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Yes, there will be field trips

The Wanderers Guild t9'


later on in your studies with the
Frondalescent Salmagundi, but
only once 1 am sure you
understand the dangers out
there!
The Frondescent Salmagundt
There are many groups set up
and sent out into nearby woods Let me tell you a little history of the Wanderers Guild and also the Frondescent
and caves, but also further afield Salmagundi. I see many new faces here - it's always good to get your bearings in a
on the oceans, deserts, and new place, I believe.
mountains, for plant life
First I'll briefly tell you of the Wanderers Guild. Many of you probably know of the
abounds everywhere on this
planet! New and exciting Guild already, and it may well have been your interest within the guild that brought
discoveries are always being you into my classes in the first place. The advertising literature for the guild
made. Let's face it: This is the describes it like this:
meat of the sandwich which
attracts most of you to these
discussions - the chance to T11e Wanderers Guild is a community of explorers, adventurers, thinkers, and illuminators
venture out into the unknown who seek to expand the horizons of knowledge in all things by providing an environment
and discover something you dedicated to the free exchange of information, enlightenment, and experience. The Guild funds
may be able to put your name
and organizes expeditions and adventures to this end.
on.
Such explorations are well
planned. Wherever possible, we I think that sums it up fairly well. The Guild has a diverse culture with and a
will research the area we intend community of like-minded friends. This community strives to gather and share
to visit, pack appropriately, and
knowledge, and that's where I come in.
gather the necessary people to
travel with. More often than not, As I have said, I was brought into the Guild to instruct and teach in my findings on
we will try to locate a ranger all things plant-like, becoming the Canopy Foliar of the Frondescent Salmagundi, a
with the skills necessary to fancy title for someone who likes to divulge his personal knowledge. Now before I
navigate the area, or even better
start being asked again(as I am with every fresh class), let me tell you where the
a hinterlander - though solitary,
these characters are invaluable name Frondescent Salmagundi come from. It's quite simple, you see; my native
when travelling in unknown language is very much a mix of Gnome and the Common tongue, with some words
lands. However, such taken from one, some from the other, and a few new ones thrown in for good
adventures are far from your
measure. How this class became known as the Frondescent Salmagundi was a little
grasp just yet, young students. I
advise you against planning bit of an embarrassment to myself. When I first came to the Wanderers Guild to start
your own behind my back! these classes in all things plant-like, I was asked for my opinions on a name for my
As you can see, there are area of research. I blurted out "Frondescent Salmagundi." To me, a "frondescent
many exciting and rewarding
salmagundi" is in fact a fine leafy salad, which my mother plant used to make for me
opportunities for those pursuing
studies in all things plantlike. regularly. It directly translates as "leafy greens, a mix of," and though to me it will
You never know - with enough always be a tasty dish, it still seems quite apt to what I teach here.
study and field work, you may At least, I think so. It's obvious by what has been said and why you are gathered in
find yourself standing where I
my classroom that the Frondescent Salmagundi is here as a university of learning.
am today! But only after I've
retired, you understand. But what else do we do here? Well, there is a lot that goes on behind the scenes that
you may never realize - such as horticulture.
It may seem a basic thing, but without our horticulture studies we would not have
many of the farming advancements we have seen in the area around us. The seed
propagator, cross breeding of plants, fertilizers, irrigation... all these things have
added to the quality and quantity of our everyday farming and food needs.
We look into the usefulness of herbs not from our region, and the ways and means of
growing them in unfamiliar soils and climates
All this may seem a little boring when there are other areas of study in the
Frondescent Salmagundi that cover intelligent plant life from other planes, from the
undeath, and covered in vines and dripping poison, but how do you think we find
defenses against the dangerous plants out there? That's right - in our horticulture
department. Here they will dissect and investigate specimens that are brought back
from far afield, look at ways of making things safe, and concoct new antidotes and
cures to the many malign effects that can be brought about by mishandling such
plants, or indeed having them jump on you and bite you!
Transcribed from

Primeval Groves
the words of
Gubbin T urnipheed by

The Wanderers Guild Guide to Dangerous t:'9' Unusual Plantlife


ANDV TROf'Y\N
Assembled from
Scribed by Gubbin Turnipheed. the scribblings of
Canopy Foliar of the Frondescent Salmagundi Matron Grubb by

Illuminated by Matron Grubb


with help from Brown Jacun and
Arthozzal Umungus. HalfCrazed with Senility
With help from

Frondescent Salmagundi 00
Seeds & Stems (contents) 01
Introduction 02
Ecology 04 Cobbled together by
Herbs & Useful Plants 10
Briar Golem 18
Crasperderbii 20
Dequalm 22
Fenebrea 24 Under the
Editorial Supervision of
Garraleen 26 Trellix SO
Hellazin th 28 V eegamoblis 52
Juk
"'
30 Whadyasdep 54
Kint 32 Zankledea 56
Logergeist 34 Classes 58
Lumbering Xylox 36 Druids 60
Melv 38 Druid Groves 62
Olanth 40 Druidic Monks 66
Pachu Ploto 42 Burgeonliese 67
Pewtackle 44 Frolate 68
Phoogle 46 Mutamarl 70
Syppoh 48 Hinterlander 72 Hey, You can join the
Boskite Explorer 76 Wanderers Guild too.
Xylomancer 78 Just wander over to
Magic 82 www.wanderersgulld.com
Licenses 96 and check it out.
Pronunciation Guide 97
Size Comparison Chart 97 --....-..

Creatures Listed by Cl\. 97 DODD�


Gods of the Green Folk
free download at &.JJ.. os:I
www.g oodmangames.com www.goodman-games.com
The symbols located in the upper
left corner of each entry denote the
Gubbin' s Lecture
preferred habitat, activity cycle, and
diet of each organism.
Words of Welcome
Climate/ Habitat
The first symbol indicates the
Ah, I see you have taken an interest in my I am Gubbin Turnipheed, a frolate prontal.
climate of the plant. The second and
remaining symbols show preferred studies! Whether you are picking this tome up Many wrongly identify my race as the green
habitats, listed from left to right in for your lessons in my class, or whether it be gnomes. I am in essence a plant myself,
order of preference. The leftmost for your own personal gain, I hope what you though a walking, talking, and ruggedly
habitat symbol indicates the
find within will both enlighten and educate handsome one, if I do say so myself. My
environment in which the organism
is most likely to be encountered. you about the fantastic aspects of plants that interests in all things plant-like have led me to
many never even realize exist. become the Canopy Foliar of Frondescence

e Tropical

e Temperate

41t cold

e Adaptable

CD Swamp

e Plains & Grasslands

0 Desert

@ Forest

• Subterranean
� Urban

0 Mountain

O Hill

Q Oceans and Seas


Activity Cycle
This symbol indicates when the
organism is most active. Though this
may seem more specific to the
sentient plants, many plants bloom
and become more "active" at night,

Q Diurnal (daytime)

t) Nocturnal (nighttime)

- Crepuscular (twilight)

Diet
These symbols indicate what an
organism eats. Special Diet denotes
a parasite, or a creature that takes
nutritive sustenance from a source
other than sunlight, plants or
animals.

' Carnivore (animal sources)

� Herbivore (plant sources)

� Omnivore (varied sources)

$ Special Diet
Season
'This symbol indicates the season in
which the plant is most likely to be
Salmagundi within the Wanderers Guild, a you can count, and found a use for more encountered. This is not to say it
won't be encountered outside of this
fancy title for a lecturer in plants, innocent plants than you've ever seen. But it has not
season, though it is highly unlikely
and dangerous, useful and deadly, intelligent been a journey alone. As I scribble my to be encountered two steps out of
and benign. We will cover all of these aspects findings in my journals, I have always had season. For example, summer
creatures are much less likely to be
in the course I teach at the Guild. Many a my companion to help me. He is Matron
encountered in the winter.
student has passed though my doors, and I Grubb, an arborial hungfastier or groob, who
hope I have helped them find a safer passage in his own "special" style has been sketching Spring
through the wilderness. the plants and creatures we find along the
Summer
way, as well as getting under my feet quite
What gives me the right to think I should often. But I love the little chap for all his
Autumn
be instructing others, you may ask? Well, foibles.
before coming to the Guild I traveled this Winter
world for as long as I can remember. I have I digress. So what do I intend to cover in
encountered more plant-based dangers than the pages of this tome... How to Use this Book
you can count, and found a use for more
Greetings, friend. Welcome to
/ ' Primeval Groves: The Wanderers
Guild Guide to Dangerous and
Unusual Plantlife. This book is the
third independent tome in the
Wanderers Guild Series, a collection
of guidebooks designed to be of
value to players and game masters
alike. The books in the Wanderers
Guild Series are unique in that they
are presented exclusively from the
viewpoint of an actual member of
the Wanderers Guild, a fantasy
league of explorers, adventurers,
artists and academics.
Game stats for the d20 game
system have been provided in
relevant sidebars for each entry.
Because the book is written from the
point of view of Gubbin Turnipheed,
no game terms have been used in the
actual body of the text, allowing the
book to be used as a prop during
play. Simply cover the sidebars with
a folded sheet of paper and the book
can be read by players without
concern that they will learn secret
game information.
If you enjoy this book, be sure to
peruse the other books in the
Wanderers Guild Series (see page
96).

Plants as
Mounts & Familiars

Several organisms in this book


have been designed for use as
mounts or familiars. Where
applicable, specific information is
included with the creature's special
abilities.

Encounters

Listed after tl1e d20 game stats for


each creature are several detailed
encounter ideas representing a range
of character levels. For additional
encounter ideas or to submit your
own, please visit tl1e Wanderers
Guild's official website at:
www.wanderersguild.com.
We shall look at the basic makeup and As a side to the monsters, we shall also
society of plants, though I will not go into as study those more intelligent plant races, such
much detail as I would like, as this subject as myself, that you may encounter. There are
alone could fill the whole tome and would also the many professions that are suited to
make for good bedtime reading - to get you look further into the wild lands. I myself took
off to sleep, that is! However, the basics will on the way of the Boskite Explorer - its skills
be there to give you a grounding in the ways and training aiding me in my research. That
of the plant. Then there are the many useful said there are already several well known
plants of the world - many, oh so many are professions that will put you closer to nature
often overlooked. You know who I blame? It's in your travels, the druid and ranger being
them arcane spell casters, thinking only magic prime examples. I'll also go a little into why
can create wondrous items to aid and some of the others - such as the rogue and
damage. Don't listen to their mumbling! wizard -may better themselves to nature's
There are natural ways to gain many of the way.
same effects without their arcane babbling.
Finally, I will look into the gods of the
As for plant "monsters," I don't like this plant folk: those with connection to plants,
term overly much. It implies ferocity and both good and evil and all that lies in
danger, so I try to use the term creatures between, along with the variety of spells that I
instead. But as you shall see, I cover much have discovered and etched myself along the
more than just the dangerous pants; there are way.
the friendly sorts there too, though it is the
dangerous creatures which I urge you to So read on, my dear seeker of knowledge,
make sure you have a sound understanding and for the students out there, try not to be
of. The thing with creatures of nature is they late for class. It all goes towards your grades,
have no real understanding of morals or laws. you know ...
More often than not they are beings of a true
neutral understanding - they hold no strong
links to good or evil, though those of a malign
nature will always seek to be destructive or
harmful in some way.

I

Plant Ecology
The Lecture .Begins
"Okay class, be settling down naw, be settling down... Silo put that away till after the class! Your
slurping and munching can be most distracting.

"So, here you find yourselves in the class of Gubbin Tumipheed, Canopy Foliar of Frondescence
Salmagundi within the Wanderers Guild, your minds ready to absorb my teachings and my findings from
years of botanical and biological research.

"If we travel back through the passage of time, my friends, we will find a planet devoid of all life.
Nothing but the winds themselves roamed across the lands m1d seas. The world was co1nposed of mineral
and rock with surface waters and an atmosphere of gases, but no life.

'We need to sift further through the sands of time before we see evidence of the first signs of life. No one
knows why or how the gods chose to imbue us so, but it was the greatest decision our deities ever made.
These newly appearing organisms used primitive forms of solar food production that were resistant to the
toxic elements of the atmosphere.

"These ancient cells populated the vast oceans of that time till the gases in the atmosphere changed,
allowing life to leave the oceans and move onto the land, the first emergence of plant life, my ancestors.
And now plants cover our planet, in every nook and cranny, across the plains, in the oceans - everywhere,
and their uses and diversihJ range nearly as far.

"This class will explain the nature of this vast world of plants, mundane and exotic, tasty and
dangerous, sentient and docile.

"So we shall quickly cover the basic uses of plants. Let us start with what most of you associate with
plant matter: eating it! Yes, l thought that would get your attention Silo! Even those pure carnivores out
tlzere depend on vegetable matter for their diets, for the animals you feast upon themselves feast upon the
plants of tlze world. I myself have no real need to digest plant matter, taking nutrients from the sun itself. I
am, however, still partial to a tokka leaf salad from time to time... anyway, l digress.

"Many of you already know the basic rule for safehJ when eating berries, fruits and other plants: only
eat those you know to be safe, my basic philosophy being,

"If you've had it twice before and it ain't made ya ill,


Have some more, have a lot, go ahead and eat your fill.
If it comes with teeth and tendrils, be careful if you will,
It may be out for its dinner and you its very next kill.

"There are numy other uses for tlze plants around us: decoration, nzedicines, fuel, tools, honzes... the list
goes on, but those are covered further in the course notes provided. Let nze tell you in more detail of plant
classification.

"First of all, though, what is a plant? Long ago it was easy to classifi;: If it moved it was an animal and
if not, it was a plant. Not so now, as 1 stand before you as living proof of such. Plant life has diversified
both for the benefit of the land and the ill of it also. Studied more closely, the line between "animals" and
"plants" becomes more and more blurred; the tuio-tier system is inadequate. The group of organisms called
plants is really a mixture of ven; different organisms and needs to be divided. If you look at your course
notes you will see the breakdown in more detail."
Plant Ecology
Classification of V egetal Organisms
In my capacity as a master scientician, I
have devised the following nomenclatural
system to define and describe the various
plantlife of the worlds:

Monoarmana (fig. a) are mostly unique,


single celled organisms viewable only
through arcane devices, such as the
Embigulating Demicrovisional Perspectisizor (fig.
f, facing page). These are the most basic
forms of plants and shall not be covered in
this tome.

Poretesta (fig. b) are tiny colonial plants and


multi-celled algae. Once again, of no
fig. a (actual stze}
significance in these studies.

Vegeteaplantea (fig. c) are plants as you


would expect them to be: growing, fruiting,
budding and flowering sorts.
Examples to be covered later: cool beans,
gubb nut, Etha!'s dawn.

Animzobotanical Organisms (fig. d) are


classified as sentient plants - those with
maturity and thought functions.
Examples: pine brethren, frolate prontal,
treant.

Fungoid Fungi (fig. e) are non-photosynthetic


vegetal organisms.
Examples: whadystep, violet fungus
Biotic Factors
"In my lectures to the Wanderers Guild, and on the field trips to follow, we will discuss and observe
several levels of ecology. I would like to take some time to cover those levels, so please now class, turn to the
"
relevant chapter in the notes prozrided...

Community
Each community, such as the upland forest community, holds a group of populations of
various species that interact with each other. The upland forest community is dominated by
canopy trees, under-story shrubs and forest-floor herbs. Members of this "community" depend
on each other. Whether it be the fungi shading in the roots of the mighty janyang tree or the
mighty janyang tree depending on the fungi to break down nutrients in its fallen leaves, it is a
careful balance indeed.

Population
Each population in a community is composed of individuals of the same species that
interact and usually interbreed. In our upland forest community, there are populations of
janyang trees and their close cousins the yangjang tree, for example. But as with every
population, there are those that prey on the weak and vulnerable. Parasitic plants may destroy a
community unconsciously, or herbivorous and carnivorous sentient plants may tip the balance
when they decide to move into an area.

