ask the Tree, and it may be granted. The
Trees are peaceful and wise; answering questions for the curious
ALIGNMENT: USUALLY NEUTRAL GOOD
and holding long debates with learned souls. They often serve as ADVANCEMENT: 5-7 HD (MEDIUM)
advisors for celestial leaders, giving the wisest council. LEVEL ADJUSTMENT: +5
The Celestial Trees have no one true form, appearing to be any
number of tree species, and always wreathed in a glowing white
light.
Before Treants become the ancient, wise and mighty protectors of
the forests, they must first be a fresh green sapling, still learning
COMBAT about their place in the forest. The Cotyledon is a young Treant,
Celestial Trees are rarely called upon to fight, but should the still full of youth and vigor, curious about the ways of the world
need arise, they will battle fiercely with spells and abilities, often and the other races. As the Treant is sturdy, the Cotyledon is sup-
serving as a last line of defense. ple. As the Treant is thoughtful and wise, the Cotyledon is impetu-
Outsider Traits: Aura Of Menace 20', Magic Circle Against ous and silly. As Treants prefer quiet solitude and serenity,
Evil, Protective Aura 20', Tongues, Electricity And Petrification Cotyledon's crave intelligent conversation and new experiences.
Immunity, Cold And Acid Resistance 20, +4 Racial Bonus Normally, the Treant rarely muster any sufferance for their
Against Poison, & Keen Vision. rambunctious offspring. Likewise, the comparatively active
Spell-Like Abilities: At will: Aid, Bless, Calm Emotions, Cotyledon have little patience waiting for their sire to mumble out
Command Plants, Continual Flame, Detect Evil, Discern Lies, some stale nut of ancient wisdom. The Cotyledon's favored way
Dispel Evil, Dispel Magic, Holy Aura, Holy Smite, Holy Word, of gaining wisdom is from traveling and meeting with friendly
Remove Curse, Remove Disease, & Remove Fear; 7/Day-See individuals, usually good-aligned elves, druids, rangers, fey, and
Invisibility And Cure Light Wounds; 1/Day-Blade Barrier, Heal other respectful types. They are always honored guests for wood-
and Wish. these abilities work as spells cast by a 15th-Level elven communities, and spend a good deal of the time with them.
Sorcerer (Save DC15+Spell Level). Cotyledon rarely leave their forests, but will, remaining as
Spells: Celestial Trees can cast divine spells from the Air, close to the tree line as possible. A Cotyledon does not need to
Good, and Plant domains as 15th Level Clerics (Save DC15+Spell sleep or eat, but must spend at least six hours per day rooted in
Level). good soil, or suffer fatigue (See PHB/DMG).
COMBAT PETRIFYING GAZE, RAKE
Although they are shy around strangers, they are not timid. SPECIAL QUALITIES: LOW-LIGHT VISION 60', PLANT
Unlike the Treant, which prefers to assess a situation, a Cotyledon TRAITS, TREMORSENSE 60', VULNERABLE TO FIRE
can be quick to temper. If the Cotyledon feels that the forest, a SAVES: FORT+9, REF+7, WILL+1
friend, or it's own well being to be threatened, it won't hesitate to ABILITIES: STR 20, DEX 17, CON 17, INT 9, WIS 9,
attack. CHA 11
Animate Saplings (Su): A Cotyledon can animate saplings or
SKILLS: HIDE+4, LISTEN+2, SPOT+2
shrubs within 80 feet of itself as a free action, controlling up to
two at a time. It takes 1 full round for a normal sapling to uproot
FEATS: IMPROVED NATURAL ARMOR 2, LIGHTNING
itself. Thereafter it moves at a speed of 5 feet and fights as a REFLEXES
Cotyledon in all respects. Animated saplings lose their ability to __________________________________________
move if the Cotyledon that animated them is incapacitated, moves ENVIRONMENT: WARM DESERTS
out of range, or decides to end the effect (also a free action). The ORGANIZATION: SOLITARY
ability is otherwise similar to Liveoak (caster level 6th). Animated CHALLENGE RATING: 7
saplings have the same vulnerability to fire that a Cotyledon has, TREASURE: STANDARD (LAIR)
but do not regenerate. ALIGNMENT: OFTEN NEUTRAL EVIL
Camouflage (Ex): When the Cotyledon is at rest, it takes a ADVANCEMENT: 9-16 HD (LARGE); 17-24 HD (HUGE)
DC20 Spot check to notice that it is not a young tree.
LEVEL ADJUSTMENT: -
Lash (Ex): A Cotyledon can wildly whip it's many supple
branches against an opponent, causing dozens of stinging cuts and
This is an intelligent and aloof plant that enjoys the solitary
welts. Reflex DC19 for Half Damage.
life of a desert hunter. The base of the plant is a thick, woody bulb
Regeneration (Ex): This functions normally while inside a
that houses the brain and organs for the plant, and remains under
forest environment, at a rate of 1 in fertile non-forest areas
the sand at all times. A thick, flexible vine covered with stiff,
(swamps, plains, etc). If a Cotyledon loses a limb or chunk of
overlapping leaves grows from the bulb, allowing the Medusavine
wood, the lost portion regrows in 1d4 hours.
a wide range of motion. The vine ends in an almost human-like
torso, a "head" with a single soft, golden eye, a mouth, and four
COTYLEDON AS CHARACTERS flexible arms that end in sharp barbed claws.
Cotyledon characters possess the following racial traits: The Creeping Medusavine does not wander far from it's lair,
Abilities: +2 Strength, +1 Constitution, -4 Dexterity
usually in the shelter of rocks, and only then to hunt. Creeping
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4
bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying Medusavines dislike contact with Humanoids, usually attacking
limits 3/4 those of Medium characters them only if starving, the humanoid is alone, or too close to their
Speed: A Cotyledon's base land speed is 10 feet (2 Squares) precious lair. Some can understand a smattering of the Common
Natural Weapons: Slam+8 Melee (1D6+4) language, but have no means of vocal communication.
Special Attacks: Animate Saplings, Lash
Special Qualities: Camouflage, Plant Traits, Regeneration 3(1 Non- COMBAT
Forest Terrain), Vulnerability To Fire
The Medusavine prefers to burrow under the dunes, relying on
+5 racial bonus on Knowledge (Nature) checks
Automatic Languages: Treant Bonus Languages: Common, Sylvan it's tremorsense to locate their prey, then breaking out to use its
Favored Class: Druid gaze attack. The wooden prey is then easily dismembered for an
Level adjustment: +5 easy meal when the splinters revert to flesh. If the prey can resist
or is otherwise unaffected by the petrifying gaze, it will attempt to

CREEPING MEDUSAVINE grapple and claw the target to pieces.


Should an attacker manage to cause 30 or more points of slash-
ing damage to the Medusavine in one attack, it will sever the torso
LARGE PLANT from the bulb. If the Medusavine becomes severed by any means,
HIT DICE: 8D8+24 (60 HP) the torso falls dead, and the bulb will flee in absolute terror.
INITIATIVE: +3 (+3 DEX) Constrict (Ex): A Creeping Medusavine deals 1D6+2 points
SPEED: 20' (4 SQUARES), BURROW 25' (5 SQUARES) of damage with a successful grapple check.
ARMOR CLASS: 18 (-1 SIZE, +3 DEX, +6 NATURAL), Gaze (Su): Turn to wood 4d4 rounds, 35', Fortitude save
TOUCH 12, FLAT-FOOTED 15 (DC14) negates (Charisma-Based). Only living tissue is effected,
BASE ATTACK/GRAPPLE: +6/+15 possessions such as weapons or treasure are unaffected.
ATTACK: GREAT CLAW+10 MELEE (2D6+5) Improved Grab (Ex): To use this ability, a Creeping
Medusavine must hit with its Claw attack. It can then attempt to
FULL ATTACK: 2 GREAT CLAW+10 MELEE (2D6+5)
start a grapple as a free action without provoking an attack of
AND 2 CLAW+5 MELEE (1D6+2)
opportunity. If it wins the grapple check, it establishes a hold and
SPACE/REACH: 10'/10' can constrict.
SPECIAL ATTACKS: CONSTRICT, IMPROVED GRAB, Rake (Ex): A Creeping Medusavine that is holding an oppo-
nent can make two rake attacks (+10 melee) with its Great Claws round or suffer 1d4 points of temporary Intelligence damage. If
for 2D6+5 slashing damage each. this reduces the opponent’s Intelligence score to 0, the damage
becomes permanent. Creatures touching the central crystal suffer

CRYSTAL MOSS a -2 penalty to resist this attack.