Symbiosis
Species always live together in communities, but some species interact in a much more
intimate way. We call these more intimate interactions a symbiosis. There are at least five
different types of direct interaction, which I will cover today.

Mutualism
Mutualism exists when two species interact to the benefit of both species. Perhaps one of the
most fascinating examples of mutualism was observed yesterday in the arboretum where we
viewed the pewtackle reg. Here the plant is able to spear its prey with its hardened vines, pulling
them back to itself for feeding, but it is the tasty-looking shrew living in the plant's roots that
attracts the creatu.re in the first place. Expecting a quick snack, it instead meets a nasty end. In
turn, the shrew eats the mites that try to eat the plant and gains protection from the plant - a
mutual relationship that benefits both parties.
Here follow the rules for
using the herbs that Gubbin will Commensalisms
be describing in pages to come. Commensalism is a symbiosis in which one partner benefits but the other gains nothing (nor
Next to each of the names in the loses anything) from the association. A simple example is from one of my favorite vines, the
following sidebars are shown grape vine. The grape vine benefits from the tree's support to grow into the canopy from the
three facts about each plant: the
forest floor. The tree gets virtually nothing out of this, nor do grape vines cause much harm to
DC for Knowledge (nature) or
the trees.
Survival skill checks to locate it
in its native terrain; the gp value
of one batch (measured in beans, Parasitism
berries, or whatever form the In this symbiosis, the parasitic partner benefits at the expense of the host partner. In the
plant comes in); and how many arboretum we observed many common parasitic pests of plants including rusts, smuts, and scab
uses are found in each batch fungal diseases.
(with a successful skill check
generally producing one batch).
A more extreme example may be observed in the lambert teng, or mongrel mushroom. This
Then there follows a detailed
sentient plant actually cannibalizes other plants to build upon itself, adding the advantages of
description of the each plant's
the other whether it be poison sacs or reaching vines. It is able to adapt the new addition to grow
benefits, and the deterioration
time, or how long it keeps fresh. with ease on its new host's body.
Once plucked or pulled from the
ground, the plants will become Herbivory
useless after this amount of time. Herbivory is often treated separately from symbioses, but it may be best thought of as an
The gp value is a rough extreme form of parasitism. Some herbivores eat just one kind of plant, so the relationship is just
guideline; plants can be double
as specific as in the case of parasites. The difference is that the herbivore literally eats the plant
or triple their usual price if out
tissue. This is not limited to plants, either; in the course notes, we will discuss some animals and
of season.
insects that offer such dangers to plants. Of course, plants can defend themselves from some
Passing the check to find a herbivores. Species with spines, thorns, or very tough bark are good examples.
plant still means you must
spend several hours locating a Camtvory
specimen, and that's after Do plants ever defend themselves by biting back? You better believe they do! Just ask my
traveling to wherever it grows. compatriot, young Matron Grubb, for his inquisitive nature has often led to my discovery of a
Failing the check means you
new predatory plant. There are both sentient and non-sentient species of carnivorous plants. It
either don't know where to find
seems the energy taken up in absorbing minerals from prey leads to the plant having quite a
it, or can't locate it once you get
there. Finding a temperate plant
voracious appetite, and an attitude to match its lust for meat.
in a tropical or cold environment
adds 15 to the Knowledge " ... and so ends our first class, students. Welcome from the Wanderers Guild, and welcome especially
(nature) or Survival DC, and from tlze Frondescence Salmngundi. I hope you shall learn many a valuable lesson in the coming months
finding a tropical plant in a cold and find the fascination in plant life that I have dedicated my life to. Hmm...would someone please wake
environment (or vice versa) adds "
Silo...
+30 to the DC. In the same way,
locating such plants out of
season is still possible by adding
10 to the DC for one season's
difference and 20 for two
seasons' difference. Locating
more plants after the first batch
may prove difficult. Each extra
crop pursued in the same area
within a 24-hour period adds 2
to the DC. You cannot take 10 or
take 20 when searching for these
plants.
Bf.LL Y JELLY
(DC 25 : 5 gp : 1 use)
When laid upon the ground

A Bountiful Abundance
and touched or observed by a
character, belly jelly conveys the
effects of tremorsense (as
detailed in the MM), allowing
Useful Herbs and Interesting Plants the detection of movement
within 60 ft. Tremors are shown
by slight ripples on the surface
This bountiful world of ours is filled with herbs and plants that can both aid and harm.
of the melon-sized fungus.
Finding them is just a matter of knowing where to look - and where not to look!
Deterioration time: must be
allowed to feed (flies) or else 1
Here I shall present you with a few of my findings, along with details to aid in their discovery. week
I will give a description of the plant and its uses along with its habitat, climate, activity cycle,
season and rarity. This is not to say many of the herbs can be found out of season, or in regions BITTEi\ SHOCK
where you may not expect to find them, but they are most likely to be seen in the areas where I (DC 25: 30 gp : 2uses)
have detailed. If broken and inhaled, these
seed pods may remove the
effects of stunning or
This is not a finite list, by any means. There are many more like these out there, and many
unconsciousness. Against
more yet to be discovered. Keep your eyes open, students, and something you yourself discover
nonmagical effects, they
may be included in future course notes from the Wanderers Guild. immediately awaken a stunned,
unconscious, or sleeping person.
Against magical effects, the
BELLY JELLY eee recipient is allowed a second
save to resist the effects, this
About the size of a large pumpkin, this plant looks very time at a +4
similar to the pumpkin, but to the touch it seems more like a circumstance bonus. Against all
effects, the status of the
water-filled bladder. Even upon my approach it shook and
recovered character is
wobbled the closer I got to it.
considered shaken for 1round
'The belly jelly placed in the light of the camp fire g{({)e an early after recovery. If applied on a
warning system to those on watch that evening." trail, bitter shock can even shake
off a creature trailing by scent
(may make another tracking

eet) e
check for every 10 minutes spent
BITTEi\. SHOCK trying to pick up the scent
again).
Deterioration time: 3months

(DC 25: 10 gp : 1use)


Worn on the fists, the boong
boog allows unarmed attacks to
inflict normal (lethal) damage,
and also raises the total by ld4
points. However, on any roll of 1
or 2the boong boog has taken so
much pummeling that it is
BOONG BOOG GOO mashed to a pulp, at which point
it cannot be used any longer.
Deterioration time: 1 week
The boong boog is a fruit favored by animals and many of
the sentient races alike, though any wishing to taste its
pleasures must be careful. The boong boog is able to spring
hard, sharp thorns to repel any would-be eater. It can also be
utilized as a weapon, if one picks the fruit carefully. Your
hands can be placed inside, and by squeezing the
mushy pulp within, the spikes can be tempted to
spring forth.
"A popular tribal tradition among the plainsmen 'of
the FarSee Plains is for two tribesmen coming of age to
pass one of these fruits between each other. The most
skillful will be able to catch it softly; the less skillful
will have spikes in his hand."
COOL BEANS
(OC 20: 5 gp: 4 uses)
Cool beans grant a +2 bonus
to Fort saves against environ­
mental cold dangers for eight
COOL BEANS eooe
hours after consumption. These miraculous little legumes have the amazing ability
Deterioration time: 4 weeks
to regulate a person's internal fireplace. A few of these down
the gullet before a body steps outside and even the chilliest
DEAN FLOWE!\
wind is as a slight draft.
(OC 35: 3gp:1use)
When crushed and smoked "Miners digging deep blow the surface htIVe found these of
with pipe tobacco, the user sees great use also."
only in black and white. If mixed
in the right quantities with other I
rare herbs (Knowledge (nature)
OC 35 to mix properly), it offers

CD·-
the effects of a vision spell as if
cast by a 10th level caster. The DEAN FLOWE!\.
details of the exact ingredients
are known only to few, being . .. This tall, soft-stemmed plant has small, hard growths
both costly and difficult to mix
along its length. I find their taste bitter, but when they are
even for those that have the
crushed and smoked along with my normal pipe tobacco I
knowledge.
Deterioration time: 1day can see in black and white only. This is pointless, yes,
(crushed & dried: 4 months) though I have heard when mixed in the right quantities it
can give insight into the future.
DELPHLOUI\ "The color spray spell seemed to have little effect on the old
(OC 15:1sp:1use) gent. He sat there smoking his pipe as if mocking us ... "
Delphlour has the effect of a
summon swarm spell, except
that it summons ordinary flies
that deal no damage. All other
DELPHLOUI\. ee@OQ
effects/ restrictions are as the
spell description. It was young Matron Grubb who introduced the del­
Deterioration time: 8 weeks phlour to me, something I have since chosen to ban him
from using. When the seed cases are crushed and rubbed
DESEI\. T POUCH into the skin, they seem to attract flies and bugs that swarm
(OC 25 : 2gp : 1 use)
around the embalmed individual.
One desert pouch plant is
enough for 4 bites. Each bite will
"A good night's rest was had under the tropical canopy of trees,
delay the effects of hunger and
dehydration by 1day, though
once the effects expire, the full :f::_
\
� �

but only after Heldon had rubbed the delphlour into a tree neartn;,
k ing the voracious bugs from eating us in our sleep. 11

effects (including time for when


the desert pouch was effective)
will catch up with the eater.
�)��'
Deterioration time: 1 week

DESEI\.T POUCH C) f) Ci)


I found these plum-sized fruits lying on the desert sands,
looking wizened and dry. I plucked one, noticing the stem
extending below the surface. A small bite from this seemed to
expand in my stomach, delaying the effects of my hunger till I
could find something more substantial to eat.
"Many a cartIVan trader has had a boost to his business trading the
desert pouch to areas where such a thing cannot be found. 11
DIEOOING VINE SNAGS
(DC 25: 2gp: 2uses)

e Gt>
The dieooing vine snag must
D IEOOING VINE SNAGS (KIPPLIN ROPE) be kept coiled, as any other rope,
but where in nature it would
The dieooing vine is in essence a parasite. Growing up the normally attach to the ground, a
trunk of a tree, it will engulf the host trunk then hang down rock must be placed to avoid it
from its branches attaching to the soil, where it will drain all
snagging on any other items
carried. It may then be
goodness from around the root base of the tree. However,
employed the same manner as a
they do make exceedingly good ropes...
rope, able to support up to 400
"The kipplin rope kept the captive bound and quiet, its sticky pounds. It may also be
end plnced over his mouth to keep him silenced." employed as a slow-acting grap­
pling hook by removing the
restraining rock and casting it
towards the area where a hold is
required. It will root in 3d4days.
ETHAL'S DAWN eeeo Deterioration time: 1 month

These small, woody flowers shine brightly at dawn. If


ETHAL'S DAWN
(DC 20: 5 sp: 2uses)
plucked just as they start to glow and kept in a dark sack,
The light from Ethal's dawn
they can be fooled into lighting up again for two hours after
is slight, offering about 5 ft. of
they are taken from the sack. illumination. Though not
" Young Ethal had had tire sense to crush these flowers along enough to really light the way, it
her way after being taken against lter will from her village. Trail­ is easily enough to read by.
ing her in the morning was an eaSlJ task and the plant that saved Deterioration time: 1 day
her was graced with lrer name."
FIJ\E BELLY
(DC 25 : 5 gp: 2uses)

FII\.E BELLY E> 0 t) 0 Eating a few of these berries


will cause sudden belching. If
(Adaptable: Mountains: Nocturnal: Summer: Rare) the bearer continues to eat them
It was poor Grubb who discovered the effects of these while belching, a spout of flame
berries. At first they tasted fine, but as he belched while con­ will shoot 5 ft. in a straight line,
suming, more a spout of flame was issued from his grubby dealing ld6 damage to anyone
maw. hit by the flame but also ld3
"The northern goblinoids value the fire belly. Many of their
damage to the eater. A Fort save
may be made (DC 20) to avoid
adversaries are not ven; resistant to lieat - and who would expect a
the belching. The seeds will
fire-breathing goblin?" cause the person to try to belch 3
rounds in succession until a

490t) 0
belch is issued.
GAS PAGS Deterioration time: 3days

There is nothing quite so haunting and yet so beautiful as GAS PAGS


(DC 25: 2gp: 1use)
a tune played upon the gas pags. This plant derives its nutri­
A favored instrument among
ents from the air around it. Rigid and ribbed tubes extend up
the frolates, akin to the bagpipes
to four feet from the ground, and sacs lie on the ground by of many a highland human civi­
it. These air sacs inflate and deflate as the wind passes over lization. A finished instrument is
the tubes' circular openings. A skilled craftsman can insert a worth up to 15 gp.
reed into a pipe's opening and drill holes along the length. It
is then up to a musician to inflate the bags with his mouth
and send the air back out by placing the air sacs
under each arm and squeezing as they inflate,
skillfully fingering the holes to produce a mix
of low hums and high-pitched notes.
"The dirt.; northern tribes would often play
this shrill instrument over a battlefield
to inspire their troops and instill fear
in tlreir enemies."
GELON .l\ESON ATOR.
(DC30: 10gp:1use)

@@t)O
Each pod is about one foot in
circumference and able to GELON l\ESONATOI\
"record" 15 seconds of speech.
The pods often grow together in Astounding, positively astounding - I could not believe
clumps of up 5. By opening my ears. The large seed pods of the gelon resonator has the
them in succession one can
peculiar ability to hold one's voice inside. By merely
record longer speeches - for
speaking into the pod a few of the words I spoke were held
example, a 5-pod chain can
record 65 seconds of inside till the pod was broken. Though I was assured
conversation. Usable only once, otherwise,
but may be used to store things I'm sure I didn't sound like that in reality.
such as verbal spell components. "Many a -politician would request instructions sent in a gelon
Deterioration time: 6months resonator. The message is secure and tile voice identifiable upon
receipt."
GENTLE POD
(DC 20: 10gp :1use)
When burst under the nose,
GENTLE POD eooo
these pods remove a frightened,
The gentle pod is long seed pod, light yellow with purple
panicked or shaken condition.
Against nonmagical effects, the dots along its surface. When I snapped open one end of the
pod automatically succeeds. seed pod, a dusting of pollen slowly drifted out. Its smell
Against magical effects, the relaxed me, making me feel somewhat happier and less
recipient receives another save worried about a lot of things for a while.
at a +4 circumstance bonus. "Tabban was back from his panic, ready for fighting, once the
Deterioration time:3months cleric had broken a gentle pod under his nose."
GOOBANG
(DC 15: 50 gp: 2uses)

eeoo
This plant is in effect the same
as the tanglefoot bag (see Core GOOBANG
Rules).
Deterioration time: 2weeks The goobang holds its germinating seed within a sticky
goo, which it secretes onto passing animals through its outer
GUB NUT skin. Utilized as a grenade-like weapon, this fruit will spray
(DC 20: 1gp : 2uses) its goo in a small area if it contacts the ground at speed.
The Gub nut not only "Tlze goo within the goobang is believed by the surface gnomes
provides light and smell, but
to have healing properties. Taking from one of these crops is a great
also relaxes the mind. Saves
insult to the gnome clans.11
against mind-influencing spells
and effects suffer a -1
circumstance penalty when
within 20ft. of the burning oil.
Deterioration time: 1year GUB NUT e@oo
HEL TOO BIND LEAVES The Gub nut is one of my more pleasant discoveries, and
(DC30:1gp :3uses)
there is a reason it gets my name. When the seeds are
If placed in an open wound (a
standard action), these leaves crushed and the oil collected from these nuts, they may be
give a +5 bonus to the Heal skill used as an alternative to lamp oil, with the secondary benefit
check to stabilize the bleeding of a very pleasant smell not unlike the vanilla pod.
person. "The calming smell of this nut oil has helped many of tlze
Deterioration time: 2weeks thieves' guilds negotiations move along a lot smootlzer."