Poison (Ex): Each of the Crystal Moss's needles contain an
ugly poison that is injected with a successful hit.
SMALL PLANT Crystal Moss Poison: Injury (Needle), Fortitude Save (DC16); Initial
HIT DICE: 2D8+6 (15 HP) Damage 1d4 Temporary Intelligence, Secondary Damage 1D6
INITIATIVE: - Temporary Intelligence.
SPEED: 10' (2 SQUARES) Psionics(Ex): Attraction, Aversion, Disable, Psycho-
ARMOR CLASS: 11 (+1 SIZE), TOUCH 11, FLAT- Luminescence. These abilities are as the powers manifested by a
FOOTED 11 15th-level psion.
Regeneration (Ex): Fire and acid deal normal damage to a
BASE ATTACK/GRAPPLE: +1/-5
Crystal Moss.
ATTACK: NEEDLE +2 RANGED (20', 1D3-2)
FULL ATTACK: 12 NEEDLES +2 RANGED (20', 1D3-2)
SPACE/REACH: 5'/0' DEVIL BINE
SPECIAL ATTACKS: MIND FEED, POISON
SPECIAL QUALITIES: BLINDSIGHT 60', PLANT TRAITS, MEDIUM PLANT
PSIONICS, REGENERATION 3 HIT DICE: 2D8+8 (17 HP)
SAVES: FORT +6, REF -, WILL -4 INITIATIVE: 0
ABILITIES: STR 6, DEX 10, CON 17, INT -, WIS 2, CHA SPEED: 0' (0 SQUARES)
16 ARMOR CLASS: 10, TOUCH 10, FLAT-FOOTED 10
SKILLS: CLIMB +3, HIDE +4, LISTEN -4, SPOT +1 BASE ATTACK/GRAPPLE: +1/-3
FEATS: MULTIATTACK ATTACK: -
__________________________________________ FULL ATTACK: -
ENVIRONMENT: UNDERGROUND SPACE/REACH: 5'/5'
ORGANIZATION: SOLITARY, OR CLUSTER (2-8) SPECIAL ATTACKS: BOILING NECTAR
CHALLENGE RATING: 5 SPECIAL QUALITIES BLINDSENSE 20', PLANT TRAITS,
TREASURE: 50% COINS; 25% GOODS; 25% ITEMS VULNERABILITY TO COLD
ALIGNMENT: ALWAYS NEUTRAL SAVES: FORT +7, REF +0, WILL -4
ADVANCEMENT: 3-4 HD (SMALL); 5-6 HD (MEDIUM) ABILITIES: STR 2, DEX 10, CON 19, INT 1, WIS 2, CHA
LEVEL ADJUSTMENT: - 17
SKILLS: SPOT +1
This is a wide patch of seemingly common moss, though dis- FEATS: POINT BLANK SHOT, PRECISE SHOT
playing a few wicked needles, probably clinging to some stone or __________________________________________
a cavern wall. Jutting out near the center of the plant-mass is a ENVIRONMENT: ANY MARSHES
small faceted crystal roughly the size of a human thumb. The crys- ORGANIZATION: SOLITARY
tal glows with an internal light, and looks to be very valuable. CHALLENGE RATING: 3
Crystal Moss requires high moisture, preferring to grow near TREASURE: NONE
water pools where animals frequent. This moss dislikes other ALIGNMENT: ALWAYS NEUTRAL
plants, especially the Shrieker fungus, crushing or smothering
ADVANCEMENT: 3-4 HD (MEDIUM); 5-6 HD (LARGE)
them if it can.
LEVEL ADJUSTMENT: -
COMBAT This plant is a common sight in large swamps and marshes,
This Moss mostly uses it's psionics to lure and poisonous nee- often found clinging to fallen logs, water-logged stumps and the
dles to kill it's prey, or at least knock it into a coma to die of nat- hulls of wrecked riverboats.
ural causes, and then slowly consumes the decomposing flesh. The Devil Bine is a cluster of twisted vines that grow around
The glowing crystal is the source of power for the Moss, and it large objects, dangling several porous roots into standing or slow-
cannot be removed until the Moss has been killed. moving water. Each of the Devil Bine's hit points are represented
Blindsight (Ex): A Crystal Moss uses it's central crystal and by a bulbous and colorful pod. These pods encircle the plant point-
psionics to sense it's targets. ing outward, forming a defensive ring while using color to warn
Mind Feed (Ex): The Crystal Moss uses this attack as a free destructive creatures to stay away.
action. Creatures with an Intelligence of 2 or more within 25' of a If the pods can be disabled, the vines can be safely harvested
Crystal Moss must automatically make a Will Save (DC16) each and replanted. The plant is valued as a natural source of food; the
nectar is a natural source of sugar and oil. It is also a favored nat- ORGANIZATION: SOLITARY
ural perimeter defence, frequently cultivated by swamp-dwelling CHALLENGE RATING: 9
humanoids, such as lizardmen. TREASURE: 25% STANDARD
ALIGNMENT: ALWAYS NEUTRAL
COMBAT ADVANCEMENT: 11-20 HD (HUGE); 21-30 HD
The Devil Bine has zero combat strategy; if a creature (Tiny (GARGANTUAN)
sized or larger) moves within range, it will spray boiling nectar
LEVEL ADJUSTMENT: -
from 1d3 bulbs.
Though it shares an ability with the true Mimic, the two are
Boiling Nectar (Ex): The Devil Bine's only real offensive
unrelated. This is a massive fungus that grows deep underground,
capability is a jet of boiling, sticky liquid that is sprayed from one
usually in wooded areas; only a small bit of the creature actually
of it's many dangling pods. This liquid has many of the properties
protrudes above ground. The bit of the Forest Mimic that extends
of tree sap, clinging to whatever it hits for 1d6 rounds. This spray
out of the ground changes to recreate the look of a rotten old hol-
is a cone 10 feet long, dealing 1d6 points of damage to living tar-
low stump grown over with crumbling bark, vines, rusts, or other
gets in the area each round it remains stuck to the target. Once a
forest litter. The stump always has four long tentacles around its
pod expels it's gooey attack, the pod becomes useless for 6 hours.
perimeter that are disguised as roots. The remainder is a bloated,
A successful Reflex Save (DC17) halves the damage each round.
stinking, cylindrical mass of black fungus that patiently undulates
Damaging a pod that has not yet attacked will cause the pres-
under the dirt.
surized contents to burst from the pod like a grenade, causing a 10'
radius spread of boiling liquid, destroying the pod completely. A
successful Reflex Save (DC20) to avoid the blast halves the dam- COMBAT
age each round. This boiling liquid does not affect the Devil Bine. When a creature comes close enough to the Forest Mimic to
Blindsense (Ex): The Devil Bine has no visual organs, but can reach, it lashes out with it's tentacle-roots and tries to consume the
ascertain all targets within 20 feet using changes in air pressure target whole. If the only creature that comes near is too large to
and sound. eat, and is not attacking, the Forest Mimic will ignore it.
Change Shape (Su): The top few feet of a Forest Mimic can
be altered by the plant to assume the general shape of a hollow
FOREST MIMIC stump, usually matching itself to the colors and textures of nearby
trees. Once the attack begins, the illusion is broken, and the
HUGE PLANT (FUNGUS) "stump" is revealed to be a rubbery black tube with flailing tenta-
HIT DICE: 10D8+40 (85 HP) cles. A Forest Mimic’s body is soft and highly pliable regardless
INITIATIVE: +2 (+2 DEX) of it's appearance.
SPEED: 0' (0 SQUARES) Constrict (Ex): A Forest Mimic deals 1D8+9 points of dam-
ARMOR CLASS: 20 (-2 SIZE, +2 DEX, +10 NATURAL), age with a successful grapple check.
Improved Grab (Ex): To use this ability, a Forest Mimic must
TOUCH 10, FLAT-FOOTED 18
hit with its slam attack. It can then attempt to start a grapple as a
BASE ATTACK/GRAPPLE: +7/+24 free action without provoking an attack of opportunity. If it wins
ATTACK: SLAM +14 MELEE (2D6+9) the grapple check, it establishes a hold and can constrict.
FULL ATTACK: 4 SLAM +14 MELEE (1D8+9) AND Swallow Whole/Paralysis (Ex): A Forest Mimic can try to
BITE +9 MELEE (3D6+4) swallow a grabbed opponent by making a successful grapple
SPACE/REACH: 5'/20' check. Once inside the stomach, the opponent must make a
SPECIAL ATTACKS: CONSTRICT, IMPROVED GRAB, Fortitude Save (DC20) or be paralyzed for 3d6 rounds by the
PARALYSIS, SWALLOW WHOLE Forest Mimic’s digestive juices, taking 2d6 points of acid damage
SPECIAL QUALITIES: CHANGE SHAPE, DAMAGE per round. A new save is required each round inside the plant. A
REDUCTION 3/SLASHING, LOW-LIGHT VISION 60', swallowed creature that avoids paralysis can climb up and out of
the mass with a successful Climb Skill Check (DC25). This
PLANT TRAITS, TREMORSENSE 60'
returns it to the plant’s throat, where a successful grapple check is
SAVES: FORT +11, REF +5, WILL -2 needed to get free. A Huge Forest Mimic’s interior can hold 1
ABILITIES: STR 29, DEX 15, CON 18, INT -, WIS 1, Large, 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller
opponents.
CHA 8
SKILLS: CONTROL SHAPE +3, HIDE -6, LISTEN +5,
SPOT +3 GOUZOM TREE
FEATS: IMPROVED NATURAL ATTACK (SLAM)
__________________________________________
GARGANTUAN PLANT
HIT DICE: 16D8+240 (312 HP)
ENVIRONMENT: ANY PLAINS, FORESTS, HILLS,
INITIATIVE: -4 (-4 DEX)
MOUNTAINS, MARSHES
SPEED: 0' (0 SQUARES)
ARMOR CLASS: 3 (-4 SIZE, -4 DEX, +1 NATURAL), The pollen is a deadly poison to non-plant creatures if inhaled,
TOUCH 2, FLAT-FOOTED 3 causing serious loss of intelligence and wisdom that resembles
BASE ATTACK/GRAPPLE: +16/+35 euphoria or drunkenness. Creatures affected by this toxin tend to
ATTACK: - simply wander in confusion, which is exactly what the tree wants.
Gouzom Pollen: Inhaled, Fortitude Save (DC20); initial and second-
FULL ATTACK: -
ary damage 75% temporary loss Intelligence & Wisdom; Confusion.
SPACE/REACH: 20'/50' Mobile plant creatures, on the other hand, become the unwit-
SPECIAL ATTACKS: ACIDIC RAIN, POLLEN CLOUD ting carriers of the Gouzom's seeds. When the pollen is absorbed
SPECIAL QUALITIES: BLINDSENSE 100’, PLANT by the mobile plant, it gains powerful enhancements that help the
TRAITS, REGENERATION 5, VULNERABILITY TO FIRE plant protect itself (and the new seed-pod) while transporting the
SAVES: FORT +25, REF +6, WILL +6 seeds to a new location. (See Gouzom Seed-Pod Template)
ABILITIES: STR 25, DEX 2, CON 40, INT 1, WIS 2, CHA Regeneration (Ex): The Gouzom tree is uneffected by acid.
15 Fire deals double damage.
SKILLS: SPOT +10
__________________________________________
ENVIRONMENT: TROPICAL FORESTS INFERNAL HELLOCK
ORGANIZATION: SOLITARY
COLOSSAL OUTSIDER (EVIL, FIRE, PLANT)
CHALLENGE RATING: 17 HIT DICE: 32D8+224 (368 HP)
TREASURE: STANDARD INITIATIVE: +3 (+3 DEX)
ALIGNMENT: ALWAYS NEUTRAL SPEED: 0' (0 SQUARES)
ADVANCEMENT: 17-32 HD (GARGANTUAN) ARMOR CLASS: 22 (-8 SIZE, +3 DEX, +17 NATURAL),
LEVEL ADJUSTMENT: - TOUCH 5, FLAT-FOOTED 19
The Gouzom, or "Cloud-Tree", has a towering, irregular trunk BASE ATTACK/GRAPPLE: +32/+67
covered with a smooth bark. Several huge palm-type leaves
ATTACK: SLAM +43 MELEE (2D8+19)
spread out from the top of the tree like a giant green umbrella.
FULL ATTACK: SLAM +43 MELEE (2D8+19)
Hanging along the bottom stalks and spines of the leaves are rows
of white, yellow, and orange, bell-shaped flowers. Unlike most SPACE/REACH: 30'/40'
trees, there is a wide collection of varied plants growing thickly SPECIAL ATTACKS: FEAR AURA, FLAME AURA, SPELL-
around the trunk. LIKE ABILITIES, SUMMON DEVIL
Animals with a Wisdom of 12 or higher are unnerved by the SPECIAL QUALITIES: DAMAGE REDUCTION 20/HOLY,
Gouzom and refuse to go near it. Native humanoids have learned SILVER, DARKVISION 120', DETECT GOOD, FRIGHTFUL
to avoid the tree, and if good aligned, usually warn others about it. PRESENCE, OUTSIDER TRAITS, PLANT TRAITS,
Birds will not nest underneath the canopy, but some will nest on REGENERATION 10, SEE IN DARKNESS, SPELL
top to take advantage of the safety. RESISTANCE 44, TELEPATHY 1 MILE
SAVES: FORT +27, REF +21, WILL +27
COMBAT ABILITIES: STR 49, DEX 16, CON 25, INT 18, WIS 25,
The Gouzom has several methods of protecting itself from
CHA 22
destruction, relying heavily on acids and other plants.
SKILLS: APPRAISE +16, BLUFF +13, CONCENTRATION
Acid Storm (Ex): If the trunk, leaves or roots of the tree take
10 or more hit points of damage in one round, the hundreds of +7, DECIPHER SCRIPT +5, FORGERY +6, GATHER
white flowers that hang from the palms will begin to weep INFORMATION +6, HIDE -13, INTIMIDATE +13,
droplets of acid that land the following round. Any creatures with- KNOWLEDGE (THE PLANES) +34, LISTEN +17, SEARCH
in the Gouzom's reach must make a Reflex Save to dive clear of +9, SPOT +32
the acidic shower, otherwise the droplets cause 4d8 points of dam- FEATS: DECETIFUL, EMPOWER SPELL-LIKE ABILITY
age. This attack continues for 4 rounds, depleting the acid stores (BANE), GREAT FORTITUDE, IRON WILL, PERSUASIVE
for 10 minutes. __________________________________________
Blindsense (Ex): The Gouzom uses it's network of roots to ENVIRONMENT: HELL OR OTHER INFERNAL PLANES
detect creatures nearby up to 100'. The roots within reaching range
ORGANIZATION: SOLITARY
of the Gouzom are the thickest and most sensitive.
CHALLENGE RATING: 19
Pollen Cloud (Ex): If any creature Tiny Sized or larger moves
within reach of the Gouzom, it triggers the release of a cloud of TREASURE: NONE
pollens from the yellow and orange flowers. This heavy cloud ALIGNMENT: ALWAYS LAWFUL EVIL
drifts lazily down to the ground, covering everything in a wispy ADVANCEMENT: 33-96 HD (COLOSSAL)
powder. The attack continues as long as a creature, or creatures, LEVEL ADJUSTMENT: -
remain within reach.
The Infernal Hellock is a tree so tall as to threaten the 15th. The save DCs are Charisma-based.
borders of the Devil’s Kingdom. It grows from an island of Summon Devils (Sp): Once per day An Infernal Hellock can
blackened bones in a lake of molten rock, covered with a attempt to summon 6d6 Lemures or 8d8 Imps with a 25% chance
bark as thick and black as a winter night, burning with the of success. This ability is the equivalent of an 8th-level spell.
very fires of Hell. From it's crooked and wretched branch-
es sprout tufts of black human hair and dozens of night-
marish hellfruit; maggot and blood-filled quinces, san- IRIDESCENT CORAL
guine of flesh, each the size of a human head. Darker
things also lurk in this canopy, things with sharpened teeth SMALL PLANT
and leathery wings... HIT DICE:: 2D8+10 (19 HP)
INITIATIVE: +3 (+3 DEX)
These primeval and adroit trees are rare devil-plants that feed SPEED: 10' (2 SQUARES)
on the bones of the sinful, delighting in the corrupted nourishment ARMOR CLASS: 18 (+1 SIZE, +3 DEX, +4 NATURAL),
the wicked dead provide. They are kept mainly by members of the TOUCH 14, FLAT-FOOTED 15
Infernal Royalty in hideous gardens, surrounded by choking BASE ATTACK/GRAPPLE: +1/-2
brambles and other corrupted things. The rare hellfruit produced ATTACK: STING +3 MELEE (1D3+1)
by the Hellock is a highly sought and desirable food for many
FULL ATTACK: 6 STING +3 MELEE (1D3+1)
denizens of hell, but the putrid delicacy is treasure for a master-
devil's table only.
SPACE/REACH: 5'/1'
SPECIAL ATTACKS: POISON, PRISMATIC SHELL
COMBAT SPECIAL QUALITIES: CAMOUFLAGE, LOW-LIGHT
The Hellock prefers not to fight; its nature is to consume, gain VISION 30', PLANT TRAITS, REGENERATION 3
knowledge, and age in peace. If confronted with potential conflict, SAVES: FORT +8, REF +3, WILL -4
it attempts to frighten or intimidate away potential foes with ABILITIES: STR 12, DEX 16, CON 20, INT 1, WIS 2,
telepathy. If this fails, it will try to convince the powerful foe or CHA 19
foes to take another course of action with it's persuasive lies and SKILLS: CLIMB +1, HIDE +9, MOVE SILENTLY +5,
offers to reveal the locations of treasures from a thousand planes. SPOT +1
If all this fails, it will summon devils and an army of blackened FEATS: MULTIATTACK
skeletons while blasting away with spells to rid itself of it's ene- _________________________________
mies.
ENVIRONMENT: WARM AQUATIC
Fear Aura (Su): An Infernal Hellock can radiate a 30' radius
Fear Aura as a free action. A creature in the area must make a Will
ORGANIZATION: SOLITARY, PAIR, OR REEF (3-20)
Save (DC23) or be affected as though by a Fear spell (caster level CHALLENGE RATING: 2
15th). A creature that successfully saves cannot be affected again TREASURE: NONE
by the same Infernal Hellock’s aura for 48 hours. Devils and other ALIGNMENT: ALWAYS NEUTRAL
Evil Outsiders are immune to the aura. The save DC is Charisma- ADVANCEMENT: 3-4 HD (SMALL); 5-6 HD (SMALL)
based. LEVEL ADJUSTMENT: -
Flame Aura (Su): An Infernal Hellock perpetually radiates a
5' aura of Hellfire that causes 2d6 points of magical fire damage The Iridescent Coral shambles amongst the coral reefs and
to anything or anyone who enters it. shallow waters along tropical coasts. It has a brightly colored,
Frightful Presence (Ex): An Infernal Hellock is a terrible branching, fan-shaped shell covering a soft core of active tendrils.
thing to behold, and can unsettle the sturdiest of souls. Creatures When not resting or feeding, it can be seen scooting slowly across
with a Charisma or 10 or less within a radius of 100' are subject to the seabed.
the effect.
A potentially affected creature that succeeds at a Will Save COMBAT
(DC40) remains immune to that Infernal Hellock's frightful pres- An Iridescent Coral uses it's unique colorful shell to mesmer-
ence for 24 hours, but may still be subjected to the Fear Aura. On ize marine animals or predators, allowing it to eat or escape as
a failure, creatures with 4 or fewer HD become panicked for 4d6 needed. Once prey has been lulled, it moves in to sting the help-
rounds and those with 5 or more HD become shaken for 4d6 less animal to death for an easy meal. If there is a threat from a
rounds. Devils and other Evil Outsiders are immune to the effect. predator, the Coral stuns the target with it's colorful attack and
Regeneration (Ex): An Infernal Hellock takes normal dam- uses the chance to escape and hide amongst the true corals of the
age from lawful good-aligned silvered weapons, and from spells reef.
or effects with the good descriptor cast by lawful-good casters. Camouflage (Ex): When an Iridescent Coral is at rest it looks
Spell-Like Abilities: At will-Animate Dead, 2/Day-Bane like ordinary coral, gaining +10 to Hide Skill Checks.
(DC21), 2/Day-Dispel Good (DC21), Magic Circle Against Good, Poison (Ex): When an Iridescent Coral makes a successful
5/Day-Fireball (DC19), 2/Day-Fire Storm (DC19). Caster level sting, it injects poison into the wound.
Iridescent Coral Poison: Injury (Sting), Fortitude Save (DC13); Assembling the tree requires a successful Craft(Weaponsmith)
Initial Damage 1d4+1 Dexterity, Secondary Damage 1D4+2 Dexterity. check (DC20). The creator must be 16th level and able to cast
The save DC is Constitution-based. arcane and druidic spells. Completing the ritual drains 1,000XP
Prismatic Shell (Ex): An Iridescent Coral can activate it's from the creator and requires Geas/Quest, Limited Wish, Liveoak
shell as a free action. The colorful shell rotates through a spectrum & Polymorph Any Object spells.
of colored lights and creates an aura of light that effects a 50' Gestating and growing an Iron Willow seed requires 1d4+8
radius. This colored light-aura acts as a Rainbow Pattern spell, as years. The construct does not require sunlight or water, but it must
cast by a 10th level caster, requiring everyone within range to be planted in cracked stone or sand and it needs at least summer-
make a Will Save (DC25) or become fascinated by the display for levels of heat. (Iron Willow seeds planted in areas of Abysmal
2d6 rounds. The save DC is Wisdom-based. Heat grow at double-rate). Once mature, the new Iron Willow is
Regeneration (Ex): Fire and acid deal normal damage to an an exact duplicate of the original, and obeys the original creator's
Iridescent Coral. orders only.
*Though the Iron Willow collects no treasure, it may be guarding pre-