HELTOO BIND LEAVES e et> o


The heltoo Tree is one of the most hideous trees I have
laid my eyes on. It grows steady and strong, but looks dead
and withered. Its very leaves look skeletal, with only the
white veins remaining, I learned from a local nomad tribe
that they may be utilized to bind fresh wounds.
"The bind leaves were ferociously protected by the swamp
11
troglodytes, the trees seeming to have some religious significance.
(DC 25 : 25 gp : 1use)
Henabain has no magical

.,,.
HENABAIN eeo properties as such, but when its
"inks" are exposed to the
The skilled tattooist I met while traveling the northern sunlight they cause the effect of
plains showed me the art of these henabain tattoos. Mainly confusion upon anyone gazing
upon them. This gives the same
used as decoration on the beautiful females of their clans,
effect as confusion cast by a 6th
there does exist one variation of the plant which produces
level sorcerer, 40 ft. range, Will
"ink" with magical properties. When inked upon the faces of negates (DC 15). The ink will dry
the warriors of their tribe, it seems to fill their enemies with in the sun becoming useless 30
dread. minutes after application.
"Many a tattooist in the big cities will pm; double the market
price to get his hands on some /ienabain, magical or otherwise." HENWOOD Al\MOl\
(DC 30 : 200 gp for complete suit
: 1/ 2 use per tree)
HENWOOD Al\MOI\ e@ The treating and fashioning
of henwood bark may only be
learned from another who is
skilled in the art. There is no risk
of arcane spell failure, no
restrictions to movement, and no
skill check penalty, and the
materials are cheap. However,
the labor is costly. Each suit is
crafted to the individual and
there is only a 10% chance that a
suit will fit another creature of

e0 0
Deterioration time:
HOISIN BEI\l\IES indefinite once treated

I found these on the steep hillsides of a now dormant AC Max


volcano. At first, based on their appearance, I thought they Bonus Dex Weight
were small rocks. Upon closer examination, however, I +4 +5 20 lbs.
found a small spout of air emitting from a small hole in the
top of them. After picking a handful up, I noticed noxious
HOISIN BEl\l\lES
(DC 30 : 5 gp : 1 use)
fumes emitting from where they had planted themselves. A
If placed up the nostrils,
.
sudden burst of inspiration led me to stick the berries up my
hoisin berries convey a +2
..
nose, and lo, the noxious smells disappeared. circumstance bonus to saves
"The Council of t/ie Neptan city paid a good price for the hoisin against inhaled poisons. Their
berries, then used them for their temporan; sewer cleaning staff." effectiveness fades after one day.
Deterioration time: 3 weeks

HUM NETTLES f� HUM NETTLES


(DC 15 : 5 sp : 3 uses)
(
When placed upon the eyes
Only the female of this species must be plucked, the
while sleeping, hum nettles
non-stinging variety. When removed from the plant, it starts
reduce sleeping time by 25%. In
to vibrate and give off a low hum. This is very relaxing other words, a normal person
indeed and benefits my night's sleep after a long day's will feel perfectly refreshed after
trekking. only 6hours of sleep. But they
"For once the wizard could take some of tlie watch duties after a must be used within 2 hours of
restful night's sleep with the use of lwm nettles... much to his plucking or they're ineffective.

displeasure." Deterioration time: 2 hours

JINKLE BEl\l\IES
(DC 15 : 5 gp: 2 uses)
JINKLE B£1\l\1£S ee 0 0 Anyone who eats these
berries gains a temporary +2
Though maybe not the most groundbreaking in bonus to Charisma, which lasts
discoveries, these small purple berries seem to enhance the for two hours.

smile and add that certain sparkle to the eye. Deterioration time: 3 days

"Leonard the bard turned many an eye with his lute playing,
and that occasional glint to his ei;e would turn hearts also."
(OC 30 : 2 gp : 1 use)
Someone who smokes kolg
weed (which takes 10 minutes)
receives an insight modifier to
KOLG WEED TOBACCO ee 0
attack rolls and AC for the next I'm not sure whether to put the effects of this weed down
hour. However, the effects vary
to chance, or to declare with certainty that the dried leaves of
- the herb can sometime cloud
the kolg plant can in fact, under stress, allow one to see
thought as opposed to helping it.
The insight modifier is deter­ slightly into the future.
mined by rolling ld4-2. The "Many a shaman has claimed this weed allows them a closer
effects last for one hour, and connection to the spirits that roam this world. "
cannot be changed by resmoking
until the end of that duration.
The GM should make the roll
and keep the result secret until
LA�PE� e@ e o
the characters enter combat. The larper hangs like a sheet out to dry, dangling itself in
Deterioration time: 2 months
the upper canopies of the trees. Here it waits for animals and
insects to fly into its clutches. Though its main diet is small
LAR.PER.
(OC 25 : 5 gp : 1 use) insects, there is the rare occasion that it will capture larger
A larper may be stored safely prey. Once such a victim flies into its folds, it wraps itself
rolled up in a sack, so long as it firmly about the prey before letting go of its branch and
has sustenance equal to a rabbit­ plummeting to the floor, usually killing its victim. Then it
sized meal once a week. It may lies with its wrapped victim, suffocating it if need be, before
then be used just as a net is, with very slowly digesting it.
proficiency in the net being nec­
"The larper is protected by the jungle pygmies of the OoOmp
essary to wield it. The rules for
wielding the larper are as the net
Jungles. Tn; removing one from their lands and you have a whole
description, exempting the nation to contend with. "
movement restrictions. A crea­

e eeo
ture of Tiny or smaller must
make a Grapple check (DC 20) LUUMP �OOT
or be engulfed by the creature;
engulfed creatures are subject to Vile, I tell you! Vile! I myself could not stomach to even
suffocation. Further grapple chew on this root, though the tribe that showed it to me
checks are at DC 26.
swore it would invigorate and better one's health. Well, I'll
Deterioration time:
leave it to them; it's not for this Gubbin!
indefinite as long as food is pro­
vided; 1 week thereafter "Ogre tribes actually view this root as a delicaa;, and territorial
fights over patches of tlze root are frequent and vicious. "
LUUMP R.OOT
(OC 25 : 1 gp : 1 use)
A Fort save (OC 14) is needed
to even stomach chewing on this MI CH I HUT (GOURD HOUSE)
root. Those who succeed receive (Various climates and habitats)
a +2 Con bonus for 30 minutes Every time I see a good ripe pumpkin, melon or zucchini,
as long as they continue
my thoughts wander back to my little home in Soft Cheddow.
chewing on the root Those who
We frolates are fond of building our homes from the giant
fail are nauseated for 2 rounds.
Deterioration time: 6 months variants of such vegetables and fruits. Once it has hard­
ened on the outside, the interior is scooped out and
MICHI HUTS rooms fashioned within. Though we spend much of our
(GOURD HOUSES) time lost in our own thoughts within these vegetable
(varies) homes, we also enjoy getting out of our gourds
As the name suggests, this is together and smoking and drinking in our social
housing made from giant varia­
village centers.
tions of vegetables. Typical
thickness 10 feet; break DC 15,
"Patches of these giant vegetables are sought
harm DC 8, hp 40, climb DC 20. after by many. The location of one can bring a
Deterioration time: 15 years fair price to those interested parties. "
(when tended)
.MIL LOW .MATTI\ESS
(DC 25 : 2 gp : 1 use)

e e t>
The fruit of the millow
MILLOW MATT.f\.ESS expands with the strong winds
of fall, and so it can be expanded
Well, I wouldn't go anywhere without mine! The fruit of too by blowing into it. It takes
the millow has provided me with many a comfortable night' approximately 15 minutes to
expand it large enough for a
s sleep in the great outdoors, where I would have otherwise
man to sleep on. When deflated
had none. It easily shrinks to a portable size then inflates to a
it is easily packed in your back­
size on which I can easily rest. pack, reducing to about 1ft. in
''The millow mattress is seen by many nobles as a sign of length and half a foot in width
wealth, smaller versions being snapped up for often over their price and depth.
as pillows and cushions. " Deterioration time: 2 months

NO.f\.MANTON eeo (DC 15 : 1gp : 3 uses)


When the normanton
The normanton fruit seeds are conical and spike-shaped, "explodes" it showers an area
10 ft. x 10 ft. with spiky thorns.
held within a smooth round fruit - a very dangerous combi­
These thorns have the same
nation for those taking a bite when unaware. When the
effect as caltrops (See Core
ripened fruit hits the ground, the spikes fly out from the suc­ Rules).
culent fruit, lying on the ground ready to pass into the earth. Deterioration time: 2weeks
" Valued bi; many a goblin tribe, these fruits are often laid out
under a thin layer ofearth. Anyone stepping upon them showers
the area with caltrop-like spikes ." (DC 1 5 : 3 sp : 2uses)
Each stem has enough ink to
cover about 2 sheets of paper,
depending on writing style, of

eeo
course. Omp stems are also a
OMP STEMS (NATINK) good way to stop the annoying
habit of chewing the end of one'
I had often used the sap of the omp stem a s a natural ink s pens, as the ink itself tastes
for my works. It wasn't until fellow Wanderers Guild vile.
member Sade showed me how to craft the actual stern itself Deterioration time: 1 week
into a "pen" that I discovered its best use. Simply by sharp­
ening the end and adjusting the pressure as to how one held
PHEN 01\B
(DC 25 : 2 gp : 1 use)
the pen, the ink could be allowed to flow onto the paper ...
When a layer is placed over
ingenious. the eye, it grants low-light vision
"With a mix ofnatural dyes, the alchemist found a way ofcre­ lasting 6 hours. It must be
ating colored pens - sometlzing which wizen sold helped ftmd much removed after this time, or the
ofhis researclz." wearer risks eventual blindness.
For every 30 minutes worn after
the first 6 hours, a Fort save
PHEN 01\. B e@eoo o must be made (DC 10 +1 per 30
minutes after 6hours) or the
The root of this plant sets itself up in old tree trunks.
wearer goes blind.
Bubbling and blowing up in a jelly-like substance, .......-:�:O:::::�..,.. Deterioration time: 1week

it fills the stump. A pale purple skin then


forms over the top of the bubble, and
with this it appears to absorb sunlight
for its food. If skillfully done, this
upper layer can be removed and
placed upon the eye to enhance one's
nighttime vision.
''The wild elves have lost their
advantage over the human tribes since
the discoven; of the
phen orb. "
(DC 25 : 5 gp : 1 use)
If a section of this swamp­
weed is wrapped around the
head, covering the eyes, it will
SUl\FACE WEED eeo
indeed block many of the daz­ This swampweed, however,
zling effects of the sun. It is much different. The roots
bestows a +2 circumstance
do not react well to direct sunlight,
bonus to saves against spells
and as such grow their leaves on the
such as flare. Dwellers of the
underdark often wrap partial surface of the water to protect them.
coverings to allow them to travel
in the sunlit lands. With such
coverage, creatures normally
subject to blindness, dazzling, or
other effects in bright light
receive a Fort save (DC 10) to
resist the effects. Of course, the
price of surface weed in the
underdark can be exorbitant.
Deterioration time: 3months.

TEFF A.l\.IAN LEAF BOATS


(DC 15 : 1 sp : 8 uses)
TEFFAl\IAN LEAF BOATS ee oo
Quite simply a giant leath­
You know there's nothing quite like messing about on the river, and that's probably why I
ery leaf that requires very little
spent longer than I should have in the Teffarian settlement. The Teffarians resemble humanoid
work to make it river ready. The
Teffarians, should they need otters who have a great delight in letting the rivers drift them along in their giant leaf boats.
guidance, use their wide tails to Only a small amount of stitching is required to pull the sides in a little tighter at either end,
steer themselves. then one is away.
Deterioration time: 1 month "The small green domes we witnessedfrom a distance turned out to be portable huts createdfrom the
Teffarian leaves, designed to fold down when travelling and even turn into boats should the need arose. "
UNGAR.ELLA PLANT
(DC 20 : 5 gp : 4 uses)
Not only does ungarella keep
you dry, drinking its sap gives
the effects of the Endurance feat
at +2 for a period of four hours
day after consumption.
Deterioration time: Leaf 1 week;
sap 2 days

UNGAl\ELLA PLANT eeo o


A flexible, yet strong, stem culminates in this very large
and broad leaf. I have found it to be of benefit to me in two
ways. When held with the leaf above my head, it keeps me
dry in even the most heavy of rain storms whilst also collect­
ing water in the base of its leaf above. When I get a little
thirsty on my journey, a quick suck on the end of the stalk
gives me a sweet and nutritious drink.
"A hastily built "tent" of ungarella leaves kept the parhJ dnJ on
that wet fall evening. "
VEl\LYJIGS
(DC 25 : 2 gp : 3 uses)
The verlyjig flyers can carry

r
VEI\.LYJIGS e@ o any creature of 100 pounds or
less. They need an initial descent
Looking up the cliff face from the halfling village of of 20 ft. before the spinning
v
Dahm, I beheld a most spectacular sight. The little fellows motion gathers enough momen­
tum to slow the fall. A skilled
descended, falling down, from the cliff edge above. You see,
craftsman (Craft DC: 20) is
the Dahm halflings have ingeniously managed to harness
required to convert the seed pod
the power of the verlyjig's twirling seed pods. The huge ver­ to carry an individual, increas­
lyjig tree grows to some 100 feet in height and its seed pods ing the price to 30 gp each.
consist of a heavy fruit with what I can only describe as a \� Deterioration time: 12 months
large wing protruding from it, not too dissimilar from the
trees in the sycamore groves where I played as a child.
The halflings have found a means of attaching to
a shaft, with handholds and footholds supported
. -��!m�
below the fruit, thus allowing them to gradually
fall to the ground, the spinning fruit above
ensuring a slow decent. .....,.
"Wilen seated upon their griffin mounts, tlte halfling str'lke_ -:::· ,,:,s_...._,-.)..v
•.

force would often cam; a verlyjig in case ofa quicker decen n'fltt{z"" ).,,..;�? ��
expected. " ,;. · ' � -r.r'� '

WEZZIL FAI\.EGOM e@e o


The wezzil faregom is a very curious plant to look upon.
A thick stem holds thin vines with much larger seed pods
weighing down said feeble vines. At the plant's time of
seeding, these vines stiffen and raise skyward before propel­
ling the large, fist sized seeds high into the air, far from the
original plant. I have seen the local clans around the area
utilize these as a very effective ranged weapon. Placing the
seed pod on their arms, they then squeeze the pod to release
. . . . the seed at great velocity .
�\·; .. "Kag, an evil xylomancer, found a way ofblighting and diseas-
�' 't' ing
the pod inside. Wizen shot over high citi; walls in an assault
· #- thel; would explode on contact, the diseased fmit bursting inside WEZZIL FAl\EGOM
� spreading its pestilence. "
(DC 30 : 3 gp : 2 uses)
This weapon requires the
Exotic Weapon Proficiency feat
WILLOW SOUN D eG Q to wield it effectively. The seed
pod will constrict on anything
I find this growing primarily in holes or knots on willow placed in it, though it is easily
trees. Its soft outer skin seems to be used to catch and dis­
removed. The seed inside needs
only then be squeezed tightly to
solve flies. It makes a low humming or booming noise as the
activate its natural response to
wind passes over its surface. Curiosity led me to snip a layer shoot out.
of this and place it over my ear. I was pleasantly surprised to Dam: ldlO
find that sounds were amplified as it tightened around my Range increment: 110 ft.
Weight 6 lbs
Type: bludgeoning
Deterioration time: 10 weeks

WILLOW SOUND
(DC 25 : 2 gp : 1 use)
If a small piece of the skin
from this plant is placed over the
YUUMM PODS
eeo ear, it bestows a +2 to the Listen
checks.
Deterioration time: 2 weeks

YUUMM PODS
(DC 1 5 : 2 sp : 5 uses)
These merely sweeten drinks
or food that they are added to.
Deterioration time: 2 months
Plant

Hit Dice: 8d10+30 (7 4 hp)


Initiative: +O
Speed: 30 ft. (can't run)
AC: 20 (-1size, +11natural),
touch 9, flat-footed 20
Base Attack/Grapple: +6/ +15
The Fiend of Thorns
Attack: Slams +15 melee (2d8+ 5)
Full Attack: 2slams +15 melee " I beheld 11 twist of vines and thorns and stems and vines strangling a dark, diseased oak. As soon as the
(2d8+ 5)
SpacefReach:10 ft./ 10 ft.
thorns and briars fell back, the oak simply disappeared. Nothing remained but a drained and twisted
Special Attacks: Poison stump. 1 eagerly inquired of my dniid master the nature and origin of the briars and thorns and stems and
Special Qualities: Construct vines. He replied, "'Tis nature's summonings, a force of power one must always use for good. "
traits, damage reduction 15/ada­ - Tokka the Innocent (age 16)
mantine and slashing, darkvi­
sion 60 ft., immunity to magic, " I collected the instruments of life from around me that I might infuse a spark ofbeing into the lifeless
pass without trace, plant thing that latj at my feet: a mass of thorns and briars and stems and vines, making a horrid contrast with
Save: Fort +6, Ref +2, Will +6 the heartwood that formed its torso.
Abilities: Str 21, Dex 10, Con -,
VWzo shall conceive the horrors of my secret toil, as I dabbled among the unhallowed damps of the grove,
Int - , Wis 9, Cha 1
Skills: Hide +15 (in natural or tortured the living animals to guide my creation ?
undergrowth) I pause when I reflect on the ston; I have t o tell. A being that I myself had formed, and imbued with life,
met me at midnight among the woody hillside, tore free of my hold over it, and went Ollt into the world
Environment: Any land alone. The creation I had hoped to use as my own force had taken it upon himself to issue its own night­
Organization: Solitary or gang mares upon the world. The strange nature of the golem would elude all pursuit, even if I were credited with
(2-4) such merctJ as to follow it or tell others ofits existence.
Challenge Rating: 7 I resolved to remain silent.
Treasure: None
- Tokka the Dark (age 33) Druid of the Midnight
-
Alignment: Always neutral
Advancement: 9-17 HD (Large);
19-27 HD (Huge)
Constructs, golems, animations ... call Huge powerful arms end in hard
Level Adjustment: -
them what you like, I was led to believe wooden palms that the creature slams
COMBAT they were the creation of arcane spell­ into opponents. It moves in a cumber­
Poison (Ex): Anyone hit by a casters alone. I have since discovered that some but effective fashion with the use of
briar golem's slam attack must
may not be true. I have found evidence of a twist of thick, thorny vines falling from
make a Fortitude save (DC 17).
Failure results in initial damage golem creation among the druids, though its body. Being slapped by one of these
of sleep (2d4minutes) and sec­ it has to be said that it seems more a abominations will leave you reeling, but
ondary damage of paralysis practice of the evil druids than their be warned of its poison also. A thick red
(ld2days).
goodly counterparts. sap runs through the creature, a sap that
Construct: Immune to mind­
influencing effects, poison, can be bled into a slapped victim, a sap
disease, and similar effects. Not A briar golem appears to be con­ that could mean the end of anyone in
subject to critical hits, nonlethal structed from the heartwood of the combat with a briar golem. It appears the
damage, ability damage, energy
mightiest of oaks, surrounded by every­ sap will initially make its target fall into a
drain, or death from massive
damage. day briars and thorns. From my snoop­ deep, deep slumber, but should the poor
Immunity to Magic (Ex): ings I have discovered that there also soul not shake off the effects of the
Golems completely resist most seems to be a need for all kinds of poison after this, then their body slips
magical and supernatural
alchemical concoctions and infusions, into a paralysis for up to two days. The
effects.
Pass Without Trace (Su): which must be circulated through the paralyzed victim wants to hope they
Leaves no trail in natural sur­ natural ingredients to issue life into the have allies close by, for a motionless form
roundings and cannot be creature. There seems an awful lot of in the woodlands is as good as an all­
tracked.
work involved in its creation, and I you-can-eat buffet for the beasts of the
Plant: Immune to mind-influ­
encing effects, poison, sleep, myself can not understand the joy in wild.
paralysis, stunning, and poly­ spending such an amount of time and
morphing. Not subject to critical money on such an unnatural abomina­ The briar golem is in essence much the
hits.
tion of nature, as I see it. same as its arcane counterparts, possess­
ing a powerful resistance to magic. It is
The briar golem is a most horrific crea­ very hard to track, seemingly able to pass
ture to view. Its hard, woody body is sur­ through the densest of woodland growth
rounded by a twist of thorns and briars without leaving any trail whatsoever.
covering its vaguely humanoid form. Trailing one of these creatures is some-
Construction
This golem costs 20,000 gp to
create, which includes 100 gp for
the construction of the body.
Assembling the body requires a
successful Craft (weaving) or
Heal check (DC 13). The creator
must be 13th level and able to
cast divine spells. Completing
the ritual drains 1,000 XP from
the creator and requires Liveoak,
commune with nature, speak with
plants and reincarnate. See the
MM for full details on construc­
tion of golems

Encounters

Low (1-5): "OHHH, IT DID


US UP GOOD, SO IT DID!"
A young farmer stumbles into
the party, his body covered in
pin pricks. He says he, his father,
and two brothers just had a hor­
rible fight with a "beast made up
of thorns. We puts up a good
fight but the beast it just be
bringing us down." Just as he
finishes, a briar golem comes
tumbling out of the nearby
woodland. This briar golem has
already taken damage and
should be at about 1 /4 to 1/2 of
its normal hp, depending upon
the strength of the party.

Mid (6-10): COLLECTION


SERVICE
The party is requested to
gather the ingredients for a local
druid to craft a briar golem for a
village's defense against an ore
hoard that has been raiding from
out of a nearby mountain range.
thing the creator may have to take good, as my eyes adjusted I thought I They must collect four sacks of
responsibility for, too, as the master's could see some form to the mass. Sure thorns, four deep roots from
hold over the creature is an unstable one. enough, small pin pricks of light seemed four different ancient oaks and
at least ten grass vipers. A
Whether due to the construct being closer to flow within the top of the brambles,
simple task maybe, but the ores
to nature than its arcane counterparts is a and soon I could make out heavy arms roam the woodlands now ...
possible explanation, but it seems no one hanging to its side. I stood transfixed, not
can define exactly why the creations knowing what to do. Eventually I called High (11+): IT GROWS AND
GROWS
seem to wander off of their own accord. Matron over and he scurried to my side.
A druid has lost control of his
This is not to say they are not loyal to We stood there, the three of us, staring at briar golem for some unknown
their " master," for they will do as one another. Matron and I finally made reason and it seems to be
instructed, just as any good construct our move, slowly backing away from the growing in strength. It MUST be
stopped soon... Consider this to
would, but give them the chance and area before making a run for it. Why the
be a 16-20 HD creature, depen­
they seem to get wanderlust. creature did not attack us I cannot say for dent on party makeup.
sure. Maybe it sensed that we were like
I have only had the chance to view a it, in plant form; maybe it was tired of its
briar golem up close on one occasion. I existence and just wanted to be left to rot.
turned to see what young Matron was up I can not say for sure, but I am pleased
to, hollering and whooping as he does on that on that day he decided we were not
occasion. He was atop a mass of bram­ worth a fight.
bles, and although the light was not so
Hit Dice: 2d8+4 (15 hp)
Initiative: +O
Speed: 20 ft., swim 60 ft.,
�raspederbii
fly 40 ft. (poor)
AC: 20 (+10 natural), touch 1 0,
flat-footed 20
Ordure of the Sea
Base Attack/Grapple: +2/-5
Attacks: Slam +5 (ldl0+3)
Take me away where air is free He'll batter the ships, he'll batter ye men
Full Attack: Slam +5 (ldl0+3)
Space/Reach: 5 ft./ 5 ft.
Of the smoke and the people and the dung, He'll batter 'n' batter 'n ' batter
Special Attacks: Water jet VW1ere the air is crisp with a saltt; breeze He'll knock ya down n fly away
Special Qualities: Blindsight, And a chantt; can be sung! with a jet ofwater or three
plant Then back he comes for a batter again.
Save: Fort +5, Ref +1, Will -3 With a cracking sail and the gayest of winds,
Abilities: Str 17, Dex 10, Con 15, VVliere a man can be a man! And a batter, 'n ' a better, 'n' a batter, 'n' a batter!
Int 2, Wis 1, Cha 1 Come raise the anchor and hoist the brace, And a batter, 'n' a better, 'n' a batter, 'n ' a batter!
Skills: - And a batter, 'n' a better, 'n' a batter, 'n ' a batter!
Lo men, 1 have a plan!
Feats: Flyby Attack
(Repeat ad nauseam ...)
Environment: Any open sea Let's search out the graves ofships that were
or lake There'll be treasure for you and me, - Traditioruil Pirate Chnntt;
Organization: Solitary or But best beware and peel thee eyes
pack (2-12) For the ordure of the sea.
Challenge Rating: 4
Treasure: 1/lOth coins,
50% goods, 50% items
Alignment: Always neutral I have had cause to travel the lands for behind. It was when I managed to get a
Advancement: 3-5 HD (Large),
many miles, which I don't mind, as you closer look, as it tore over the deck of the
6-9 HD (Huge)
Level Adjustment: - could say it is in my sap to do so. But to ship bringing down the auxiliary sail,
travel across the sea seems perfectly that I saw the familiar texture and green
COMBAT abhorrent to me. Young Matron didn't innards that lead me to suspect its plant
Blindsight (Ex): The craspe­
seem too eager, either. However, if it had origins.
derbii' s entire body is a primi­
tive sensory organ that can never been required for us to venture
ascertain prey by vibration over the water, I may never have had the The commotion continued as these
within 120 ft. underwater and 60 chance to witness the craspederbii, or creatures battered the ship and nearly as
ft. out of water.
ordure of the sea. In saying that, there is much the men. I was unsure of their
Water Jet (Ex): The ordure of
the sea is able to shoot a power­ part of me that still wishes we had never motivation until the captain told me later
ful jet of water from the many had to meet one under any circum­ that these creatures nest in vessels such
small hidden spouts that cover stances. We had a good wind apparently, as the one in which we were sailing, bat­
its form. This is a ranged touch
though it seemed pretty much like any tering the ship till it took on so much
attack dealing 2d4 points of non­
lethal damage. It also acts as other wind to me, and were making water it sank to the ocean floor, where
both a bull rush attack and a trip steady progress when there was a the craspederbii made it their own.
attack. For purposes of this sudden thump to the "port side" - I think Luckily, the assault ended with the ship
attack, the craspederbii's
that's what the captain said. There was afloat, but alas we lost three crew.
Strength is considered 30. (It' s a
powerful jet of water.) Oppo­ much commotion aboard as sailors ran
nents make an initial opposed about in a sudden panic. One of the creatures dead on the deck
Strength check to avoid being before me. Well, I just couldn't miss the
bull rushed back 5 feet, then
All of a sudden the sea erupted opportunity. Once the ship had been
make a second Dexterity or
Strength check against the around us as four, possibly five, huge made sea-worthy again, I took young
craspederbii's Strength to avoid jelly-like creatures seemed to fling them­ Matron over to the creature, after getting
being tripped. This does not ini­ selves from out of the very water around the captain' s permission to study it a
tiate an attack of opportunity.
us, jets of water spouting from all angles while before sending it back to the ocean.
The range of these water jets is
30 ft. and propelling them through the air in a Matron got out his drawing equipment
It is with these water jets that somewhat clumsy manner. Their jelly­ and started detailing what we had found
the Craspederbii is able to like appearance lead me to mistake them here.
power its flight, shooting jets of
for some form of jelly fish, though huge
water in the opposite direction it
wishes to go. It can maintain in that they must have been at least 7 feet
flight in this way for 4 rounds long including the tendrils that flowed
before having to return to the
water.
Plant: Immune to mind influ­
encing effects, poison, sleep,
paralysis, stunning, and poly­
morphing. Not subject to critical
hits.

Encounters

Low (1-5): JELLY AND A


NICE TEAM
A craspederbii has grounded
itself on the shore of a small
village. It is slowly drying out in
the sun. The tides are against it
and it will soon die. The village
has a resident druid, a master of
the sea, and he wishes not for
this plant to shrivel. He needs a
team of willing volunteers to
take it back out to sea. But this is
only a budling craspederbii and
its mother is looking for it...

Mid (6-10): LIFE ON THE


OCEAN... WHHOOAAA

While traversing the ocean


waves on their next adventure,
the party's ship is battered by a
swarm of craspederbii. This is
but a scout flock. The main force
will be here soon if these crea­
tures are not dealt with quickly.
In ten rounds the rest of the
flock arrives and then the ship
will sink for sure...