IRON WILLOW cious items. Once destroyed, a Large Iron Willow yields 500gp worth of
weapon-quality iron, provided no rust-type attacks were employed.

LARGE CONSTRUCT (PLANT) COMBAT


HIT DICE: 4D10+30 (52 HP) An Iron Willow’s creator can command it if the Iron Willow is
INITIATIVE: +2 (+2 DEX) within 60' and can see and hear its creator. If without commands,
SPEED: 10' (2 SQUARES; CAN'T RUN) the Iron Willow follows its last instruction, or the instructions of
ARMOR CLASS: 33 (-1 SIZE, +2 DEX, +22 NATURAL), the original Willow, to the best of its ability, though if attacked it
TOUCH 11, FLAT-FOOTED 31 will always return in kind. The creator can give the Iron Willow a
BASE ATTACK/GRAPPLE: +3/+17 simple program to govern its actions in his or her absence. These
ATTACK: SLAM +12 MELEE (25D8+10) order usually involve protecting an item or passage, since an Iron
FULL ATTACK: SLAM +12 MELEE (25D8+10) Willow is really only at it's best in combat situations.
SPACE/REACH: 10'/10' Rust Vulnerability (Ex): An Iron Willow is affected normal-
ly by rust attacks and rust spells, such as that of a rust monster or
SPECIAL ATTACKS: -
a Rusting Grasp spell.
SPECIAL QUALITIES: CONSTRUCT TRAITS, DAMAGE
REDUCTION 25/+2, DARKVISION 60', PLANT TRAITS,
RUST VULNERABILITY, SPELL RESISTANCE 40
SAVES: FORT +1, REF +3, WILL +1
JELLYHIVE
ABILITIES: STR 30, DEX 14, CON -, INT -, WIS 10, CHA 1 LARGE PLANT (FUNGUS)
__________________________________________ HIT DICE: 6D8+54 (81 HP)
ENVIRONMENT: ANY LAND, UNDERGOUND INITIATIVE: +4 (+4 DEX)
ORGANIZATION: SOLITARY SPEED: 25' (5 SQUARES), CLIMB 20' (4 SQUARES)
CHALLENGE RATING: 10 ARMOR CLASS: 17 (-1 SIZE, +4 DEX, +4 NATURAL),
TREASURE: NONE* TOUCH 17, FLAT-FOOTED 13
ALIGNMENT: ALWAYS NEUTRAL BASE ATTACK/GRAPPLE: +4/+6
ADVANCEMENT: 5-8 HD (LARGE); 9-12 HD (HUGE) ATTACK: BITE +6 MELEE (1D6+2)
LEVEL ADJUSTMENT: - FULL ATTACK: BITE +6 MELEE (1D6+2)
SPACE/REACH: 5'/5'
This is a large construct that appears to be a willow tree made SPECIAL ATTACKS: OOZE DART, SWALLOW OOZE
with black iron and hundreds of drooping chains. Many of the WHOLE
chains sport small spheres covered with spikes, making the whole SPECIAL QUALITIES: ACID IMMUNITY, CAMOUFLAGE,
creation into one massive and devastating flail. DARKVISION 60', PARALYSIS IMMUNITY, PLANT TRAITS,
This strange construct also has the rare ability to grow and REGENERATION 2, SCENT, TREMORSENSE 80'
reproduce. Each spiked sphere sprouting from the Iron Willow has SAVES: FORT +14, REF +6, WILL -2
a 1-in-20 chance of being a fertile seed, growing into a full Iron
ABILITIES: STR 14, DEX 18, CON 29, INT 1, WIS 2,
Willow in a few years under proper conditions. An average Iron
Willow has 100 iron seeds. This construct also continues to grow
CHA 6
like a standard willow; older trees may be Huge-Sized, and there SKILLS: CLIMB +2, HIDE +6, MOVE SILENTLY +6,
are tales told of ancient Iron Willows that have grown even greater SPOT +1
in size. FEATS: STEALTHY
Construction: An original Iron Willow costs 25,000gp to cre- __________________________________________
ate, which includes 4,500gp for the trunk and flail-chains. ENVIRONMENT: ANY UNDERGROUND
ORGANIZATION: SOLITARY SPACE/REACH: 10'/20'
CHALLENGE RATING: 5 SPECIAL ATTACKS: IMPROVED GRAB, STICKY
TREASURE: NONE TENDRILS, SWALLOW WHOLE
ALIGNMENT: ALWAYS NEUTRAL SPECIAL QUALITIES: LOW-LIGHT VISION, PLANT
ADVANCEMENT: 7-12 HD (LARGE); 13-18 HD (HUGE) TRAITS
LEVEL ADJUSTMENT: - SAVES: FORT +11, REF +5, WILL -2
ABILITIES: STR 23, DEX 17, CON 20, INT 0, WIS 2,
This is one of the stranger creatures of the subterranean world, CHA 12
specifically noted for it's eating habits. It is a wide stalk covered SKILLS: LISTEN +2, SPOT +8
with a dome-shaped shell and several fleshy sacs. Protruding from FEATS: AWSOME BLOW, MULTIATTACK, TOUGHNESS
under the shell is several fat legs and a toothy probiscus. The
__________________________________________
shelled fungus uses this tube to purposely feed on various oozes,
jellies, gelatinous cubes, puddings and slimes, easily stalking and
ENVIRONMENT: ANY WARM LAND
ingesting this foul quarry. When not hunting or feeding, it hangs ORGANIZATION: SOLITARY, OR GROVE (2-5)
patiently from a carvern ceiling. CHALLENGE RATING: 5
TREASURE: STANDARD
COMBAT ALIGNMENT: ALWAYS NEUTRAL
Not only does the Jellyhive consume these sloppy creatures, it ADVANCEMENT: 9-16 HD (LARGE); 17-24 HD (HUGE)
also cultivates them for future meals. Every time the Jellyhive LEVEL ADJUSTMENT: -
consumes an ooze, it saves a little portion, and stores the tiny bit
in a flesh-sac for the future. If ever the Jellyhive finds an animal This is a tall tropical tree with wide leafy branches. Amongst
or other creatures coming close, several sacs split open and drop a the regular branches, there are a dozen or so thicker branches that
few of the tiny oozes nearby. This method works out splendidly each hold a huge, knobby green pod. Several fallen pods lay
for the fungus; the oozes will devour whatever creatures they can, around the trunk in various states of decay.
thereby growing larger to become new meals for the Jellyhive to
enjoy. If the little slimes happen to escape, they will likely get COMBAT
larger on their own, and the Jellyhive will probably hunt them The Picaroon uses the typical strategy of most carnivorous
down later. plants; it waits for a Medium-Sized or smaller creature to get close
Camouflage (Ex): This creature can adjust it's coloring to enough, then lashes out with it's sticky tendrils. Once a creature is
match the surrounding stone of caverns. When a Jellyhive is at snagged, it is swiftly pulled into a woody pod that closes around
rest, it gains a +5 racial bonus to Hide Skill checks. the prey. The pod is closed air-tight and begins to fill with a thick
Ooze Dart (Ex): If a Jellyhive is not hanging from a ceiling, fluid that suffocates the creature and facilitates decomposition.
it can launch a small ooze up to 10' from a sac. A Jellyhive has After a few days, the pods fall from the tree and continue to
1d6+10 sacs, each one containing a 1/2HD Tiny-Sized Ooze. decompose on the ground, enriching the soil for the plant.
These are most commonly Ochre Jellies, but can be any type of Improved Grab (Ex): To use this ability, a Picaroon must hit
ooze. Once free from the sac, the oozes attack normally. with its slam attack. It can then attempt to start a grapple as a free
Regeneration (Ex): Fire deals normal damage to a Jellyhive. action without provoking an attack of opportunity. If it wins the
Swallow Ooze Whole (Ex): If the Jellyhive is able to make a grapple check, it establishes a hold and can constrict.
successful Bite attack against an Ooze-Type creature, it can make Sticky Tendrils (Ex): Sticky Tendrils (Ex): The Picaroon's
a grapple check as a free action. If the grapple is successful, the tendrils are covered with a thick adhesive that adds a +2 racial
Jellyhive will swallow up as much as it can, holding a maximum bonus to all grapple checks.
of 55 hit-points of ooze every hour. Swallow Whole (Ex): A Picaroon can pull a grabbed oppo-
nent of Medium or smaller size into a pod by making a successful