High (11+): THERE BE TREA­


SURE IN THEM THAR SEAS
The location of a great ship
graveyard has been pinpointed.
Ships are already getting them­
selves ready and are always on
the lookout for able, willing
adventurers to help them in
their search. However, it's not
only the craspederbii that nest in
the ships. Mysterious humanoid
/ forms shift about the creaking
hulks. Are the heroes in for more
than they expected?
The creature did indeed have a jelly­ effect, to knock the seamen to the floor
like substance covering its body. I should they prove to be troublesome to
suspect this was to amplify the light from the craspederbii.
which it gained its nutrients, though the
jelly was matted with all kinds of sea It seemed there wasn't much more I
debris. Tubes came out from the core could learn from the carcass so it was
body through the jelly and it seems it ushered back into the water. The captain
was these it used to power its flight. later informed me, over a fine glass of
Great jets of water were expelled to push port, that there are legends of great ship
it through the air, though the reserves of graveyards where flocks of these crea­
water needed to replenished often, as tures congregate. The sunken ships' trea­
many times they would fall back into the sure is there for the brave or the
ocean before once more shooting forth. foolhardy to take.
These jets were also used, with great
Hit Dice: 3d8+6 (17 hp)
Initiative: +6
Speed: 40 ft.
AC: 15 (+1 size, +2 Dex, +2
natural), touch 13, flat-footed 13
Base Attack/Grapple: +3/-2
The Brain Ache
Attacks: Sting +3 melee (ld4)
Full Attack: Sting +3 melee (ld4) "Ah, delicious! I see you have a plump, ripe dequalm at last, my young lad, " said the head cook with
Space/Reach: 5 ft./5 ft.
Special Attacks: Brain ache
delight. " The lord shall be pleased with the feast tonight! Tell me, how did you come by such a thing? Theij
Special Qualities: Plant are hard to find for the best of wild men, let alone for a young lad as yourself. "
Save: Fort +5, Ref +3, Will +6
Abilities: Str 8, Dex 14, Con 14, "Oh... I just found it lying about, sir."
Int 9, Wis 12, Cha 10
Skills: Move Silently +8, "Oh, how forhmate, lad! The only time they seem to do it that is after mating, when the male needs to
Feats: Improved Initiative, Iron rest and recuperate. Now come in, and take that hood down indoors or you'll - " The head cook stopped in
Will mid-sentence as he felt the side of a heavy iron skillet crack down on the side ofhis head...
Climate/Terrain: Any woodland
"You OK, lad?" said the head cook. "Been out quite a while ... Can you remember anything oflww you
or underground
Organization: Solitary or pair came to be laid here in my kitchen ?"
Challenge Rating: 1 (may "No sir, I cannot. last thing I remember was foraging in the woods for your ingredients . "
change due to host's abilities) "Good. "
Treasure: None "What, sir?"
Alignment: Always neutral "Er, nothing, son. "
Advancement: - "Ain't worn your chefs hat for a while, sir. Kinda suits ya... "
Level Adjustment: -
"Here son, tn} one on yourself. See ifyou can grow into it. "
COMBAT "There appears to be something in it sir... sir... SIR!"
Brain Ache: The dequalm is
able to pierce the target's spinal - Tale of the traveling brain aches
column, taking over the target's
motion and thought functions. The bequalm, or brain ache, is a most The " brain" itself is much like any
In effect, it possesses the crea­
strange little plant. It is a parasite. other brain that I have witnessed the
ture, having access to all that the
target knows. It is able to use Without a host the plant will shrivel and Wanderers Guild physicians examine,
any skills and abilities, just as die, but it is the means by which the though with a tougher, more leathery
the host creature did before the dequalm subsists off others that make it exterior. A tail-like appendage runs
plant took over.
so unique. You see, the dequalm needs down from the back of the brain ending
The dequalm can only make a
brain ache attack against a an animal or beast as a host, or indeed a in the sharp stinger that the dequalm
motionless or sleeping creature. humanoid. It preys on a prone or sleep­ uses to pierce the host's spine. The thick,
Usually this is done by the ing creature, piercing the back of the vic­ tough tail sticks itself along the neck of
dequalm subduing a foe whilst
tim's neck with its sting. Once this is the host, becoming nigh on invisible. Of
in possession of another crea­
ture. It then gains an automatic done, the creature is more than likely course, having a camouflaged tail is
hit against the foe, dealing ld4 under the full control of the dequalm. All neither here nor there if the victim has a
damage and initiating a brain bodily functions and rational decisions flowering brain on top of their head. The
ache. The new host must make a
are under its control. It appears to have color of the flower can vary - there seems
Fort save (DC 8) or die from the
shock of the intrusion. If it sur­ all the knowledge, understanding and to be no definite shade to its coloring. It
vives, the dequalm has total abilities of the host creature, being able to is a simple thing to look at, much like a
control of the subject. act as if nothing had happened, except daisy.
While in possession of a
for one little setback on the dequalm' s To assume that the dequalm is a crea­
target, the brain ache can be
attacked independently (assum­ side. The dequalm, you see, looks like a ture of evil setting about to pervert others
ing it is located). However, it has humanoid brain, about the size of a for its own cause is a misconception of
full control of the host's nervous normal human brain but with a small this plant. It wishes only to exist. Yes it
system, including the ability to
flower standing up from the center. As feeds from its host, but not in a vampiric
cause massive amounts of pain
or even shut down the host you can imagine, having this planted on way; it merely takes what it needs, possi­
entirely. As a free action, a your head can be a bit of a giveaway. The bly requiring the host to eat that little
dequalm can induce uncon­ dequalm conceals itself on its host with a more but never to excess. It does
sciousness (duration 2d6
hood or helmet, but the flower needs to heighten the host's " desires," though. If
minutes) or cause ld4, ldlO, or
ld20 points of damage to the feel the sun's full rays for at least one the host's desires are good, they will still
host at any time, up to once per hour a day. remain good - and just so for those of an
round. The amount, and
whether the damage is lethal or
nonlethal, is up to the dequalm.
The host receives a Fort save
(DC 14) to resist the damage.
Should a dequalm be forcibly
removed or killed whilst on a
host, it will generally shred the
host's nervous system - as a self­
preservation technique, the
dequalm is quite capable of
warning any would-be attackers
of such risks.
All knowledge and experi­
ence gained whilst under the
dequalm's control is lost once
the brain plant disengages. The
dequalm may use the host
merely as transport, letting the
host do as they wish, but able to
take control at any time as a free
action. Before detaching, a
dequalm generally knocks out
its host so it can leave "peace­
fully."
Plant: Immune to mind-influ­
encing effects, poison, sleep,
paralysis, stunning, and poly­
morphing. Not subject to critical
hits.

Encounters

Any Level: WHO IS HE?


The main encounters for a
dequalm involve the take-over
of another individual, whether
this is a party member or a high­
ranking official. When a
dequalm takes over, it grabs
onto all thoughts the individual
may have had, whether they be
bad or otherwise. If it latches
onto a person of pure thoughts,
it may still pursue such activi­
ties. However, if it attaches to an
official who really wants to get
to the top no matter what. .. well,
the dequalm may well help him
out with this, no matter what. It
could take over a character in
the party who has been feuding
with another, with only his
evil persuasion. If the host has secret entiate between acts the host would loyalty to the team keeping him
desires, these may be harder to hold back welcome and those the host would rather from slitting the other's throat.
than before. The host may become more keep to itself. Now those barriers may well be
blunt and brash, spill out their true feel­ The dequalm does have one other use: broken down.
Once it possesses someone, a
ings to one of an opposite sex, or even as food. My word, what a tasty stew can dequalm will make every effort
commit a foul deed that they have long be made from the drain ache's fleshy to hide the fact that the host now
pondered but kept under control. In pulp! Left to marinate in spices and has a huge brain and flower
defense of the dequalm these are not herbs, along with the dequalm' s own sticking out the top of his head,
though once a day, for at least an
malicious acts; the dequalm is merely juices, then boiled up with a few nice hour, the flower must be
acting as it suspects the host creature vegetables, I tell you it will warm your allowed to sway in the open air,
would act after picking up on its basic stomach on a cold winter's morning. something the dequalm may
find difficult to arrange in polite
thoughts and emotions. It cannot differ-
company.
Hit Dice: 4d8+12 (26 hp)
Initiative: +O
Speed: -
Fenebrea
AC: 18 (+8 natural), touch 10,
flat-footed 18
Base Attack/Grapple: -
The Hollow Horror
Attacks: -
Full Attack: - "I had been out gathering wild turnips from the edges of the woodland that night. I'd traveled much
Space/Reach: -
Special Attacks: Fenebrea
further than I would usually, as the crop I had been harvesting was growing low and weak, and I didn't
seedlets want to overfarm the area I'd left for newer pastures.
Special Qualities: Plant
Save: Fort +6, Ref -5, Will +7 "I heard the scrabbling and digging coming from just inside the treeline. Not taking heed of the old
Abilities: Str 10, Dex -, Con 15, adage that "curiosihj killed the turnip farmer, " I decided to take a closer look. There I saw a gent bent over,
Int l, Wis 16, Cha 2 scrabbling at the ground. The clouds were thick that niglzt, but as I observed the moon broke her light
Skills: - through the forest canOTJIJ. The figure stopped to gaze up at the silven; orb, before continuing in his
Feats: - endeavor in earnest.
Level Adjustment: -

Environment: Woodland "I tlten noticed what lte was digging away at. It was a fenebrea plant. Wluit on earth would he be
Organization: Solitary wanting with tire blood mother, and why did lte seem unperturbed by the seedlings that I could now see
Challenge Rating: 4 swarming over his body? Then tlte blood reserves in tlte plant burst, showering him in a red moonlit glow.
Treasure: Standard He seenied to relish tlie thick substance flowing over him ... seemed to relish the sight... seemed to be...
Alignment: Always neutral gulping down the thick cold blood. Then he turned towards me, and I tell you, my friends, my blood must
Advancement: 5-8 HD have turned as cold as that flowing from the roots of the fenebrea. There, kneeling not more than thirty feet
(Medium), 9-12 HD (Large) from me, was a vampire I tells ya, an honest-to-goodness vampire. ltfelt like hours he sat tliere looking at
me, gulping down the blood that flowedfrom the roots, then with a quick nod ofhis ltead lte disappeared
COMBAT
Fenebrea seedlets: The fene­ into the night, thankfully sated on his cold meal.
brea can shoot up to 20 seedlets
per round, or can release them "I stood fixed to tlte spot a while longer, before taking the fenebrea's tubes. They bring a good price you
all at once in a single swarm know... "
attack. See details below.
Plant: Immune to mind-influ­ - Callu m the turnip farmer, recounting his meeting
encing effects, poison, sleep, with a vampire.
paralysis, stunning, and poly­
morphing. Not subject to critical
hits.
The fenebrea I have found to be the allow itself to be nipped and fed from
most curious and versatile of plants. (often not long) . The fenebrea then feeds
Fenebrea Seedlets
fine Plant Here we have a plant that nourishes itself off the blood.
on the blood of animals, storing the
Hit Dice: ld4+1 (4 hp) goodness deep in its root base, but its It will not issue forth too many seed­
Initiative: +2
blood collection method is what astounds lings, so as not to alarm the creature it is
Speed: 40 ft.
AC: 20 (+8 size, +2 Dex), touch me most. You see, the fenebrea is not feeding from, though should it feel itself
20, flat-footed 18 mobile as such. It does not hunt its food under a serious attack it has as its last
Base Attack/Grapple: -1/-18 itself nor trap it like those giant venus resort some special defenses. The fene­
Attacks: Bite -1 (ld2-1)
flytraps. Instead, it issues forth its seed­ brea can unleash all of its seedlings to
Full Attack: Bite -1 (ld2-1)
Space/Reach: 2 1/2 ft./O ft. lings to do its work for it. When the fene­ swarm the offender, creating a mass of
Special Attacks: Blood drain, brea detects a presence nearby it will " hundreds of nipping, biting, twirling
swarm shoot" a seedling from one of its many seeds, tearing at the creature until it
Special Qualities: Plant
tubes, the little seedlings' leaves whip­ either flees or the poor fenebrea can no
Save: Fort +3, Ref +2, Will +1
Abilities: Str 8, Dex 15, Con 12, ping round and round to propel it longer resist the assault. This swarm
Int l, Wis 8, Cha 1 forward when it lands. Once the little attack, it seems, is a hard decision for the
Skills: - seedling latches onto the victim it will plant to make, since losing too many
Feats: -
nip the target and then roll back to the seedlings could also result in the plant's
Level Adjustment: -
mother plant, whereupon the fenebrea slow, lingering death.
COMBAT will release more seedlings. They in turn
Should the mother plant be will nip and draw blood from the target It seems the fenebrea actually circu­
destroyed, the seedlets become
before returning back to deposit the lates the blood flow through its roots to
disorientated and lose all
control, aimlessly rolling off in blood within the mother plant. This will avoid it coagulating and rotting in its
all directions with no ability to continue so long as the creature will root base, very much like the circulatory
defend themselves.
Blood drain: When an indi­
vidual seedlet hits its target, it
deals its damage before rapidly
sucking out a quota of blood.
Then it quickly returns to the
host plant. Should a seedlet
score a critical hit, it has hit an
artery, dealing 1 point of tempo­
rary Con damage and promptly
exploding with its over gorging.
Swarm: When the fenebrea
feel its self under great threat, it
can release all its reserve of seed­
lets. This is a last-resort move, as
they are her source of nutrients
and she will have no means of
creating more until the next
season. When swarming the
seedlets give no threat of
choking or nausea, but other­
wise follow all rules for swarm­
ing given in the MM. The swarm
initially has 5d8 HD and gains
additional HD at the rate of 5
per round until the entire swarm
has been released on the third
round (maxing at 15d8 HD). The
swarm has a face of 10 ft. and
automatically deals damage to
any creature in the area it occu­
pies (though it provokes an
attack of opportunity by moving
into an area). It deals ld6
damage for every 5 HD in the
swarm, rounding up - e.g., a 2
HD swarm deals ld6 damage
and a 13 HD swarm deals 3d6
damage.
Plant: Immune to mind-influ­
encing effects, poison, sleep,
paralysis, stunning, and poly­
morphing. Not subject to critical
hits.

Encounters

Low-Mid (1-10): DA TUBES.


FETCH ME DA TUBES.
The tubes of the fenebrea can
The fenebrea can be useful to those be utilized as blow guns, and are
carefully harvested by many of
system of many animals - a strange thing that take it upon themselves to subdue it. the jungle tribes. A collector of
for a plant indeed, though necessary in The blood in its roots is savored as an unusual weapons has commis­
this instance. This also results in the exotic food, gathered and cooked up into sioned a group of adventurers to
long blood sausages. These are wel­ supply him with a couple fene­
blood within the roots being under a
brea tubes.
high pressure to ensure it flows comed at many a lord's table and tribal
smoothly. Should the roots be pene­ wedding feast alike. The tubes from
trated, the plant will lose its stores in a which the seedlings shoot from have
shower of cold thick crimson liquid, their uses also. I have seen tribesmen use
usually resulting in the end of the fene­ said tubes for both fighting (as staves)
brea as it has no means of healing itself. and also as blowpipes to shoot down the
Should it have its swarm of seedlings out monkeys they hunt. The tubes are also
on an attack, they lose contact with their quite useful for sipping the nutritious
mother plant, becoming disorganized nectar fluids from the giant honeydew
and ineffectual. plant.
(swarm qf Ftne creatures)

Hit Dice: 8d8+16 (52 hp)


Initiative: +6
Garraleen
Speed: 5 ft.
AC: +16 (+2 Dex, +4 natural),
touch 12, flat-footed 14
Quick Weed
Base Attack/Grapple: +6/ + 12
Attacks: Swarm (vine whip) 'We had cnmped the night before, the whole troCTp, numbering someforh; good and tnie men. We'd
(2d6) relaxedfor once - gambling, drinking, nnd telling tales of the battles we had just fought. 'Twas a good
Full Attack: Swann (vine whip) n ight we had.
(2d6)
Space/Reach: 10 ft./ 5 ft
Special Attacks: Improved grab, "Morning came. Without prejudice it woke us all from our slumbers. Time to march again. We packed
choking and readied ourselves. Ben, my am1s partner, seemed unwell; he was vomiting, possibly from too much of
Special Qualities: Plant, swarm that dwarven mead we had liberated. The rest of the troop started on their way, while I waited a while with
traits, camouflage Ben to make sure he was well enough to travel.
Save: Fort +10, Ref +6, Will +7
Abilities: Str 15, Dex 14, Con 14, "Then it happened. I was watching tlze men walk down into the glade below when one went over, then
Int -, Wis 11, Cha 14 another. I looked to the skies for arrows raining down ... but there were none. Crouching down next to Ben,
Skills: -
I scanned tire area for the assailants as I watched man after man fall to the ground, others struggling to
Feats: Improved Grapple,
Improved Initiative, Lightning help their comrades only to fall also. Then I looked closer. The nzen were covered in writhing grasses,
Reflexes, Great Fortitude hundreds if not thousands of thin twisting grasses clutching and pulling them to the ground, covering
them, choking them ... the sound was horrific - men screaming in terror, wildly flailing about, striking
Environment: Temperate plains their own comrades in the confusion, the choking and the coughing ...
Organization: Solitary, Crop
(2-10), Field (11+) "What could I do but sit and watch as the whole troop went dawn ? I ushered Ben to his feet and we
Challenge Rating: 5 "
made a hash; retreat, a retreat from nothing mare than a field ofgrass it seemed...
Treasure: -
Alignment: Always neutral
Advancement: - - Bhuill En tran, armsman (His Lard's A rmy)
Level Adjustment: -