PICAROON grapple check. Once inside, the pod seals tight and fills with a
thick fluid in 2 Rounds. Once the pod is full, The opponent is
treated as submerged and must resist drowning (see PHB/DMG).
HUGE PLANT A swallowed creature attempt to force the pod open with a suc-
HIT DICE: 8D8+43 (79 HP) cessful Strength check (DC27). They can also attempt to bash its
INITIATIVE: +3 (+3 DEX) way out. Picaroon Pod: Thickness 2"; Harness 5; Hit Points
SPEED: 0' (0 SQUARES) 20Hp; Break DC25. Creating a hole with a piercing weapon or
ARMOR CLASS: 14 (-1 SIZE, +3 DEX, +2 NATURAL), cracking the pod will drain the fluid in 1d4+2 Rounds.
TOUCH 12, FLAT-FOOTED 11 The pod can only hold one creature, regardless of its size.
BASE ATTACK/GRAPPLE: +6/+18
ATTACK: SLAM +8 MELEE (1D4+6)
FULL ATTACK: 1D4+10 SLAM +8 RANGED (1D4+6) RAVELLYPAD
Constrict (Ex): A Ravellypad deals 1D8+5 points of damage
MEDIUM PLANT with a successful grapple check.
HIT DICE: 6D8+18 (45 HP)
Improved Grab (Ex): To use this ability, a Ravellypad must
INITIATIVE: +1 (+1 DEX)
hit with its slam attack. It can then attempt to start a grapple as a
SPEED: SWIM 5' (1 SQUARE) free action without provoking an attack of opportunity. If it wins
ARMOR CLASS: 11 (+1 DEX), TOUCH 11, FLAT- the grapple check, it establishes a hold and can constrict.
FOOTED 10 Swallow Whole (Ex): A Ravellypad will try to swallow a
BASE ATTACK/GRAPPLE: +4/+9 grabbed opponent of a suitable feeding size by making a success-
ATTACK: SLAM +9 MELEE (1D8+5) ful grapple check. Once inside the plant’s mass, the opponent must
FULL ATTACK: 4 SLAM +9 MELEE (1D8+5) make a Fortitude save (DC20) or take 2d6 points of acid damage.
SPACE/REACH: 5'/5' A new save is required each round inside the plant. A swallowed
SPECIAL ATTACKS: CONSTRICT, IMPROVED GRAB creature can climb out of the plant with a successful grapple
check. A swallowed creature can also cut its way out by using a
SPECIAL QUALITIES: BLINDSENSE 30’, LOW-LIGHT
slashing weapon to deal 10 points of damage to the Ravellypad’s
VISION 50’, PLANT TRAITS, RESISTANCE TO FIRE (20),
interior (AC11). Once a swallowed creature cuts an exit, the plant
SWALLOW WHOLE, VULNERABLE TO ELECTRICITY can no longer use this attack. A Medium Ravellypad’s expanding
SAVES: FORT +8, REF +3, WILL +2 gastropod can hold 1 Small, 4 Tiny, 16 Diminutive, or 32 Fine
ABILITIES: STR 20, DEX 12, CON 16, INT -, WIS 10, creatures.
CHA 11
SKILLS: LISTEN +8, SPOT +10
FEATS: IMPROVED NATURAL ATTACK, MULTIATTACK SPIDERNUT
___________________
ENVIRONMENT: AQUATIC (FRESHWATER), MARSHES
TINY PLANT
HIT DICE: 3D8 (13 HP)
ORGANIZATION: SOLITARY, CLUSTER (2-45) INITIATIVE: +5 (+5 DEX)
CHALLENGE RATING: 5 SPEED: 40' (8 SQUARES), BURROW 5' (1 SQUARE)
TREASURE: HALF STANDARD ARMOR CLASS: 20 (+2 SIZE, +5 DEX, +3 NATURAL), TOUCH
ALIGNMENT: ALWAYS NEUTRAL 17, FLAT-FOOTED 15
ADVANCEMENT: 7-12 HD (MEDIUM); 13-18 HD BASE ATTACK/GRAPPLE: +2/-7
(LARGE) ATTACK: STING +3 MELEE (1D4-1)
LEVEL ADJUSTMENT: - FULL ATTACK: STING +3 MELEE (1D4-1)
SPACE/REACH: 2.5'/0'
This monster appears to be little more than a common, albeit
larger than average, cluster of lily pads. Some display one or more
SPECIAL ATTACKS: FIBERWEB, POISON
large and colorful cup-shaped flowers. They mostly remain still, SPECIAL QUALITIES: BLINDSIGHT 45’, PLANT TRAITS,
occasionally wandering slowly to a new location. VULNERABILITY TO FIRE
The bulk of the creature can be found beneath the calm surface SAVES: FORT +3, REF +6, WILL -3
of the water, silently waiting for prey. A large oval pod hangs sus- ABILITIES: STR 8, DEX 20, CON 10, INT 2, WIS 2, CHA 11
pended by the wide pads, bristling with tentacle-like tendrils of SKILLS: ESCAPE ARTIST +5, HIDE +15, MOVE SILENTLY +9
various lengths that drift lazily in the current. If the Ravellypad is FEATS: IMPROVED NATURAL ATTACK (STING)
observed for a while, it will probably grab a fish, or other small _______________________________________________
animal that swims within range with a tendril, and cram it up ENVIRONMENT: ANY PLAINS, FORESTS, HILLS
inside the central pod. The Ravellypad dislikes bones and other
ORGANIZATION: SOLITARY, PAIR, CLUSTER (2-6), OR SWARM
hard abjects, often ejecting them from the pod if no food remains.
(7-30)
COMBAT CHALLENGE RATING: 3
The Ravellypad is a mindless eating machine, concerned first
TREASURE: STANDARD (LAIR ONLY)
with filling it's big belly, and second with protecting itself. It ALIGNMENT: ALWAYS NEUTRAL
attacks anything that comes within reach, and will attempt to pack ADVANCEMENT: 4-6 HD (TINY); 7-9 HD (SMALL)
whatever creatures will fit into its stomach, killing whatever won't LEVEL ADJUSTMENT: -
fit to attract animals that will. Because of the creature's discrimi-
nate eating habits, there is usually a bit of treasure to be found This monster appears to be a four legged spider, with a
nearby in the silt amidst the bones of former meals. small,sharp horn and a shiny brown shell. It is however, not an
Blindsense (Ex): In addition to using it's rudimentary eyes, a insect, but the mobile nut of the Kesec Tree that periodically falls
Ravellypad can sense the minute electrical impulses created by from it's branches. Unlike the seeds of ordinary trees, which main-
moving muscles. ly rely on the chaotic methods of wind and animals for their dis-
persal, the Spidernut takes an active role by searching for a suit- SPACE/REACH: 1'/0'
able place to plant itself. SPECIAL ATTACKS: BURROWING THORN
When the Spidernut finds a potential spot to grow, it burrows SPECIAL QUALITIES: BLINDSIGHT 100’, PLANT
into the ground, making a shallow pit. It then prepares this "lair" TRAITS, SCENT
by gathering forest litter or grasses and piling the mulch in the pit.
SAVES: FORT +2, REF +7, WILL -4
The Spidernut will then hunt for small animals and gather carrion,
adding the carcasses to the pile as fertilizer. After the lair has been
ABILITIES: STR 1, DEX 25, CON 10, INT 2, WIS 2, CHA
piled with enough decomposing debris to satisfy the Spidernut, it 18
buries the mulch, burrows deep into the mess and begins to germi- SKILLS: HIDE +21, LISTEN +1, MOVE SILENTLY +9
nate. FEATS: STEALTHY
__________________________________________
COMBAT ENVIRONMENT: ANY FORESTS
The carrion in the Spidernut's lair often attracts unwanted ORGANIZATION: SOLITARY, OR SWARM (2-6)
scavengers, forcing the plucky nut to constantly defend it's site. CHALLENGE RATING: 1/8
The Spidernut has a small territory of 120' radius around it's lair TREASURE: NONE
where it hunts, burrowing down for moles and shrews, and climb- ALIGNMENT: ALWAYS NEUTRAL
ing trees for squirrels and birds. If confronted away from it's lair, ADVANCEMENT: 1/2-3/4 HD (DIMINUTIVE); 1-2 HD
it will flee as soon as it can. If confronted at it's lair, it will not hes-
(TINY)
itate to attack, doing so from cover if possible. It's main goal is to
drive away or kill scavengers; those that leave the territory are
LEVEL ADJUSTMENT: -
rarely attacked.
When found, a Kesec Tree possesses 1d30 dormant, mature The Stinging Woodfly is a tiny creature that appears to be an
Spidernuts hanging from it's branches. If the trunk or branches insect made from twigs and leaves. This moth-like plant spends
experience any serious attacks, shocks, shakes, thumps, etc., it most of it's life as a stationary weed, quietly growing in a sunny
will drop 25% of the Spidernuts. The dropped nuts become active patch like any other weed. Upon reaching adulthood, usually
in 1 round, usually fleeing for the safety of the branches they just around the middle of summer, the Woodfly drops it's flower and
fell from if there is any threat. If the tree continues to be shaken, detaches itself from it's stem. After a period of rest where it grows
the active Spidernuts will attack as more fall and awaken. a single, sharp thorn, it begins stealthily searching the woods for
Blindsight (Ex): A Spidernut’s shell is covered with two rows an animal.
of fine fibers that allow it to ascertain targets within 45' feet using
vibration and odor. COMBAT
Fiberweb (Ex): The Spidernut generates a web of hemp-like Once the Stinging Woodfly locates an animal (or humanoid),
fiber made sticky with sap. A Spidernut can cast a fiberweb three it attempts to quietly attach itself to the creature. It then carefully
times per day. This is similar to an attack with a net, but has a locates a suitable point to sting the animal with it's thorn attack. If
maximum range of 15 feet, with a range increment of 5 feet, and the Woodfly is discovered or threatened, it usually tries to flee to
is effective against targets up to one size smaller. The web anchors a safe distance and hide until it can return unnoticed.
the target in place, allowing no movement. An entangled creature Blindsight (Ex): The Stinging Woodfly has no visual organs,
can escape with a successful Escape Artist check (DC16) or burst but can ascertain all targets within 100 feet using odors and heat
it with a Strength check (DC22). Though it has many of the prop- detection. As a side-effect, the Woodfly is attracted to small
erties of true webbing, this fiber is soaked with watery fluids, so flames, such as candles, torches, campfires, etc.
it is unaffected by fire. Burrowing Thorn (Ex): If the Woodfly manages to make a
Poison (Ex): Injury (Sting), Fortitude Save (DC13); Initial Damage successful sting attack, it's thorn detaches and begins burrowing
1d6 Temporary Strength, Secondary Damage 2D4 Temporary Strength. into the flesh of the target. The targeted creature can make a
Fortitude save (DC16) to reject the thorn, otherwise the creature
immediately and permanently loses 1 point of Constitution.
STINGING WOODFLY During the next seven days the wound will swell into a spherical
bump, and after fourteen days, this bump becomes hard and
DIMINUTIVE PLANT woody like a walnut. After two months the woody cyst splits open
HIT DICE: 1/4D8 (1 HP) and expels hundreds of soft, wispy seeds.
INITIATIVE: +7 (+7 DEX) The bump is quite ugly, and if it is in a visible location on the
SPEED: FLY 15' (PERFECT) body (face, hand, etc) the creature incurs a -1 penalty to Charisma.
ARMOR CLASS: 21(+4 SIZE, +7 DEX), TOUCH 21, A Remove Disease spell cast within 24 hours will kill the thorn
FLAT-FOOTED 14 and prevent the bump from forming. Otherwise the bump and
eventually the woody cyst will still form, requiring physical
BASE ATTACK/GRAPPLE: 0/-17
removal by application of the Heal Skill (DC17) to cure the infes-
ATTACK: STING-1 MELEE (1) tation. Removing the bump or cyst causes 1d4 points of subdual
FULL ATTACK: 2 STING-1 MELEE (1) damage that cannot be healed magically.
Camouflage (Ex): When the Stinging Woodfly is at rest, it Abhorrent Stench (Ex): Whenever approached, the
gains +8 to Hide Skill Checks. Stinkgnarl emits a misty spray of foul gasses that fills up to 300
square feet, rising 10 feet in the air, and lingers for 1 hour. Living

STINKGNARL creatures able to smell the cloud must make a Fortitude Save
(DC40) or become severely nauseated, gagging and coughing as
tears well up in their eyes. Nauseated creatures are unable to
LARGE PLANT (FUNGUS) attack, cast spells, concentrate on making them unable to attack,
HIT DICE: 12D8+48 (102 HP) cast spells, concentrate on spells, and so on. The only action a nau-
INITIATIVE: +3 (+3 DEX) seated creature can take is a single move (or move-equivalent
SPEED: 0' (0 SQUARES) action) per turn. These effects last as long as the character is in the
ARMOR CLASS: 19 (-1 SIZE, +3 DEX, +7 NATURAL), affected area and for 1d10 rounds after leaving the area. (Roll sep-
TOUCH 12, FLAT-FOOTED 16 arately for each nauseated creature.) Those who remain in the area
BASE ATTACK/GRAPPLE: +9/+17 that make their save must continue to save each round with a +1
ATTACK: SLAM +12 MELEE (2D8+4) resistance bonus. Creatures with the Scent or other heightened
olfactory qualities suffer a -4 circumstance penalty to resist the
FULL ATTACK: SLAM +12 MELEE (2D8+4)
noxious vapors.
SPACE/REACH: 5'/15' If a creature spends 10 rounds breathing inside the affected
SPECIAL ATTACKS: ABHORRENT STENCH, MUCUS area, they must make a Fortitude save (DC14) or take 1d4 points
PUSTULES of subdual damage the next round and each round thereafter.
SPECIAL QUALITIES: BLINDSIGHT, LOW-LIGHT VISION Leaving the area will end this damage.
60', PLANT TRAITS, TAPROOT Blindsight (Ex): The Stinkgnarl has several simple "ears" that
SAVES: FORT+12, REF+7, WILL - detect sound and changes in air pressure.
ABILITIES: STR 19, DEX 17, CON 19, INT -, WIS 2, Mucus Pustules (Ex): Whenever the Stinkgnarl makes a suc-
CHA 4 cessful slam attack, it causes several of the spherical pustules to
SKILLS: LISTEN +5, SPOT +5 burst and splatter the target with slimy mucus. The stinking glop
acts like a powerful glue, and if a creature is hit 3 or more times
FEATS: ALERTNESS, AWESOME BLOW
with the mucus attack, they will become Entangled for 10d6 min-
__________________________________________ utes. The target suffering mucus entanglement must make a
ENVIRONMENT: ANY UNDERGROUND Reflex Save every turn or become stuck and immobile.
ORGANIZATION: SOLITARY Taproot (Ex): In order to gain more leverage for it's flailing
CHALLENGE RATING: 11 slam attacks, the Stinkgnarl grows a thick, woody taproot deep
TREASURE: STANDARD into the rock. This also gives the Stinkgnarl a +4 stability bonus
ALIGNMENT: ALWAYS NEUTRAL against charge-type attacks.
ADVANCEMENT: 13-24 HD (LARGE); 25-36 HD
(HUGE)
LEVEL ADJUSTMENT: - VINE OF DECAY
The Stinkgnarl is a tall and pulsing mass of fleshy fungus that
LARGE UNDEAD (PLANT)
HIT DICE: 2D12 (13 HP)
periodically belches a small gray cloud from under its cap. This
INITIATIVE: +5 (+5 DEX)
cloud is the first thing everyone notices when approaching the
Stinkgnarl, having a rank odor that hangs in the air. There is no
SPEED: 25' (5 SQUARES), BURROW 10' (2 SQUARES),
one color specific to the repugnant fungus, but most are brightly CLIMB 20' (4 SQUARES)
colored yellow or green, and a few phosphorescent specimens ARMOR CLASS: 16 (-1 SIZE, +5 DEX, +2 NATURAL),
have been identified. The whole of the spherical cap is covered TOUCH 14, FLAT-FOOTED 11
with fist-sized weeping pustules and is protected by a random pat- BASE ATTACK/GRAPPLE: +1/+13
tern of woody plates that allow freedom of movement. ATTACK: SLAM +8 MELEE (1D6+8)
This fungus grows best near pools of standing water or wet FULL ATTACK: SLAM +8 MELEE (1D6+8)
caverns, but can be found nearly anywhere underground. It will SPACE/REACH: 10'/10'
tolerate most any plants and fungus that grow nearby, but it will SPECIAL ATTACKS: DECAYING TOUCH, ENERGY
not tolerate Violet Fungus or other poisonous plants, and will
DRAIN, IMPROVED GRAB
attempt to smash any that come close enough.
SPECIAL QUALITIES: DARKVISION 60', PLANT TRAITS,
TREMORSENSE, UNDEAD TRAITS
COMBAT
SAVES: FORT +0, REF +5, WILL +3
This fungus does not hesitate to blast an area with it's stench,
or flail it's massive body like a rubbery hammer at anything that ABILITIES: STR 27, DEX 20, CON -, INT -, WIS 10, CHA
comes near. 4
SKILLS: CLIMB +8, HIDE +6, MOVE SILENTLY +10, There have been examples of elven and human Druids being
SEARCH +5, SPOT +5 susceptible to the disease as well, due to their closeness with
__________________________________________ nature. Elves and human Druids exposed to the disease have a +4
ENVIRONMENT: ANY LAND, MARSHES racial bonus to resist the blight, in addition to any other bonuses
to resist disease. Other non-plant creatures may also be suscepti-
ORGANIZATION: SOLITARY, PAIR, OR CLUSTER (3-10)
ble to the disease.
CHALLENGE RATING: 6 Blue Thistle Blighted: “Blue Thistle Blighted” is an acquired
TREASURE: NONE template that can be added to any Plant creature (referred to here-
ALIGNMENT: ALWAYS CHAOTIC EVIL after as the base creature).
ADVANCEMENT: 3-4 HD (LARGE); 5-6 HD (HUGE) Special Attacks: The Blue Thistle Blighted creature retains all
LEVEL ADJUSTMENT: - the special attacks of the base creature and gain those described
below. Saves have a DC of (10 + 1/2 Blue Thistle Blighted’s HD),
This is a single long Assassin Vine with a few dried leaves unless noted otherwise. Creatures effected by this disease cannot
hanging from it. It appears to be dead and dry, grayish-brown and wear armor, and suffer a -2 penalty to any Skill Checks that
slightly withered. This vine still moves however, quietly slithering require manual dexterity.
along graveyards, ruined castles and other such places, stopping to Blue Thistles: The thistles deal 1d6 points of piercing damage
kill or destroy whatever may cross it's path. The vines are very (X2 crit) with a successful grapple attack by either the target or
much attracted to powerful sources of negative energy and greater base creature. A regular melee attack can be made with the this-
undead, preferring to hunt under the watch of a mighty master. tles, and they count as a natural weapon in this case.
Infectious (Su): Any Plant-Type Creature hit by a Blue
COMBAT Thistle attack must succeed at a Fortitude Save or contract Blue
This foul plant is the antithesis of creation itself, existing only Thistle Blight. Plants that consume other plants that have been
to destroy the living and the whole of their works. They will not infected must also succeed at a Fortitude Save, -2. The disease
hesitate to attack, spreading disease and corrosion upon their vic- will manifest 1d6 days later.
tims. Poison (Ex): The needles contain a weak poison that is inject-
Decaying Touch (Su): To use this ability, the Vine must come ed with a successful Blue Thistle attack.
in contact with the target. Living creatures hit by a Vine of Blue Thistle Poison: Injury (Sting), Fortitude Save (DC13); Initial
Decay’s Slam attack suffer an effect similar to a Contagion spell Damage 1 Temporary Strength, Secondary Damage 1 Temporary
as cast by a 9th-level caster, Fortitude Save DC17. Dexterity.
Metals touched by the attack slowly corrode, falling to pieces. Challenge Rating: Same as the base creature +1.
Weapons touched become corroded and useless in 1d6+4 Rounds. Advancement: Same as the base creature.
Armors touched suffer as well, losing 1AC per Round until they Level Adjustment: Same as the base creature, +1.
fall apart. Against unattended objects, such as wood doors or
stone, the touch deals 1d4 points of negative-energy damage.
Magic items, must succeed at a Reflex Save (DC20) or be dis-
GOUZOM SEED-POD
Plant creatures that absorb the powerful pollen of the Gouzom
solved as well. Only Holy, Sacred, Blessed and Good-Aligned
Tree become the unwitting carriers, and most are unwilling carri-
items, and their like, remain unaffected by the attack.
ers, of the Gouzom's seeds. The Gouzom uses these mobile plants
Energy Drain (Su): Living creatures hit by a Vine of Decay’s
to spread it's seeds wide, and to keep those seeds protected on the
Slam attack receive one negative level. The Fortitude Save to
long journey, the pollen also enhances the plant with new abilities
remove the negative level is DC17.
and strengths. These enhancements are temporary, lasting only for
Improved Grab (Ex): To use this ability, a Vine of Decay
the three-months while the seeds develop. Once the seeds are
must hit with its Slam attack. It can then attempt to start a grapple
ready to sprout, the Gouzom Seed-Pod creature dies on-the-spot,
as a free action without provoking an attack of opportunity.
eventually growing into a Gouzom Tree. A Cure Disease spell cast
on a Gouzom Seed-Pod by a 10th-level or higher caster within one
TEMPLATES month of being affected will remove the seeds and their benefits
within 10 minutes.
BLUE THISTLE BLIGHTED Gouzom Seed-Pod creatures fight fiercely, being fully aware
Blue Thistle Blight is a rare, supernatural disease that spreads of their new strengths and abilities. Along with granting these
amongst plants and plant creatures, causing them to grow several abilities, the growing seeds require much nutrition, craving rich
long, thin, smooth needles all over. These "thisles" are light-blue sources of red meat. The need for the base creature to consume
in color and range in length from an inch all the way up to a yard, flesh nearly triples, and in most cases turns the plant into a ruth-
depending on the size of the creature and the location on the body less predator, even more so if the plant started as one. Highly intel-
these needles protrude. ligent plants can sometimes keep these killer urges under control,
The disease persists for (1d4 + Blue Thistle Blighted’s HD - provided they have an ample supply of food.
Blue Thistle Blighted’s Constitution Modifier) months. After that Gouzom Seed-Pod Template: “Gouzom Seed-Pod” is an
time the plant is usually able to shrug off the infection. acquired template that can be added to any mobile Plant creature
(referred to hereafter as the base creature). Level Adjustment: Same as the base creature, +5.
A Gouzom Seed-Pod uses all the base creature’s statistics and
special abilities except as noted here. ASSASSIN VINE GOUZOM SEED-POD
HUGE PLANT
Size & Type: The creature’s size is increased by one level. HIT DICE: 4D10+4 (26 HP)
Type remains the same. INITIATIVE: +4 (IMPROVED INITIATIVE +4)
Hit Dice: Increase all current and future Hit Dice to d10s. SPEED: 25' (5 SQUARES)
ARMOR CLASS: 15 (-2 SIZE, +7 NATURAL), TOUCH 8, FLAT-FOOTED 15
Speed: Speed is increased by 20' (4 Squares). BASE ATTACK/GRAPPLE: +3/+17
Armor Class: The base creature’s natural armor bonus ATTACK: SLAM +7 MELEE (1D6+6)
FULL ATTACK: SLAM +7 MELEE (1D6+6)
improves by +1. SPACE/REACH: 15'/10'
Attack: A Gouzom Seed-Pod retains all the attacks of the base SPECIAL ATTACKS: CONSTRICT 1D6+7, ENTANGLE, IMPROVED GRAB, SPRAY ACID
SPECIAL QUALITIES: BLINDSIGHT 30', CAMOUFLAGE, IMMUNITY TO ACID, IMMUNITY TO
creature and also gains a Slam attack if it didn’t already have one. ELECTRICITY, LOW-LIGHT VISION, PLANT TRAITS, RESISTANCE TO COLD 10 AND FIRE 10,
If the base creature can use weapons, the Gouzom Seed-Pod TREMORSENSE
retains this ability. A creature with natural weapons retains those SAVES: FORT +5, REF +1, WILL +2
ABILITIES: STR 23, DEX 11, CON 12, INT --, WIS 13, CHA 9
natural weapons. A Gouzom Seed-Pod fighting without weapons SKILLS: HIDE -6, LISTEN +5, MOVE SILENTLY +2, SEARCH +2, SPOT +5
uses either its slam attack or its primary natural weapon (if it has FEATS: ALERTNESS, COMBAT REFLEXES, DODGE, IMPROVED INITIATIVE, LIGHTNING
REFLEXES
any). A Gouzom Seed-Pod armed with a weapon uses its slam or -----------------------------------------------------------------------------------
a weapon, as it desires. ENVIRONMENT: TEMPERATE FORESTS
ORGANIZATION: SOLITARY
Full Attack: A Gouzom Seed-Pod fighting without weapons CHALLENGE RATING: 7
uses either its slam attack (see above) or its natural weapons (if it TREASURE: NONE
has any). If armed with a weapon, it usually uses the weapon as its ALIGNMENT: ALWAYS NEUTRAL
ADVANCEMENT: 5-8 HD (HUGE); 9-12 HD (GARGANTUAN)
primary attack along with a slam or other natural weapon as a nat- LEVEL ADJUSTMENT: -
ural secondary attack.
Constrict (Ex): An assassin vine deals 1d6+7 points of damage with a successful grap-
Damage: Gouzom Seed- ple check.
Pods have Slam attacks. If the DAMAGE MODIFIER TABLE Entangle (Su): An assassin vine can animate plants within 30 feet of itself as a free
action (Ref DC13 partial). The effect lasts until the vine dies or decides to end it (also a
base creature does not have Size Damage free action). The save DC is Wisdom-based. The ability is otherwise similar to entangle
this attack form, use the appro- Fine 1 (caster level 4th).
Improved Grab (Ex): To use this ability, an assassin vine must hit with its slam attack.
priate damage value from the Diminutive 1d2 It can then attempt to start a grapple as a free action without provoking an attack of oppor-
Damage Modifier Table Tiny 1d3 tunity. If it wins the grapple check, it establishes a hold and can constrict.
according to the Gouzom Small 1d4 Blindsight (Ex): Assassin vines have no visual organs but can ascertain all foes with-
in 30 feet using sound, scent, and vibration.
Seed-Pod’s size. Creatures that Medium 1d6 Camouflage (Ex): Since an assassin vine looks like a normal plant when at rest, it
have other kinds of natural Large 1d8 takes a DC 20 Spot check to notice it before it attacks.
Anyone with ranks in Survival or Knowledge (nature) can use one of those skills
weapons retain their old dam- Huge 2d6 instead of Spot to notice the plant. Dwarves can use stonecunning to notice the subter-
age values or use the appropri- Gargantuan 2d8 ranean version.
Spray Acid (Ex): Stream of acid 5 feet high, 5 feet wide, and 20 feet long, once every
ate value from the Damage Colossal 4d6
hour; damage 2d4.
Modifier Table, whichever is
better.
Special Attacks: A Gouzom Seed-Pod retains all the special
VEGIAL
Vegials are plants and fungi that resemble animals and vermin,
attacks of the base creature and gains those described below. both in appearance and behavior, and they may be found any-
Saves have a DC of 5 + 1/2 Gouzom Seed-Pod’s HD + Gouzom where their animal counterparts are known to inhabit. Ferocious
Seed-Pod’s Strength Modifier, unless noted otherwise. Vegial Bears roam the woodlands, graceful Vegial Eagles hunt the
Immunities (Ex): Gouzom Seed-Pods have acid and electric- mountain skies, giant Vegial Whales swim the oceans, and tiny
ity immunity. Vegial Beetles scurry through the Underdark.
Spray Acid (Ex): Stream of acid 5 feet high, 5 feet wide, and Vegial: “Vegial” is a template that can be added to any Animal
20 feet long, once every hour; damage 2d4. or Vermin-Type Creature. This Vegial is a plant that takes on the
Tremorsense (Ex): Gouzom Seed-Pods can automatically superficial characteristics of some type of Animal or Vermin
sense the location of anything within 80' that is in contact with the (referred to hereafter as the “Animal/Vermin”). This can be any
ground. Animal/Vermin between Diminutive and Colossal Size.
Abilities: +3 Strength, +1 Dexterity, -4 Constitution A Vegial uses the Animal/Vermin’s statistics and special abil-
Skills: Gouzom Seed-Pods have a +2 racial bonus on Hide, ities in addition to those set out below
Listen, Move Silently, Search, and Spot checks. Otherwise same Size & Type: Same as the Animal/Vermin. The creature’s type
as the base creature. changes to "Plant".
Feats: Gouzom Seed-Pods gain Alertness, Combat Reflexes, Hit Dice: Same as the Animal/Vermin
Dodge, Improved Initiative, and Lightning Reflexes. Speed: Same as the Animal/Vermin
Environment: Any, usually same as base creature. AC: The Animal/Vermin’s natural armor increases by +1
Organization: Solitary Attacks: Same as the Animal/Vermin
Challenge Rating: Same as the base creature +4. Damage: Same as the Animal/Vermin
Advancement: Same as the base creature
Special Attacks: A Vegial retains all the special attacks of the LEVEL ADJUSTMENT: -