COMBAT
Improved Grab (Ex): A
(r")
·'
swarm of Garraleen may
automatically initiate a grapple
on any creature it damages, with
up to one such attempt for each
5 ft. square of its area each
round. If successful, the
character is dragged to the floor
by vines while others continue
to lash out. Once grappled, the
victim takes an additional ld4
points of damage as long as they
are prone, as the garraleen vines
squeeze and crush.
Camouflage (Ex): The
garraleen is totally
indistinguishable from any other
grass that surrounds it. Until it
attacks, there is know way of
determining if there is a
garraleen in the area. Characters
with the Survival skill may
determine they are in a region
where garraleen grows (DC 15),
but even they cannot identify the
plant from a distance.
Plant: Immune to
mind-influencing effects, poison,
sleep, paralysis, stunning, and
polymorphing. Not subject to
critical hits.
Choking (Ex): Any grappled
creature not holding its breath is
subject to a choking hazard, as
Is it sentient? Can it reason what it only a matter of time if they have no one the garraleen tries to force its
does? I know not and we may never to aid them, for the garraleen then sends vines deep down the victim's
throat. Any character can hold
know for sure. You see, the garraleen its fronds in search of any orifices the
its breath for a number of
looks very much like any normal plains plant may enter. This will of course lead rounds equal to twice its
grass you would see swaying in the to the mouth and nose of the victim, with Constitution score. After this
breeze, but reacts unlike any other. long grasses stretching out and feeding period of time, the character
must make a Constitution check
down the throat of the victim. The stress
(DC 10) every round in order to
It seems to have an instinctive of such an attack or the rapid blocking of continue holding their breath.
response to anything larger than a small airways usually leads to rapid Each round, the DC increases by
cat moving through its area. The grass unconsciousness and in turn probable 1. A character surprised by a
swarm must make a Reflex save
will attack any such creature. I use the death.
(DC 2 0) to take a last-chance
term " attack" loosely, for whether it is gulp of air. A character who
attacking through a decision of its own or The soil around the garraleens' breathes in a swarm must make
on pure instinct cannot be determined. feeding grounds is rich and much sought a Fort save (DC 14) or be
effectively dazed and shaken.
Nonetheless, it can be a vicious foe, made after by farmers when the garraleen
This of course will continue till
all the more dangerous by its camouflage leaves an area. The supply of rotting the character can get out of the
powers, it being totally indistinguishable corpses that the garraleen pulls down
from any other grass in the areas where it and leaves to decompose seems to enrich
lurks. the soil, making it perfect for crop
Encounters
growing. Fields of grain to feed men,
The garraleen can migrate between where once men were fed upon ... how Low (1-5) DENY THE XYLO
areas should it desire to, but will rarely ironic. An evil xylomancer has
captured one of the local
do so for the obvious reason of its
village's women for a twisted
camouflage becoming useless to itself. experiment. He keeps his tree
There have been tales of rampant fort well protected with a swarm
garraleen encroaching upon farmlands of garraleen.
and in rare cases huge swarms of
Mid (6-10) IT'S A SWARM,
garraleen smothering whole villages. The JIM, NOT A PLANT!
only reason that the garraleen will resort The garraleen is getting out of
to such measures is if the soil around it control. A local druid and
worshipper of Ooburoos
has become weakened, lacking in
requires aid, as several large
nutrients, or in cases of fires that may swarms of garraleen encroach
rage across the plains from time to time and threaten to choke the fields
in high summer. in a small farming community.

High (11 +) TOWN? WHAT


It is a most horrifying experience to TOWN?
undergo an attack from this plant, or A massive swarm of
should I say, plants. The garraleen, you Garraleen has totally engulfed a
small town. The streets are
see, is not one entity but is comprised of
swamped with it, houses filled
many, sometimes thousands, of with it, and the only way of
individual stalks of grass. They attack as destroying the swarm is located
one, swarming on the poor creature that in the central keep! Someone is
going to have to traverse the
has wandered into their grounds. They
sewers to reach the citizens' only
strike to trip at first, the individual blades means of taking back their town.
able to elongate, stretching themselves to
reach and pull at the victim. Once the
victim is pulled to the ground, death is
Hit Dice: 5d8+20 (43 hp)
Initiative: +O
Speed: O ft.
Hellazinth
AC: 19 (-1 size, +8 natural),
touch 9, flat-footed 19
Base Attack/Grapple: +3/ +13
Acid .Bell y
Attacks: Swallow whole or acid
spray (see below)
Don't think it will be long now... I've been here but a short time and already air is short... This acid
Full Attack: Swallow whole or
acid spray (see below)
constantly drips, pooling on the floor, eating away at me slowly... And so I write my last words by the
Space/Reach: 20 ft./ 0 ft. light ofthis gem. This thing seemed to grab me from below, pulling me in, then it deposited me here. The
Special Attacks: Improved grab, roots above seem to twitch every time the acid burns my skin, my screams only echoing about my new
swi;tllow whole, acid spray prison. I shall lock this in my chest in the hope that it escapes this acid and someone can at least put my
Special Qualities: Buried, acid family at rest...
immunity, temorsense 40 ft.,
plant - Encharion, herbalist
Save: Fort +8, Ref -5, Will +4
Abilities: Str 18, Dex -, Con 19,
Int 1, Wis 9, Cha 1
Skills: - Poor Fella! My favorite pony - it Flinging it into the area where I had
Feats: Improved Grapple
seems my kindness was his undoing. I watched Fella sink, I watched as it was
Environment: Warm, marsh or set him free of his tethers to munch on instantly pulled below the surface. At
plains a fine collection of berries, when least now I knew exactly where this thing
Organization: Solitary without so much as a whinny of sur­ was attacking from. Then suddenly the
Challenge Rating: 5
prise his front legs were sucked into ground erupted and acid came shower­
Treasure: 1 / lOth coins, 50%
goods (no non-metal or non­ the ground, his head following in ing down - along with the steaming
stone), 50% items (no non-metal quickly afterwards, his back legs remains of Fella, my belongings and a
or non-stone) kicking ineffectively. I watched as the few other choice items I'm sure I didn't
Alignment: Always neutral
rest of him was quickly pulled under have before. Matron ran instantly to the
Advancement: 6-10 HD (Large);
11-16 (Huge); 17-26 HD the ground. There was nothing I could side of Fella. I tried to stop him, fearing
(Gargantuan) do. I watched a dear friend and all of he too would be sucked in, but the area
Level Adjustment: - my possessions sink below the surface. was safe for now - Matron was unas­
Not willing to approach the area just sailed as he tried to rouse Fella. Quickly I
COMBAT
Acid Spray (Ex): The hel­ with the moonlight as guidance, all I gathered my belongings and pulled
lazinth may spray a fountain of could do was wait for daybreak to Matron clear. I would have to look
acid 30 ft. into the air, covering assess the situation. further into what could be buried
an area 30 ft. in radius. This
beneath the soil here, but not until I was
spray deals 2d8+2 points of
damage to everything in the Matron returned with a juicy­ better prepared for such an investigation.
area, with a successful Reflex looking bat (not to my taste but he
save (DC 18) halving the seemed to enjoy it). I explained to him I returned the next day better
damage. This is done to either
what had happened the previous equipped, and found another three of
emit rotten meat accidentally
eaten, or to empty its stomach of evening, and we devised a plan to get a these hellazinths on the plain. Two were
indigestible items that have col­ better look at the area around where approximately 20 feet across, whilst the
lected (which become treasure, Fella had disappeared. We attached third turned out to be at least 40 feet in
as indicated on the treasure
Matron to a long branch, then I got as diameter. Each was surrounded with
entry above). When an acid
spray is used, all contents of the close as I dared to the area of Fella' s lush green grass and berries, adding to
stomach are ejected and the disappearance and hung Matron over its camouflage and providing bait for its
plant will not trap, feed or spray it. Sure enough, only just visible under trap. The one I encountered the previous
again until acid reserves are
the thick berries and juicy shoots was a day still seemed inactive so I tentatively
refueled in a number of days
equal to its HD. thicker vegetable matter. I couldn't risk set about digging it out, a long task
Buried: The hellazinth has getting any closer to the area, but also indeed.
less than 5% of its "body" needed my supplies that went down
showing. After losing 15% of its
with the pony. I needed some bait. The " feeding chamber" descended 50
hit points it will pull itself
underground. The only way to Matron was dispensed to find some feet below the ground. The plant is a
reach it then is to dig at least 20 meat, and soon enough he returned trapper rather than a predator, with only
ft. down to where it has with a mangy, rotten-looking hare - a small portion of itself visible above
retreated, though doing so risks
not ideal but all I had. ground. This makes it very hard to spot.
a 1 0 % chance for every foot dug
(non-cumulative) of hitting an
hitting an acid sac, releasing an
acid spray up into the air in
defense, if it still has this ability
and has not used it previously.
Improved Grab (Ex): If a
victim wandering over the "
mouth" of the beast (20 ft. x 20
ft.) fails a Reflex save (DC 20),
the hellazinth attempts to start a
grapple as a free action without
provoking an attack of opportu­
nity, against any target equal in
size or smaller than the hel­
lazinth. It will then �ttempt to
swallow whole as detailed
below.
Swallow Whole (Ex): If the
hellazinth succeeds in a success­
ful grapple attack (see Improved
Grab above) it may swallow an
opponent whole, as long as the
opponent is any size equal to or
smaller than the hellazinth. The
victim is then effectively para­
lyzed by the "throat." In order to
move upward the victim must
make a successful grapple check.
Three successful grapples by the
hellazinth result in the creature
entering the "stomach" of the
hellazinth. A success by the
character negates one of the hel­
lazinth's successes.
While in the throat, the victim
cannot breathe. They can hold
their breath for 2 rounds per
Constitution point. After that,
they may become unconscious
and die. See the DMG for more
details on suffocation. There is
enough air in the stomach to last
30 minutes; after this time, the
victim receives ld6 point of non­
lethal damage every 15 minutes
Its presence is disguised further by the been a rather unpleasant shower for
(see the DMG for more details
lush grasses growing in the fertile soil Gubbin indeed ! on slow suffocation). Whilst in
around the body of the plant. It is to the stomach the victim also takes

these plants that animals are attracted, or l d4 acid damage every round,
Inside the "belly," the hellazinth pools
until it dies and is digested.
maybe to the objects ejected from the acid from the sacs located at the entrance
Plant Immune to mind-influ­
plant's stomach. Once an animal or to the stomach, the entrance to which is encing effects, poison, sleep,
unwary traveler steps upon the circular shut tight along the whole length of the " paralysis, stunning, and poly­
morphing. Not subject to criti­
extension, the plant readies itself in an throat" by the same strong muscular
cal hits.
attempt to suck in the victim, its "mouth" reaction that pulls prey into the belly.
taking up half of its total diameter. The Once the victim is inside, the hellazinth
mouth rapidly expands and grabs its starts to drip acid on it, feeding off the Encounters
target; it is then fed down through the " vapors released and in turn feeding
Any Level: OUT THERE
throat" and into the belly of the plant, nutrients to the soil above, promoting
The heroes must investigate the
where things only get worse. A caution­ growth and aiding its camouflage disappearance of a herd of cattle
ary note to those attempting to dig out further. If the unfortunate creature has from a lord's territory. The
entire herd seems to have just
this plant: the upper area of the "belly" is survived the suffocation from inside the
been lifted from the face of the
lined with its acid sacks. When I dug throat and then the acid slowly eating
earth. Below the ground lies a
down I hit one such sack. I felt the hel­ them at away, air is surely limited within Gargantuan hellazinth that has
lazinth convulse and attempt to regurgi­ the belly as the throat above closes swallowed the whole herd at
once and now sits quietly resting
tate again. Luckily its acid reserves were tightly shut, meaning there is also no
from its feast - that is, until it
still empty - otherwise it would have way for anyone outside to hear any senses a snack above ground ...
Hit Dice: 4d8+4 (22 hp)
Initiative: +8
Speed: 30 ft., Fly 20 ft. (poor)
AC: 19 (+l size, +4 Dex, +4
natural) , touch 15, flat-footed 15
Base Attack/Grapple: +3/-1
The Slime Fey
Attack: Stiletto +8 melee (ld3)
Full Attack: Stiletto +8 melee A chill wind maved through the valley that night but still tire lord of the land demanded his windaw be
(ld3) left open. Tire fever had struck him that day. Yesterday he was attacked by an unknown assailant. It left a
Space/Reach: 5 ft./ 5 ft. minor wound but it seemed an infection had set in; his brow was cold to the touch, yet he felt as ifhe were
Special Attacks: Diseased slime,
burning around tire injun;, which was a knife wound to his lower back. He had posted guards on the door
sneak attack
Special Qualities: Low-light and one sat by his bedside watching over him, ready to call the physician should the need arise.
vision, plant
Save: Fort +2, Ref +8, Will +1 A nd still the chill wind blew across the valley.
Abilities: Str 10, Dex 19, Con 12,
Int 14, Wis 10, Cha 1 1 The curtains raised bi; tlte wind seemed to reach into the room, awakening tlze guardfrom his slumber.
Skills: Climb +5, Disable Device He stood to find some way of calming them before thei; awoke the lord. It was quick - a knife to the spine,
+6, Hide +12, Listen +6, Move one to throat, several to the legs and arms; he fell withou t ever making a sound.
Silently +8, Open Lock +IO,
Sleight of Hand +8
Feats: Improved Initiative, The juk had entered the lord's keep, and found him naw, slumbering and prone. They didn't want to kill
Weapon Finesse him outright; that would be too easy. 11iei; wanted to simulate the suffering lte had put upon their kin by
driving them further and further out of their ancestral homes with his farming and irrigation. His would
Environment: Forest or swamp be a slow, lingering death.
Organization: Solitary or pack
(3-8) Several small cuts awoke him to the sight of the slime fey gathered around him, rubbing their knives on
Challenge Rating: 3 their moist, gray bodies. As lie screamed with both surprise and terror each again cut him, not enough to
Treasure: Standard
wound badly but sufficient to let their ichors flow into his veins. Then they were gone, flying out through
Alignment: Usually chaotic
(any) the window thei; had entered, leaving the guards to find their lord's panic stricken form, soon to be nothing
Advancement: By character more than the slime the j11k call home...
class (usually rogue)
Level Adjustment: +1 - The penaltt; for deceiving the juk

COMBAT
Plant: Immune to
mind-influencing effects, poison, You know, I've never really got on be left alone in their slime ponds to pass
sleep, paralysis, stunning, and with the slime fey, or juk as they're the days as they see fit, playing, chasing,
polymorphing. Not subject to called. I've been to few of their parties sleeping, and generally relaxing as the
critical hits.
and helped them out on the odd days pass them by. However, the juks'
Diseased Slime (Ex): The juk
coats his wooden stiletto occasion, but you never know where chaotic nature is always present. Get on
daggers with the slime that you stand with them. the wrong side of even a good juk and
constantly drips from his skin. they shall see fit to plague you with
Anyone struck by this weapon
The juk are fun-loving and practical jokes.
must make a Fort save (DC 14)
or contract slime rot. Each frolicsome fey, though not particularly
individual hit from a pleasant to look at. They have big, The bad juk, however, seem to be the
slime-coated dagger releases a wide eyes with small pin-pricks for incarnation of pure evil, from practical
separate slime, forcing a new
pupils at their center. They are jokes to hired assassinations. The dark
save with each hit. A character
could become inflicted with humanoid in shape, though the entire juk should not be trusted in any way.
slime rot several times in the surface of their skin is covered in a
same combat as the slimes thick, viscous slime, which seems to I have lost a dear friend to a juk attack;
works their way through his
constantly drip wherever they go. we still do not know why poor old
body, working independently of
other slimes that may be present. Stick-thin, transparent gray wings Chegger was singled out for the attack.
It takes a juk 1 move action to unfold from their backs, which power Six of them came to him in the night as
coat his weapon with slime. their somewhat clumsy flight motions. we sat by a campfire drinking and
Slime rot: Injury, Infection
singing. They stuck the old man six times
DC 14, Incubation 1 day,
Damage ld4 Con. When Like all creatures, there are good around the legs then took off into the
damaged, a character must make and bad within them. The good juk are night before even one of them could be
another save or one point of the generally peaceful folk only wishing to caught. The wounds were not serious but
Con damage is permanent.
be left alone in their slime ponds to it soon became apparent that their blades
Anyone reduced to 5 Con by this
is considered exhausted (half
Low (1-5): DRIED JUI<,
ANYONE?
A recent forest fire has dried
out the pools of a small
population of good-aligned juk.
They come to the adventurers,
begging for help through the
woods to find a new home. Does
the party trust the good, though
always chaotic, juk?

Mid (6-10): THE HUNT FOR


MAKIK JUK
The party must track down
the lair of an assassin juk who
recently had a very near miss
with a jail cell after attempting
to kill a local lord. The lord
wants to know who is behind
this treachery, and only Makik
Juk, assassin for hire, knows the
truth.

High (10+): A BAD JUK


RISING
A rapidly growing human
community on the edge of an
ancient marsh seems to be
having a little trouble. A large
population of juk, lead by a
high-level rogue juj (high level
by juk standards, anyway) is
taking offense to the humans'
encroachment. The juk are just
trying to scare the community
for the moment, but pretty soon
it could get nasty ...

it soon became apparent that their blades Slime Fey as Familiars


had been treated with what we now Slime fey as familiars are
quite rare, but it does happen.
know to be the very slime that oozes
from their skin. After two days the Special
poison had well and truly taken hold. +2 bonus to Move
Areas of his skin took on a soft jelly-like Silently checks

consistency, and the longer it went on the


A slime fey's master is
less it seemed Chegger was able to fight automatically immune to slime
it. We watched as over the next week or rot. Plant familiars are handled
so his body dissolved away to thick gray in much the same way as animal
familiars for sorcerers and
goo - all that was left of my dear friend,
wizards, though the plant needs
Chegger. some vocal functions in order to
gain the benefit of its Speak with
The slime the juk transform their Master ability at level 7. The
Speak with Animals of its kind
victims into is very similar to the slime
ability may be exchanged with
ponds in which they live. After taking up the ability to Speak with Plants
residence in a pond or marsh, they trap of its kind, though the plant
wildlife and cage them up, slowly being communicated with
requires an intelligence above 3
dissolving them to the goo that floats on
for this ability to work.
top of the water surface. Here they build
small marsh-grass huts for sleeping when
the midday sun gets too warm, so as to
avoid drying out their moist skin.
Medium Plant

Hit Dice: 2d8+2 (11 hp)


Initiative: +5
Speed: 40 ft., fly 20 ft. (poor)
AC: 19 (+5 Dex, +4 natural),
touch 15, flat-footed 14
Base Attack/Grapple: +l/ +3
The Marsh Menace
Attacks: Engulf +6 touch
(special)
"It was the first time I had seen the majestic kints go through their molting process. 71ze sky was a deep
Full Attack: Engulf +6 touch
(special)
red and the clouds hung heavy in the softening glow. I saw t/ze kints gathering in the center of the marsh,
Space/Reach: 5 ft./5 ft. may'be as many as thirhJ of tlzem in all, and it was there that their outer membranes glowed slightly as the
Special Attacks: Engulf "sap" inside bubbled gently, then the outer membranes Jell to the floor. All at once the whole group of kints
Special Qualities: Blindsight, leapt into life, bouncing offeach other till they dispersed and spread themselves once more across the
electricity immunity, damage swamp lands."
reduction 5/ piercing, plant, poi­
sonous sap - Fredrick Salms, royal druid and explorer
Save: Fort +4, Ref +5, Will +3
Abilities: Str 15, Dex 20, Con 12,
Int 3, Wis 9, Cha 4
"Boingy, boingy, boingtj, boingtJ, boingtJ (Squelch) Mmlmzhmmmhmhhhh.... blech!"
Skills: -
Feats: Flyby Attack, Weapon - Matron Grubb tells ofhis encounter with a kint
Finesse

Climate(ferrain: Swamp
It has always been a desire of mine Then it happened, seemingly all at
Organization: Solitary or pack
(2-20) to view the molting of the kints, just as once. All of the kints started to glow
Challenge Rating: 2 Fredrick Salms had done. So, position­ slightly, the ground around them illumi­
Treasure: None ing myself on a hilltop overlooking the nated softly, the water sprayed like stars
Alignment: Always neutral
very marsh where Fredric had seated drifting amongst them. Their outer mem­
Advancement: 3-6 HD (Large),
7-1 2 HD Huge himself, I unpacked my snack of rad­ brane seemed to slide from their forms
Level Adjustment: - ishes and mellum leaves and waited and as quickly as it had started it was
for dusk to arrive. over. Admittedly, it was quite short, con­
COMBAT
sidering it had taken me seven days to
Engulf (Ex): With a successful
touch attack, the kint can engulf Sure enough, the kints came bound­ get here, but nonetheless marvelous in its
any creature of its size or ing across the marshes as soon as the entirety.
smaller. The target creature skies turned their winter red. Their
receives a Reflex save (DC 16) to
body is that of a semi-solid membrane
avoid being engulfed. The kint
may move up to half speed with filled with a clear viscous sap. Large
a creature inside it. swirling "patterns" on their exterior
Once engulfed, the target membranes contract and expand as the
takes ld4 points of constriction
creature pushes itself off the ground or
damage each round, and begins
drowning on the juices held seems to inflate itself as it comes into
within a kint's membrane unless land. The sight was spectacular as they
it holds its breath. See the DMG gathered together in a huge bouncing
for details on holding one's
cacophony, ricocheting off each other
breath and drowning.
Escaping from within the kint as the spray of marsh water flew all
is hard, but not impossible. The around.
thick jelly-like sap inside makes
it very hard to brandish a
weapon, cast spells, or exert any
real force from the inside. With a
successful Strength check
opposed by the kint, a character
may push outward, dealing non­
lethal damage equal to his Str
bonus. (Note that the kint's
damage reduction is only appli­
cable to attacks on its exterior
skin. From the inside, there is no
damage resistance.) Should a
kint be reduced to one-third hit
points, it will eject its meal and
make a rapid escape.
encing effects, poison, sleep,
paralysis, stunning, and poly­
morphing. Not subject to critical
hits.
Blindsight: A kint can "see"
by sensing vibrations on its
outer layer. This allows it to
ascertain objects and creatures
within 90 feet. Remaining
motionless, or succeeding in a
Move Silently check against DC
20, negates this and effectively
blinds the kint to the player's
presence.
Poisonous Sap: There is a
10% chance per kint encoun­
tered that the sap inside is mold­
ering. The kint s getting ready to
shed its membrane. This means
the juices inside are quite poi­
sonous. Anyone engulfed by the
kint must make a Reflex save
(DC 15) or ingest the poison.
Poisonous sap: Ingested, DC 11,
Primary 1d4 Dex, Secondary 1d4
Dex.

Encounters

Low (1-5): I'M A FREE


MAN!
A local farmer was unlucky
enough to be subject to an attack
from a group of kints. For some
reason they didn't seem to like
the taste of him, but this was not
discovered until after two days
of the creatures passing him
between themselves to check the
taste again. Now, quite insane,
he sits among them believing
himself to be a kint too, jumping
about the marshes and wrap­
ping himself around all manner
The kints started to separate. I order not to swallow any of the sap of toads and snakes. But why
was the man spared? There's
watched as each went its separate way. It inside, which would surely have
only one way to find out - bring
was then that I noticed one particular drowned him should he have given up in him back alive ...
kint moving a lot more rapidly than the his efforts.
others, its darting movement erratic yet Mid (6-10): PRISONERS
Someone or something seems
focused. Then my spondulatus sank to Such a situation needed quick think­
to be controlling a group of
my roots - there was Matron throwing ing. I steadied my staff and summoned kints. They have surrounded a
great globules of swamp mud at this lightning to stun but not kill the creature. small village and a ransom note
kint! Dropping what was left of my Nothing happened - the lightening has been passed in.
mellum leaves, I rushed to his aid, not merely crackled around its form, then
High (10+): TORQ THE
entirely knowing what I was going to do dispersed itself into the earth. There was MAGNIFICENT
when I got to him. I was halfway down nothing else to do but charge. After a The pinnacle performance of
the hill when the kint made one tremen­ good, solid beating with my staff, sure Torq the Magnificent, magician
to the courts, was to allow
dous leap and landed straight on top of enough it spat young Matron onto the
himself to be enveloped by an
young Matron, engulfing him totally. I floor in front of me and made its escape. enormous kint, only to reappear
stumbled when I saw this sight, but Matron Grubb just sat there looking up at behind the audience, carrying a
hurried on as I saw young Matron me licking off the jelly-like substance that pig. This time he did not reap­
pear. Through Torq's arcane
pushing at the sides, unable to escape coated him. I knew quite well that a
meddling the kint has become a
and all the time holding his breath in scolding would do no good . . . once again. dimensional portal. Will the
heroes dare to step into the
unknown?
Hit Dice: 15dl2+75 (173 hp)
Initiative: +5
Speed: SO ft.
Logergeist
AC: 27 (-2 size, +5 Dex, +14
natural), touch 13, flat-footed 22
Base Attack/Grapple: +11/ +27
The Blighted Fury
Attacks: Slam +16 melee (2d8+7)
Full Attack: 2 slams +16 melee The time ofday did not matter in reference to the destruction it sought.
(2d8+7)
SpacefReach: 15 ft./15 ft.
Brought into the world lnj evil and magic unbounded,
Special Attacks: Wood wind, It came into being in a furious state,
double damage against objects, And raped the woodlands in its path.
trample 2d6+ 11
Special Qualities: Damage None were safe of its greed, none were saved from its unbridled hate.
reduction 12/ slashing, blind­ None were clear of its judgemen t, none would survive.
sight, spell-like abilities, turn It left the woodland in a furious state,
resistance +5, undead traits, Despair and griefleft in its wake.
double damage from fire
Save: Fort +14, Ref +10, Will +10
Abilities: Str 25, Dex 20, Con 21, - Ancient sylvan poem, author unknown
Int 10, Wis 12, Cha 10
Skills*: Hide +7, Listen +9,
Spot +9
I witnessed the violence of the loger­ again. When he rose from the soil, his
Feats: Awesome Blow,
Multiattack, Power Attack, geist from a distance, maybe some form was twisted and pierced by the
Improved Bull Rush three miles from the edge of the wood­ roots that had unnaturally entered his
Environment: Any forest land where it raged out of control. I rotting body. He dug his way free of the
Organization: Solitary
have witnessed such a similar sight but ground and stood beneath a bright
Challenge Rating: 15
Treasure: None once, when I looked out over the still waning moon, the tree above him wither­
Alignment: Neutral evil ocean one night and saw the very air ing and creaking in the breeze, and there
Advancement: - spiral the water up high into the by some unholy matrimony he offered
heavens. When I saw the logergeist, his flesh unto the tree and the two
COMBAT
Wood Wind (Su): The loger­ however, it was inland and in what became one. His previous insanity, along
geist can transform itself into a was once a beautiful woodland. The with the trauma of being ripped back to
whirling frenzy, a self-contained very air spun with the detritus of the the mortal world, only fuelled the inner
cyclone, ripping and shredding
woodland as the vortex threw it up hate he felt. The tree itself, having seen
the woodland around it. It can
use this power once every 30 high into the sky. Nothing could have its woodland peers sawed and hacked,
minutes and remain in such a survived such a devastating rampage. only magnified these feelings. Soon the
form for 1 round for every 3 HD mining community of Heddenheim was
it possesses. The cyclone creates
I came seeking the creature, maybe no more. Not a building stood and not a
a swirling mass of scything
wooden "blades" with a 10 ft. foolishly, after hearing reports from life was spared .
radius around its main body. fellow wanderers who had recently
Any creature that comes into been in the area. After some research The creature itself looks, from a dis­
contact with it must make a
into the beast, it seems to have been the tance, like a huge weeping willow. The
Reflex save (DC 22) or take 4d6
points of damage. They must creation of some twisted elven druid, monster's trunk, too thin it seems to hold
also make a second Reflex driven mad by the "destruction of his its height, has long, slender branches
saving throw (DC 22) or be sacred lands." A human population hanging limply from the tree's crown,
had expanded rapidly in the vicini ty
picked up and flung 5d10 feet in
where smaller branches twist skyward. It
a random direction, taking ld6
points of damage for each full 10 after the discovery of a rich silver mine, is said a dark miasma of "pure hate"
feet traveled. and the woodlands were paying the nestles in the branches, visible only upon
A cloud of debris containing price for the erection of a new town. careful examination. Two glowing white
the timber and debris of the
The druid was pushed further and orbs widen and stare at anyone who gets
woodland floor swirls around
the cyclone, obscuring all vision further into the deep woods, and it was too close. Threaten it further and it
beyond 5 feet in a 20 feet area there that he died alone, deep below becomes a whirling vortex of flailing
surrounding the logergeist. A the ground in a natural cave. branches, destroying all in the vicinity. It
Concentration check (DC 25) is
is a most dangerous thing and my advice
needed to cast spells in this area.
Death, it seems, was not the end of is to not approach should you guess it
him, for he rose again. When he rose lies in the woodlands where you walk. It
Double damage against
objects (Ex): A logergeist that
makes a full attack against an
object or structure deals double
damage.
Blindsight (Ex): The loger­
geist can detect any movement
within a 60 ft. radius. Whether in
total darkness or against invisi­
ble creatures, the logergeist may
know what approaches well
before the creature knows that
the Logergeist is even there. . .
Undead: Immune to mind­
influencing effects, poison, sleep,
paralysis, stunning, and d isease.
Not subject to critical hits, nonle­
thal damage, ability damage,
energy drain, or death from
massive damage.
Spell-Like Abilities (Sp):
Once a day the logergeist is able
to cast the following spells:
commune witli nature, entangle,
protection from elements and spike
growth. These are cast as a 1 2th
level druid
* Skills: A logergeist receives
a + 10 racial bonus to Hide,
Listen and Spot checks when i n
forested areas (already incorpo­
rated into the profile above).

Encounters

Low to Mid (1-10): ONE,


TWO, TREE!
A group of adventurers are
offering money for the collection
of three ingredients rumored to
cure logergeistism, warning that
the heroes should not try to take
on the logergeist themselves as it
would be both fool-hardy and
deadly.

High (11+): GO!