Animal/Vermin, and also gains those listed below Blindsight (Ex): Vegial Rhinoceros have no visual organs but can ascertain all foes
Improved Grab (Ex): To use this ability, the Vegial must hit within 60' using sound, scent, and vibration
Powerful Charge (Ex): A Vegial Rhinoceros deals 4d6+24 points of damage when it
with its primary melee attack. It can then attempt to start a grap-
makes a charge.
ple as a free action without provoking an attack of opportunity.
Special Qualities: A Vegial retains all the special qualities of
the Animal/Vermin and also gains those listed below
Blindsight (Ex): Vegial have no visual organs but can ascer-
SPELLS
tain all foes within 60' using sound, scent, and vibration DRUID SPELL LIST
Half Damage from Blunt (Ex): Blunt weapons deal only half 0-Level: Fruit Tree, Shelter of Grass
damage to Vegial, with a minimum of 1 point of damage. 1st-Level: Chlorophyllium, Evergreen, Green-Leaf Arrows,
Saves: The base saves are as for the Animal/Vermin Robe of Nature, Shelter of Thorns
Abilities: Ability scores are based on the Animal/Vermin 2nd-Level: Brambleskin, Green-Leaf Bridge, Green-Leaf
Skills: Same as the Animal/Vermin; also Hide +5, Move Canoe, Magic Thistle
Silently +5 3rd-Level: Green-Leaf Hide, Shelter of Wood
Feats: Same as the Animal/Vermin 4th-Level: Greenwood
Challenge Rating: Same as the base creature +1. 7th-Level: Forest Altar, Tree Detonation
Advancement: Same as the base creature. 8th-Level: Green-Leaf Phalanx
Level Adjustment: Same as the base creature, +1.

VEGIAL BAT (BATWEED)


HEALING CLERIC SPELL LIST
DIMINUTIVE PLANT 6th-Level: Forest Altar
HIT DICE: 1/4D8 (1 HP)
INITIATIVE: +2
SPEED: 5' (1 SQUARE), FLY 40' (GOOD) PLANT CLERIC SPELL LIST
ARMOR CLASS: 17 (+1 NATURAL, +4 SIZE, +2 DEX), TOUCH 17, FLAT-FOOTED 15
BASE ATTACK/GRAPPLE: +3/-14
0-Level: Fruit Tree, Shelter of Grass
ATTACK: SLAM +3 MELEE (1D1) 1st-Level: Chlorophyllium, Evergreen, Green-Leaf Arrows,
FULL ATTACK: SLAM +3 MELEE (1D1) Robe of Nature, Shelter of Thorns
SPACE/REACH: 1'/0'
SPECIAL ATTACKS: IMPROVED GRAB 2nd-Level: Brambleskin, Green-Leaf Bridge, Green-Leaf
SPECIAL QUALITIES: BLINDSIGHT 60', HALF DAMAGE FROM BLUNT, PLANT TRAITS Canoe, Magic Thistle
SAVES: FORT +2, REF +4, WILL +2
ABILITIES: STR 1, DEX 15, CON 10, INT 2, WIS 14, CHA 4 3rd-Level: Green-Leaf Hide, Shelter of Wood
SKILLS: HIDE +19, LISTEN +8, MOVE SILENTLY +11, SPOT +8 4th-Level: Greenwood
FEATS: ALERTNESS
-----------------------------------------------------------------------------------
7th-Level: Forest Altar, Tree Detonation
ENVIRONMENT: ANY LAND 8th-Level: Green-Leaf Phalanx
ORGANIZATION: COLONY (5-50)
CHALLENGE RATING: 1
ADVANCEMENT: - RANGER SPELL LIST
LEVEL ADJUSTMENT: -
1st-Level: Green-Leaf Arrows
Blindsight (Ex): Vegial bats have no visual organs but can ascertain all foes within 60' 2nd-Level: Magic Thistle, Robe of Nature
using sound, scent, and vibration
Half Damage from Blunt (Ex): Blunt weapons deal only half damage to Vegial Bats, 3rd-Level: Green-Leaf Canoe
with a minimum of 1 point of damage. 4th-Level: Green-Leaf Hide
Improved Grab (Ex): To use this ability, the Vegial Bat must hit with its primary
melee attack

VEGIAL RHINOCEROS (GREENHORN)


LARGE PLANT
BRAMBLESKIN
HIT DICE: 8D10+40 (84 HP) TRANSMUTATION
INITIATIVE: +0
SPEED: 30' (6 SQUARES) LEVEL: DRD 2, PLANT 2
ARMOR CLASS: 16 (-1 SIZE, +7 NATURAL), TOUCH 9, FLAT-FOOTED 16 COMPONENTS: V,S,DF
BASE ATTACK/GRAPPLE: +6/+18
ATTACK: GORE +13 MELEE (2D6+12) CASTING TIME: 1 ACTION
FULL ATTACK: GORE +13 MELEE (2D6+12), SLAM +13 MELEE (1D8+8)
SPACE/REACH: 10'/5'
RANGE: TOUCH
SPECIAL ATTACKS: IMPROVED GRAB, POWERFUL CHARGE TARGET: LIVING CREATURE TOUCHED
SPECIAL QUALITIES: BLINDSIGHT 60', HALF DAMAGE FROM BLUNT, PLANT TRAITS
SAVES: FORT +11, REF +6, WILL +3 DURATION: 10 MINUTES/LEVEL
ABILITIES: STR 26, DEX 10, CON 21, INT 2, WIS 13, CHA 2 SAVING THROW: NONE
SKILLS: HIDE +5, LISTEN +14, MOVE SILENTLY +5, SPOT +3
FEATS: ALERTNESS, ENDURANCE, IMPROVED NATURAL ATTACK (GORE) SPELL RESISTANCE: YES (HARMLESS)
-----------------------------------------------------------------------------------
ENVIRONMENT: WARM PLAINS
ORGANIZATION: SOLITARY OR HERD (2-12) Brambleskin makes the skin of the effected creature become
CHALLENGE RATING: 5 fiberous and woody, then covers it with hundreds of wickedly
ADVANCEMENT: 9-12 HD (LARGE); 13-24 HD (HUGE)
sharp thorns. The spell grants a +2 natural armor bonus to AC. COMPONENTS: V,S,M,DF
This bonus increases to +3 at 6th level and to +4 at 13th level and CASTING TIME: 30 MINUTES
up. RANGE: CLOSE (25'+5'/2 LEVELS)
The thorns also act as a weapon, dealing 1d6 points of pierc- EFFECT: CREATES A SOURCE OF MAGICAL HEALING
ing/slashing damage (X2 critical) with a successful grapple attack,
DURATION: 1 DAY/LEVEL
made by either the attacker or defender, or if the bearer of the
thorns is a target of a successful unarmed strike. The thorns count
SAVING THROW: WILL HALF (HARMLESS; AS CURE SPELL)
as a martial weapon. A regular melee attack (or off-hand attack) SPELL RESISTANCE: YES (HARMLESS)
can be made with the thorns, and they count as a light weapon in
this case. By means of this spell, the caster causes a plant to become an
altar of healing. The plant can be of any type, so long as it is
immobile, such as a tree, flower, shrub, etc. This chosen plant
CHLOROPHYLLIUM begins to glow with a comforting light, bathing the area with a
TRANSMUTATION feeling of warmth.
LEVEL: DRD 1, PLANT 1 Creatures that remain within a 50' radius of the altar begin
COMPONENTS: S,DF regenerating wounds at a rate of 2 Hit Points per round. This effect
ends once a creature leaves the area. Creatures with severed body
CASTING TIME: 1 ACTION
parts (fingers, toes, hands, feet, arms, legs, tails, or even heads of
RANGE: TOUCH multi-headed creatures), broken bones, and ruined organs grow
TARGET: UP TO 6 LIVING CREATURES back in if they are allowed to rest within the area of effect for 16
DURATION: 8 HOURS hours. Healing and resurection spells cast within the area of effect
SAVING THROW: NONE require only half the casting time.
SPELL RESISTANCE: YES (HARMLESS) Since undead are powered by negative energy, this spell deals
damage to them instead of curing their wounds. An undead crea-
The skin and hair of the targets changes to a rich green, allow- ture can attempt a Will Save each round it remains in the area to
ing them to take sustenance from the light of the sun. So long as take half damage. All Charisma checks made to turn undead with-
the targets are exposed to at least 4 hours of sunlight, they will not in this area gain a +2 sacred bonus.
need to consume any food that day. The targets still requires a nor- Material Components: Rare Herbs Worth at Least 200gp
mal amount of water and rest.

FRUIT TREE
EVERGREEN TRANSMUTATION
ABJURATION LEVEL: DRD 0, PLANT 0
LEVEL: DRD 1, PLANT 1 COMPONENTS: V,S,M
COMPONENTS: V,S CASTING TIME: 10 MINUTES
CASTING TIME: 1 ACTION RANGE: TOUCH
RANGE: MEDIUM (100'+10'/LEVEL) EFFECT: CAUSES ONE TREE TOUCHED TO BEAR FRUIT
TARGET: ONE PLANT, SEVERAL PLANTS OR ONE PLANT- DURATION: INSTANTANIOUS
TYPE CREATURE SAVING THROW: NONE
DURATION: 1 MONTH/LEVEL SPELL RESISTANCE: NO
SAVING THROW: NONE
SPELL RESISTANCE: YES (HARMLESS) This spell causes a mundane tree touched by the caster to bear
2 pounds of healthy, edible fruit per level of the caster. This fruit
Evergreen allows the affected plants (or plant creature) to is normal in every way, except that it contains no seeds. The type
completely resist the negative effects of harsh natural weather, of fruit produced may be one type, such as all apples, or a variety,
even allowing a plant to flourish in places where it normally could depending on what sort of seeds are used by the caster.
not. The caster can protect a field of wheat, a single tree, etc, The Material Components: 7 Fruit Seeds of one or several vari-
plants will remain verdant and green through bitter winters, terri- eties.
ble drought, floods, and other similar conditions. Against super-
natural weather and weather-type spells, the plants gain a +2
enhancement bonus to resist their effects. GREEN-LEAF ARROWS
TRANSMUTATION
LEVEL: DRD 1, PLANT 1, RGR 1
FOREST ALTAR COMPONENTS: S,DF
CONJURATION (CREATION, HEALING) CASTING TIME: 1 ACTION
LEVEL: DRD 7, HEALING 6, PLANT 7 RANGE: TOUCH
TARGET: ONE LEAFY BRANCH RANGE: TOUCH
DURATION: PERMANENT TARGET: ONE GREEN LEAF
SAVING THROW: NONE DURATION: PERMANENT
SPELL RESISTANCE: NO SAVING THROW: NONE
SPELL RESISTANCE: NO
This spell causes an ordinary leafy branch to change shape,
creating a number of natural wooden arrows. The branch becomes This spell causes an ordinary green leaf to grow and shape
10 arrows, +2 for each level of the caster. itself into a sturdy, leathery set of armor equivalent to a suit of
Leather Armor suitable for a Medium-Sized creature, or the cast-
er can opt to have the armor fit a Small-Sized creature instead.
GREEN-LEAF BRIDGE The armor is the same in every way as leather armor, except that
CONJURATION (CREATION) it resembles the original leaf in color, and weighs only 5 lbs.
LEVEL: DRD 2, PLANT 2 At 6th level the caster can create armor for a Large or Huge-
COMPONENTS: S,M Sized creature.
CASTING TIME: 1 ACTION At 10th level the caster creates Medium or Small-Sized armor
RANGE: MEDIUM (100'+10'/LEVEL) equivalent to Studded Leather armor, also resembling the original
EFFECT: CREATES A TEMPORARY BRIDGE leaf in color, and weighing only 10 lbs.
DURATION: 5 ROUNDS/LEVEL
SAVING THROW: NONE
SPELL RESISTANCE: NO GREEN-LEAF PHALANX
TRANSMUTATION
The caster can create a 5’ wide suspension bridge (or ladder) LEVEL: DRD 8, PLANT 8
of tangled, leafy vines across a wide or short gap. The vines must
COMPONENTS: V,S,M,DF
be anchored to two or more solid and diametrically opposed
points; opposite walls, boulders, trees, wall and floor, etc. or else
CASTING TIME: 1 HOUR
the bridge collapses upon itself and disappears. RANGE: TOUCH
The bridge can hold up to 750 lbs. at a time regardless of TARGET: ONE FRESHLY FALLEN TREE
length. If any more weight is added, the bridge collapses and dis- DURATION: PERMANENT
appears, dropping everything on it. SAVING THROW: NONE
Material Components: A Fresh Seed-Pod. SPELL RESISTANCE: NO

This spell causes the leaves and wood of an ordinary fallen


GREEN-LEAF CANOE tree to become natural weapons and armor for a battle force. The
TRANSMUTATION leaves become suits of armor, such as those produced by the
LEVEL: DRD 2, PLANT 2, RGR 3 Green-Leaf Hide spell, and the wood becomes several simple
COMPONENTS: V,S,DF melee weapons. The amount of gear produced depends on the size
CASTING TIME: 1 ACTION of the tree. All the armor and weapons are made for Medium-
RANGE: TOUCH Sized creatures by default. If the caster so chooses, the armor can
TARGET: ONE GREEN LEAF be made to fit Small-Sized creatures.
DURATION: 1 HOUR/LEVEL At 15th level, the caster can opt to produce armor and weapons
for Large or Huge-Sized creatures. This reduces the total weapons
SAVING THROW: NONE
and armor produced by 50% or 25% respectively.
SPELL RESISTANCE: NO
• Medium Tree: A Medium-Sized tree produces 20 suits of
This spell causes an ordinary green leaf to grow and shape Green-Leaf Hide and 20 Green-Leaf Maces OR 15 Green-Leaf
itself into a sturdy, water-tight canoe complete with paddle. The Spears.
canoe can hold one Medium-Sized creature with gear or two • Large Tree: A Large-Sized tree produces 100 suits of Green-
Small-Sized creatures with gear. Leaf Hide and 100 Green-Leaf Maces OR 80 Green-Leaf Spears.
• Huge Tree: A Huge-Sized tree produces 500 suits of Green-
Leaf Hide, 250 Green-Leaf Maces AND 250 Green-Leaf Spears.
GREEN-LEAF HIDE • Gargantuan Tree: A Huge-Sized tree produces 1,000 suits of
Green-Leaf Hide, 500 Green-Leaf Maces, 350 Green-Leaf
TRANSMUTATION
Spears, and 150 Green-Leaf Longspears.
LEVEL: DRD 3, PLANT 3, RGR 4
COMPONENTS: V,DF Material Components: A Suit of +1 Magical Armor, or a
CASTING TIME: 1 ACTION +1AC Magic Item
robe of natural materials allows the bearer to blend into the sur-
roundings, granting +5 to Hide Skill checks.
GREENWOOD This robe also works with armor, granting a +1 enhancement
TRANSMUTATION bonus to the bearer's AC.
LEVEL: DRD 4, PLANT 4
COMPONENTS: S,DF
CASTING TIME: 1 ACTION SHELTER OF GRASS
RANGE: TOUCH CONJURATION (CREATION)
TARGET: LIVING CREATURE TOUCHED LEVEL: DRD 0, PLANT 0
DURATION: 5 ROUNDS/LEVEL COMPONENTS: V,S,F
SAVING THROW: NONE CASTING TIME: 1 ACTION
SPELL RESISTANCE: YES (HARMLESS) RANGE: CLOSE (25'+5'/2 LEVELS)
EFFECT: A SMALL SHELTER MADE OF WOVEN GRASS
This spell causes the body of the creature touched to become DURATION: PERMANENT
plastic and pliable, like the wood of a young, green sapling. The SAVING THROW: NONE
durable nature of this new flesh makes the subject completely SPELL RESISTANCE: NO
immune to Blunt-Type Damage attacks. The subject also suffers
a -2 enhancement penalty to both Strength and Constitution. The caster creates a small dome of woven grasses about 15' in
diameter, looking very much like a giant overturned basket. Up to
5 Medium-Sized, 2 Large-Sized, or 10 Small-Sized creatures can
MAGIC THISTLE lie down comfortably on the floor of woven grass. Entry into the
TRANSMUTATION simple hut is granted by a circular doorway that can be closed with
LEVEL: DRD 2, PLANT 2 RGR 2 a tight-fitting woven door.
COMPONENTS: V,S,DF The shelter does not protect those inside from foul tempera-
CASTING TIME: 1 ACTION tures. It does provide a quiet, dry and comfortable place to sleep
RANGE: TOUCH and is excellent protection from insects and other vermin in even
TARGET: CREATURE OR ORGANIC ARMOR TOUCHED the worst of swamps.
At 4th level, the caster can opt to have the shelter be covered
DURATION: 1 MINUTE/LEVEL
with plant life that matches the surrounding vegetation when it is
SAVING THROW: WILL NEGATES (HARMLESS) created. This new growth camouflages the shelter well, granting
SPELL RESISTANCE: YES (HARMLESS) a +8 circumstantial bonus to Hide Skill checks for everyone inside
the shelter.
Magic Thistle gives the natural armor or organic armor of the Focus Components: A Small Basket
subject a +1 enhancement bonus to AC and the equivalent of
Armor Spikes +1 (See PHB/DMG). The spell can affect any nat-
ural armor, such or armor made of natural materials; hide, bone, SHELTER OF THORNS
wood, etc. CONJURATION (CREATION)
If the caster is a Good-Aligned Druid, the Armor and Armor LEVEL: DRD 1, PLANT 1
Spikes are considered Blessed, which means they has special EFFECT: A SMALL SHELTER MADE OF THORNY BRAMBLES
effects on certain creatures (See PHB?DMG).
DURATION: 3 HOURS/LEVEL

ROBE OF NATURE As Shelter of Grass, except that the character creates a small
dome of woven thorn brambles about 15' in diameter. Any crea-
TRANSMUTATION
ture forced into or attempting to break into the Shelter of Thorns
LEVEL: DRD 1, PLANT 1, RGR 2
takes 3d6 points of slashing damage per round of contact.
COMPONENTS: V,S,M Focus Components: A Small Basket of Thorns
CASTING TIME: 1 ACTION
RANGE: TOUCH
EFFECT: CREATES A CLOAK MADE OF NATURAL DEBRIS SHELTER OF WOOD
DURATION: 5 MINUTES/LEVEL LEVEL: DRD 3, PLANT 3
SAVING THROW: NONE COMPONENTS: V,S,M
SPELL RESISTANCE: NO CASTING TIME: 1 ACTION
RANGE: CLOSE (25'+5'/2 LEVELS)
The caster summons a robe made from whatever natural debris EFFECT: A SMALL SHELTER MADE OF THICK WOOD
is availible, be it dead leaves, twigs, bark, sand, moss, etc. The DURATION: 2 HOURS/LEVEL
SAVING THROW: NONE (E) "PRODUCT IDENTITY" MEANS PRODUCT AND PRODUCT LINE NAMES, LOGOS AND IDENTIFYING MARKS INCLUDING
TRADE DRESS; ARTIFACTS; CREATURES CHARACTERS; STORIES, STORYLINES, PLOTS, THEMATIC ELEMENTS, DIALOGUE,
SPELL RESISTANCE: NO INCIDENTS, LANGUAGE, ARTWORK, SYMBOLS,
DESIGNS, DEPICTIONS, LIKENESSES, FORMATS, POSES, CONCEPTS, THEMES AND GRAPHIC, PHOTOGRAPHIC AND OTHER
VISUAL OR AUDIO REPRESENTATIONS; NAMES AND DESCRIPTIONS OF CHARACTERS, SPELLS, ENCHANTMENTS, PERSON-
As Shelter of Grass, except that the character creates a small ALITIES, TEAMS, PERSONAS, LIKENESSES AND SPECIAL ABILITIES; PLACES, LOCATIONS, ENVIRONMENTS, CREATURES,
dome of thick wood about 15' in diameter. EQUIPMENT, MAGICAL OR SUPERNATURAL ABILITIES OR EFFECTS, LOGOS, SYMBOLS, OR GRAPHIC DESIGNS; AND ANY
OTHER TRADEMARK OR REGISTERED TRADEMARK CLEARLY IDENTIFIED AS PRODUCT IDENTITY BY THE OWNER OF THE
The ambient temperature inside this shelter is always comfort- PRODUCT IDENTITY, AND WHICH SPECIFICALLY EXCLUDES THE OPEN GAME CONTENT;
able, regardless of external conditions. (F) "TRADEMARK" MEANS THE LOGOS, NAMES, MARK, SIGN, MOTTO, DESIGNS THAT ARE USED BY A CONTRIBUTOR TO
IDENTIFY ITSELF OR ITS PRODUCTS OR THE ASSOCIATED PRODUCTS
Material Components: A Small Wooden Bowl CONTRIBUTED TO THE OPEN GAME LICENSE BY THE CONTRIBUTOR
(G) "USE", "USED" OR "USING" MEANS TO USE, DISTRIBUTE, COPY, EDIT, FORMAT, MODIFY, TRANSLATE AND OTHER-
WISE CREATE DERIVATIVE MATERIAL OF OPEN GAME CONTENT.

TREE DETONATION (H) "YOU" OR "YOUR" MEANS THE LICENSEE IN TERMS OF THIS AGREEMENT.
2. THE LICENSE: THIS LICENSE APPLIES TO ANY OPEN GAME CONTENT THAT CONTAINS A NOTICE INDICATING THAT
EVOCATION THE OPEN GAME CONTENT MAY ONLY BE USED UNDER AND IN TERMS OF THIS LICENSE. YOU MUST AFFIX SUCH A
NOTICE TO ANY OPEN GAME CONTENT THAT YOU USE. NO TERMS MAY BE ADDED TO OR SUBTRACTED FROM THIS
LEVEL: DRD 7, PLANT 7 LICENSE EXCEPT AS DESCRIBED BY THE LICENSE ITSELF. NO OTHER TERMS OR CONDITIONS MAY BE APPLIED TO ANY
COMPONENTS: V,S,DF OPEN GAME CONTENT DISTRIBUTED USING THIS LICENSE.
3.OFFER AND ACCEPTANCE: BY USING THE OPEN GAME CONTENT YOU INDICATE YOUR ACCEPTANCE OF THE TERMS
CASTING TIME: 1 ACTION OF THIS LICENSE.

RANGE: LONG (400'+40'/LEVEL) 4. GRANT AND CONSIDERATION: IN CONSIDERATION FOR AGREEING TO USE THIS LICENSE, THE CONTRIBUTORS GRANT
YOU A PERPETUAL, WORLDWIDE, ROYALTY-FREE, NON-EXCLUSIVE LICENSE WITH THE EXACT TERMS OF THIS LICENSE
TARGET: ONE TREE TO USE, THE OPEN GAME CONTENT.
5.REPRESENTATION OF AUTHORITY TO CONTRIBUTE: IF YOU ARE CONTRIBUTING ORIGINAL MATERIAL AS OPEN GAME
DURATION: INSTANTANEOUS CONTENT, YOU REPRESENT THAT YOUR CONTRIBUTIONS ARE YOUR ORIGINAL CREATION AND/OR YOU HAVE SUFFI-
SAVING THROW: REFLEX HALF CIENT RIGHTS TO GRANT THE RIGHTS CONVEYED BY THIS LICENSE.
6.NOTICE OF LICENSE COPYRIGHT: YOU MUST UPDATE THE COPYRIGHT NOTICE PORTION OF THIS LICENSE TO
SPELL RESISTANCE: YES INCLUDE THE EXACT TEXT OF THE COPYRIGHT NOTICE OF ANY OPEN GAME CONTENT YOU ARE COPYING, MOD-
IFYING OR DISTRIBUTING, AND YOU MUST ADD THE TITLE, THE COPYRIGHT DATE, AND THE COPYRIGHT HOLDER’S NAME
TO THE COPYRIGHT NOTICE OF ANY ORIGINAL OPEN GAME CONTENT YOU DISTRIBUTE.
This spell causes a targeted tree to burst from the inside, deto- 7. USE OF PRODUCT IDENTITY: YOU AGREE NOT TO USE ANY PRODUCT IDENTITY, INCLUDING AS AN INDICATION AS
nating with a low roar and a spread of deadly shrapnel-like splin- TO COMPATIBILITY, EXCEPT AS EXPRESSLY LICENSED IN ANOTHER, INDEPENDENT AGREEMENT WITH THE OWNER OF
EACH ELEMENT OF THAT PRODUCT IDENTITY. YOU AGREE NOT TO INDICATE COMPATIBILITY OR CO-ADAPTABILITY WITH
ters. The type of damage caused by the detonation is determined ANY TRADEMARK OR REGISTERED TRADEMARK IN CONJUNCTION WITH A WORK CONTAINING OPEN GAME CONTENT
by the size of the tree. EXCEPT AS EXPRESSLY LICENSED IN ANOTHER, INDEPENDENT AGREEMENT WITH THE OWNER OF SUCH TRADEMARK
OR REGISTERED TRADEMARK. THE USE OF ANY PRODUCT IDENTITY IN OPEN GAME CONTENT DOES NOT CONSTI-
TUTE A CHALLENGE TO THE OWNERSHIP OF THAT PRODUCT IDENTITY. THE OWNER OF ANY PRODUCT IDENTITY USED
• Medium Tree: Exploding a Medium-Sized tree creates a 25' IN OPEN GAME CONTENT SHALL RETAIN ALL RIGHTS, TITLE AND INTEREST IN AND TO THAT PRODUCT IDENTITY.
radius spread of splinters that causes 2d10 points of damage, +1 8. IDENTIFICATION: IF YOU DISTRIBUTE OPEN GAME CONTENT YOU MUST CLEARLY INDICATE WHICH PORTIONS OF THE
for each level of the caster, to all creatures within the area. WORK THAT YOU ARE DISTRIBUTING ARE OPEN GAME CONTENT.
9. UPDATING THE LICENSE: WIZARDS OR ITS DESIGNATED AGENTS MAY PUBLISH UPDATED VERSIONS OF THIS
• Large Tree: Exploding a Large-Sized tree creates a 40' radius LICENSE. YOU MAY USE ANY AUTHORIZED VERSION OF THIS LICENSE TO COPY, MODIFY AND DISTRIBUTE ANY OPEN
spread of splinters that causes 4d10 points of damage, +1 for GAME CONTENT ORIGINALLY DISTRIBUTED UNDER ANY VERSION OF THIS LICENSE.
each level of the caster, to all creatures within the area. 10 COPY OF THIS LICENSE: YOU MUST INCLUDE A COPY OF THIS LICENSE WITH EVERY COPY OF THE OPEN GAME
• Huge Tree: Exploding a Huge-Sized tree creates a 65' radius CONTENT YOU DISTRIBUTE. 11. USE OF CONTRIBUTOR CREDITS: YOU MAY NOT MARKET OR ADVERTISE THE OPEN
GAME CONTENT USING THE NAME OF ANY CONTRIBUTOR UNLESS YOU HAVE WRITTEN PERMISSION FROM THE
spread of splinters that causes 8d10 points of damage, +1 for CONTRIBUTOR TO DO SO.
each level of the caster, to all creatures within the area. 12 INABILITY TO COMPLY: IF IT IS IMPOSSIBLE FOR YOU TO COMPLY WITH ANY OF THE TERMS OF THIS LICENSE WITH
• Gargantuan Tree: Exploding a Gargantuan-Sized tree creates RESPECT TO SOME OR ALL OF THE OPEN GAME CONTENT DUE TO STATUTE, JUDICIAL ORDER, OR GOVERNMENTAL
REGULATION THEN YOU MAY NOT USE ANY OPEN GAME MATERIAL SO AFFECTED.
a 80' radius spread of splinters that causes 16d10 points of dam- 13 TERMINATION: THIS LICENSE WILL TERMINATE AUTOMATICALLY IF YOU FAIL TO COMPLY WITH ALL TERMS HEREIN
age, +1 for each level of the caster, to all creatures within the AND FAIL TO CURE SUCH BREACH WITHIN 30 DAYS OF BECOMING AWARE OF THE BREACH. ALL SUBLICENSES SHALL
area. SURVIVE THE TERMINATION OF THIS LICENSE.
14 REFORMATION: IF ANY PROVISION OF THIS LICENSE IS HELD TO BE UNENFORCEABLE, SUCH PROVISION SHALL BE
Supernatural trees and tree-creatures are immune to this spell. REFORMED ONLY TO THE EXTENT NECESSARY TO MAKE IT ENFORCEABLE.
Good Aligned Druids that use this spell suffer 1d4 points of tem- 15 COPYRIGHT NOTICE
porary Charisma and Wisdom damage for 24 hours. OPEN GAME LICENSE V 1.0 COPYRIGHT 2000, WIZARDS OF THE COAST, INC. SYSTEM REFERENCE DOCUMENT
COPYRIGHT 2000, WIZARDS OF THE COAST, INC.; AUTHORS JONATHAN TWEET, MONTE COOK, SKIP WILLIAMS,
BASED ON ORIGINAL MATERIAL BY E. GARY GYGAX AND DAVE ARNESON. ALL MATERIAL WHOLLY DERIVED FROM THE
SYSTEM REFERENCE DOCUMENT IS HEREBY DESIGNATED AS OPEN GAME CONTENT, IN ACCORDANCE WITH THIS
O.G.L. LICENSE.

OPEN GAME LICENSE VERSION 1.0A The Kaiser’s Garden, Copyright 2003, Mad Kaiser Games
THE FOLLOWING TEXT IS THE PROPERTY OF WIZARDS OF THE COAST, INC. AND IS COPYRIGHT 2000 WIZARDS OF
THE COAST, INC ("WIZARDS"). ALL RIGHTS RESERVED. -All text is deemed OPEN GAME CONTENT-
1. DEFINITIONS:
(A)"CONTRIBUTORS" MEANS THE COPYRIGHT AND/OR TRADEMARK OWNERS
WHO HAVE CONTRIBUTED OPEN GAME CONTENT;
(B)"DERIVATIVE MATERIAL" MEANS COPYRIGHTED MATERIAL INCLUDING DERIVATIVE WORKS AND TRANSLATIONS
(INCLUDING INTO OTHER COMPUTER LANGUAGES), POTATION, MODIFICATION, CORRECTION, ADDITION, EXTENSION,
UPGRADE, IMPROVEMENT, COMPILATION, ABRIDGMENT OR OTHER FORM IN WHICH AN EXISTING WORK MAY BE RECAST,
TRANSFORMED OR ADAPTED; (C) "DISTRIBUTE" MEANS TO REPRODUCE, LICENSE, RENT, LEASE, SELL, BROADCAST,
PUBLICLY DISPLAY, TRANSMIT OR OTHERWISE DISTRIBUTE;
(D)"OPEN GAME CONTENT" MEANS THE GAME MECHANIC AND INCLUDES THE METHODS, PROCEDURES, PROCESSES
AND ROUTINES TO THE EXTENT SUCH CONTENT DOES NOT EMBODY THE PRODUCT IDENTITY AND IS AN ENHANCEMENT
OVER THE PRIOR ART AND ANY ADDITIONAL CONTENT CLEARLY IDENTIFIED AS OPEN GAME CONTENT BY THE
CONTRIBUTOR, AND MEANS ANY WORK COVERED BY THIS LICENSE, INCLUDING TRANSLATIONS AND DERIVATIVE WORKS
UNDER COPYRIGHT LAW, BUT SPECIFICALLY EXCLUDES PRODUCT IDENTITY.

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