A cure has been found for the
logergeist; the ingredients have
been collected, and the infusion
created. A druid has given the
curative potion to the heroes,
instructing them to throw it
upon the creature. Sadly, the
druid is evil, and the infusion
will only enrage the beast more.
At first, confusion will fill the
creature's mind before it flees for
safety. The evil druid wants to
. .
send the logergeist further into
madness so it will destroy the
is undead, the union of a zombified Needless to say, information on this forest groves around the wood­
druid and twisted tree. Fire seems to be beast is hazy, though they say the loger­ land. For every day the creature
its only weakness, but this unleashes geist has found some way to spawn more is left to roam, it gains 1 HD
from the foliage it absorbs. For
such flames in the woodlands where it of itself. Maybe tales of more of these
every 4 HD it gains a size cate­
roams and would likely lead only to creatures are but fable, but I know from gory. Pretty soon, it's enor­
more devastation than the creature itself personal experience that at least one still mous ... and the characters, who
would cause. vents its anger without conscience. inadvertently started it, have a
bigger problem on their hands
(literally) . . .
Lumbering Xylox
Large Plant

Hit Dice: 9d8+45 (86 hp)


Initiative: +O
Speed: 30 ft.
L utnbering Xylox
AC: 25 (-1 size, +16 natural),
touch 9, flat-footed 25
Base Attack/Grapple: +7/ +19
T reesome Terror
Attack: Slam +8 melee (2d6+8)
Full Attack: 2 slams +8 melee So serene
(2d6+8)
Space/Reach: 10 ft./ 10 ft.
Are the flowers that
Special Attacks: Earthquake, Btossom.
fetid breath
Special Qualities: Harden skin, So abhorrent
plant, damage resistance ls nature that is
IO/slashing, tremorsense 600 ft. Blighted.
Save: Fort +11, Ref +3, Will +9
Abilities: Str 26, Dex 10, Con 20, - Licivicicis Nibario, The Haikuical Epics
Int 14, Wis 16, Cha 12
Skills: Diplomacy +10, Knowl­
edge (nature) +12, Bluff +9,
Sense Motive +8, Spot +6,
Survival +6
Feats: Awesome Blow, Power bals, I suppose. The students said the
Lord Sir Edric Morgandale is a most
Attack, Track
uppity and yet chivalrous chap that I xylox track undesirable intruders in their
Climate/ferrain: Any forest have had, on occasion, the chance to home forests by scent; I have to disagree,
Organization: Solitary converse with during his visits to the as I believe they use their wilderness
Challenge Rating: 9 knowledge to move after intruders. The
Wanderers Guild. He is tall, strong,
Treasure: Standard
Alignment: Chaotic Neutral and handsome - but cursed with a students also claimed the beasts were
Advancement: 10-15 HD weak chin. Born the eldest son of an slow, unable to move swiftly even under
(Large), 1 6-25 HD (Huge) ancient noble family, Sir Edric left his the deepest duress. Though true that
estate management to his younger sib­ under duress they do move slowly, this
COMBAT
Earthquake (Sp): Once per lings so he might concentrate on his is in fact to increase their defenses, and I
week, the lumbering xylox can love of travel and scientific exploration. did not find them that slow under
create an earthquake as the It was on one such exploration that our normal conditions.
earthquake spell.
paths crossed. Happy with their research, the stu­
Harden Skin (Ex): As a full
round action, the xylox hardens He had come to the Wanderers dents returned to the Guild. I knew they
its skin into a mesh of tightly Guild in search of a group of "zoobota­ would be of no good there - much more
woven wooden material. It nists," as he refers to us, to track down could be learned in the wilds. So I stayed
becomes immune to all energy
and research a creature he called a to look further into the xylox and its
types except sonic, and gains a
DR of 10/ adamantine. While in xylox. He chose a group of young ways. Maybe I wish I hadn't, for deep
this form the xylox can only take upstarts, a few students whom had left within the woods lies something much
partial actions (similar to the my class and moved over to more more fearsome that the xylox. Deep in
single actions only quality of
explorative means. It was their banter the wilds, there lives the lumbering
zombies), and its speed is
reduced to 10 ft. This ability lasts and big talk that persuaded Edric to xylox, a related beast of terrifying pro­
as long as the xylox holds its take them on for the assignment. I portions. While working my way deeper
breath, which it can do indefi­ caught him just in time. I pleaded for in to the woodland, I was startled by the
nitely, but while doing so it is
him to choose again, knowing that ground rumbling and the trees crashing
unable to issue forth its fetid
breath attack. these young scallions would not do an down - and then it was upon me.
Tremorsense (Ex): The lum­ efficient job. Time was of the essence, There it stood, some 18 feet of dark
bering xylox can automatically so I agreed to go along myself, with oaken wood, small strips of bark crum­
sense the location of anything
young Matron in tow, much to the stu­ bling off its form as it flexed in front of
that is in contact with the
ground to a range of 600 ft. It dents' disapproval. me. Pin pricks of light seemed to shine
must itself be in contact with the Some of the evidence the students from within the shadows of its trunk,
ground as well. uncovered was of worth. Xylox have watching me, judging me. Then with one
Plant: Immune to mind-influ­
an incredibly short lifespan, normally almighty blast of fetid breath the whole
encing effects, poison, sleep,
paralysis, stunning, and poly­ no more than five years. They eat only situation changed. It had breathed on me,
morphing. Not subject to critical other plants, which makes them canni- some foul ungodly stench from within
hits.
Fetid Breath (Ex): The lum­
bering xylox is able to emit the
stale fetid air filled with mildew
and rot that lingers in the base of
its hollow trunk. The breath is a
standard action that covers an 10
ft. by 10 ft. area directly in front
of the lumbering xylox. All crea­
tures in that area must make a
Fortitude save (DC 20) or be
sickened for 1d4 days. A sick­
ened character takes a -2 penalty
on all attack rolls, weapon
damage rolls, saving throws,
skill checks, and ability checks.
The xylox can use its fetid breath
once every three rounds, up to a
maximum of three times a day.

Encounters

Low (1-5): THE SECRET


INGREDIENT
An alchemist has a strange
request: he needs the soil from
between the toes of a xylox. This
hopefully won't require direct
contact with a lumbering xylox,
but stealth and planning must be
paramount when entering a tree­
some' s territory.

Mid (6-10): TO THE AID OF


FRANSAN CISCO
A town is plagued with earth­
quakes, and the source has
finally been located. A xylox is
in the lands around the village.
The problem is the lumbering
xylox isn't doing it intentionally.
There's something wrong with
him. Will the party attempt to
help him, or save the town by
simply slaying him?

High (10+): KEEPS ON THE


BORDERLANDS
the beast; luckily, it did not seem to affect not to find out if their temperaments Various defensive and
me, but Matron instantly threw up and differ. lookout towers have been
destroyed of late. The assailant
was visibly weakened from the experi­ I arrived back at the Guild some two is a lumbering xylox. However,
ence. I threw all I could at it, magic and weeks later, having stopped to see a dear he is not alone; he is the frontal
melee, and Matron was not far off throw­ old treant friend of mine for a Sapfell assault from a much bigger force
ing rocks and sticks in an attempt to dis­ drink and a few brambles. The students, lurking beyond the realm's
borders, waiting for the tree­
tract it. Then with a lucky hit it seemed who had left their information only half some terror to bring down the
stunned - its bark started twisting, complete, were looking proud with outer defenses ...
molding itself forming a harder carapace themselves, making cocky remarks
on its form - now was my chance! asking if I had got lost and such. I soon
I made a run for it, grabbing Matron silenced them with the information I had
by the scruff of the neck. Sure enough, gathered and asked where I might find
this bolstering of defenses on the xylox' s Edric. Edric had left, however, the stu­
behalf did indeed slow its movement. We dents having persuaded him they had
were still running long after its howling brought all he needed to know. I just
bellows stopped. Whether all are as the hope Edric has not ventured into that
one I encountered I can not say, but by wood to feel the full wrath of the lumber­
the holy roots of Ooburoos I really wish ing xylox.
Medium Plant

Hit Dice: 5d8+20 (43 hp)


Initiative: +O
Speed: 0 ft.
Melv
AC: 1 9 (+9 natural), touch 10,
flat-footed 19
Base Attack/Grapple: +3/ +7
The Swarming Cessation
Attacks: Tendril +9 melee
(ld8+4)
We hnd just defeated an onslaught of ores who had been threatening a sacredfey grove. Thet/d
Full Attack: 2 tendrils +9 melee
(ld8+4)
requested help through a local village druid and we'd answered the call. A vicious and long fight it was.
Space/Reach: 5 ft./5 ft. (10 ft. We were unsuspecting of tlze two shaman thei; had in tow, and their warriors were filled with a ferocitt;
with limb extension ability) we had never before seen in ores.
Special Attacks: Limb extension,
swarm But in the end victon; was ours, and a well-earned rest was needed. Our partt/s druid and ranger set
Special Qualities: Plant about foragingforfood, our scout surveyed the area for any lingering dangers, and the mage and l set
Save: Fort +8, Ref -5, Will +5 up camp. Oncle, the mage, spotted a fine stump ofwood that would start a long-burningfire. Shortly
Abilities: Str 19, Dex -, Con 19, thereafter, his screams alerted me to his predicament. The sight left me stunned for a few minutes. All
Int -, Wis 1 2, Cha 3
Skills: -
around l1im leaves had swanned and swirled. I heard him tn;ing to cough out the incan tations for his
Feats: Weapon Focus (tendril) spells but to no avail. I watched in horror. It was the sight of the small lacerations opening over his skin
that brought me round - small streams of blood flowed over his robes as the leaves cut and sliced his
Environment: Any woodland skin. Cracking open our last tinderstick, I waded in. Eventually I pulled Oncle clear, the swarm forming
Organization: Solitary back round the tree shtmp. Oncle was weak, with vomit on his lips a web of cuts across his skin. I alerted
Challenge Rating: 4 the others and we decided to vacate the area and find a safer place to camp and tend to Oncle's wounds.
Treasure: None
Alignment: Always Neutral - Prudo, Defender of the Glade
Advancement: 6-7 HD
(Medium), 8-10 HD (Large)
Level Adjustment: -
This is the danger with plant crea­ on the melv' s stump, its leaves came
COMBAT tures, you see: often you need not even alive, cutting and nauseating him with
Limb Extension (Ex): The provoke a hostile reaction. Many plants their cyclone. Luckily, his reactions are
melv knits together its swarm of
attack instinctively, and usually no good, and he leapt to a safe distance, but
leaves into a tightly-formed
tendril that it uses to lash at foes.
amount of negotiation will alter their Matron being Matron, he had to investi­
It is can lash together both ten­ decision. gate further. He was taken by surprise as
drils to form a longer, extended the leaves formed into a long vine, and
vine that can reach further dis­
The melv is an ordinary thing to even his fast reactions couldn't avoid a
tances. This is a free action, as
the new limb forms and hits at
look at, a tree stump that looks as if it is decidedly hard slap from the vine as it
the same time. An extended limb covered with a thick vine growth. arched out to where he stood. Another
attacks as a tendril, but the melv However, it is most extraordinary plant swift slap made him realize that this tree
gets only one attack in the round
indeed. The leaves that cover it are in stump wanted to be left alone.
it uses limb extension.
Swarm (Ex): The melv can
fact individual plants in their own
issue its leaf swarm at any time, right. The melv is able to form them I think I should take time here to
though if it does so it leaves into long vines that it can utilize as an discuss the phenomena of swarming
itself with no means of attack­
attack at both short and long distances, creatures a little. From my observations, I
ing. The melv has a number of
individual swarms on its form
a nasty surprise indeed. However, have noted that a swarm is often a
equal to half its HD rounded more is in store for those threatening number of smaller groups of creatures
down; thus, a 5 HD melv can the melv further, for it is able to issue working together as one giant swarm,
issue forth a flight of up to 2
forth its leaves as a swarm that slices each group taking a space of 10 feet, it
swarms, and a 10 HD melv
could issue forth a colony of up
and cuts any would-be attackers. seems. Gigantic hordes are actually com­
to 5 swarms. The swarm deals posed of dozens of swarms in close prox­
ld6 damage per 5 HD or fraction It was young Matron that conveyed imity. A swarm acts as one, seeming to
thereof to all creatures in the
the details of the melv to me for the be one creature, with each member acting
square it occupies. A swarm of
Diminutive creatures, such as
first time, and with a little time and as fast as one group, defending as one
the melv swarm, can consist of some further study I came to under­ group, moving as one group. Hitting
up to 5,000 flying creatures. See stand his tale. He had landed on the individual creatures within a swarm is
the melv swarm stat block,
stump from a height, after capturing nigh-on impossible, but do enough
below, and the swarm rules in
the MM for more details.
and clubbing to death an oogle bird in damage to the group as a whole and it
the tree canopy. As soon as he landed will dissipate.
encing effects, poison, sleep,
paralysis, stunning, and poly­
morphing. Not subject to critical
hits.
"


Diminutive Plant (Swarm)

Hit Dice: 2d8 (9 hp)

\� Initiative: + 2
Speed: 5 ft., fly 40 ft. (clumsy)
AC: 16 (+4 size, +2 Dex), touch
'"' 16, flat-footed 14
Base Attackf¥'Grapple: +I/­
.I Attack: Swarm (ld6)
Full Attack: Swarm (ld6)
� SpacejReach: 10 ft./O ft.
? Special Attacks: Distraction,
wounding
Special Qualities: Blindsight

v=- 20 ft., half damage from slash­
ing, piercing and bludgeoning,
swarm traits
r
Save: Fort +2, Ref +2, Will +3
,
o, '\ Abilities: Str 3, Dex 15, Con 10,


Int 1, Wis 12, Cha -
,J Skills: -

..
Climate/ferrain: Attached to the
melv
Organization: Solitary, flight (2-
5 swarms), or colony (6-10
swarms)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: -

Distraction (Ex): Any living


creature that begins its turn with
a swarm in its space must
succeed at a Fortitude save
(DC 11) or be nauseated for 1
round.
Swarms are extremely difficult to fight weapons of frost or flame used against Wounding (Ex): Any living
with physical attacks. However, they such creatures with delightful results; the creature damaged by a melv
swarm continues to bleed, losing
have a few special vulnerabilities. A lit blade does little to harm them, but the 1 hit point per round thereafter.
torch swung as an improvised weapon energies and auras seem to affect such Multiple wounds result in
deals a small amount of fire damage per swarms quite sufficiently. Too have I cumulative bleeding loss. The
hit - less than a dagger against normal seen a lit lantern thrown auspiciously bleeding can be stopped by a
Heal check (DC 10) or the appli­
foes, it seems, but this is no normal foe into the midst of such a swarm. cation of a cure spell or some
and anything is a start. I have witnessed other healing magic.
Blindsight (Ex): A melv
swarm notices and locates crea­
tures within 20 feet. Opponents
can still have concealment
against the melv swarm, but
swarm attacks ignore conceal­
ment.
Plant: Inunune to mind-influ­
encing effects, poison, sleep,
paralysis, stunning, and poly­
morphing. Not subject to critical
hits.
Hit Dice: 12d8+36 (90 hp)
Initiative: +O
Speed: 20 ft.
Olanth Mezzalith
AC: 22 (-1 size, +l Dex, +12
natural), touch 10, flat-footed 21
Base Attack/Grapple: +9/ +20
Nature's Way
Attack: Slam + 15 melee (2d6+7)
Damage: 2 slams + 15 melee In the summer & spring there is still
(2d6+7) In the summer & spring there is calm
Space/Reach: 10 ft./10 ft. ln the summer & spring all have free will
Special Attacks: Spell-like
ln the summer & spring safe from harm
abilities
Special Qualities: Damage Such is Nature's Way
resistance 10/slashing, plant,
fire resistance 30, dual brain, In the fall & winter a time ofchanges
limb buds In the fall & winter all beware
Save: Fort +11, Ref +7, Will +6 In the fall & winter filled with dangers
Abilities: Str 25, Dex 12, Con 1 7, In the fall & winter best take care
Int 16, Wis 12, Cha 14 Such is Nature's Way
Skills*: Concentration +3, Hide
+16, Listen +4, Move Silently +4
Feats: Iron Will, Lightning
Trust not the seasons and theirfickle ways
Reflexes, Multiattack Trust not the beasts nor plants too
Tread careful as the summer loses her days
Environment: Temperate and Tread careful for not all know what theiJ do
warm forest Such is Nature's Way
Organization: Solitary
Challenge Rating: 10 - Traditional bardic song
Treasure: 1/lOth coins, 50%
goods, 50% items
Alignment: Neutral good in
spring and summer; neutral evil
When the olanth came begging to mind, and recognizing the areas he saw
in fall and winter
Advancement: 12 HD (extra arm me that day, it was one of the saddest therein, he set about tracking down the
or head), 13 HD (extra arm and sight I have ever laid my eyes upon. He region. A week later he came upon a
head), 14-16 HD (Huge and laid his soul open to me; he was one of small village, many of the buildings
extra arm or head), 17-19 HD
the rare and few olanth that was broken and battered. Only a few houses
(Huge with extra arm and head)
Level Adjustment: - starting to realize and remember what in the center of the village seemed to
becomes of him over the fall and have been reconstructed. He moved
COMBAT winter months, realizing the evil he cautiously forward. Then it happened:
Spell-like abilities (Sp): The
does when possessed by his "tainted" one of the villagers saw him, then there
olanth makes use of several
spell-like abilities. These are cast brain. was commotion, people fleeing, stones
as if by a druid of one level being thrown, arrows fired ... shouting,
below the creature's HD. Once He had spent the summer helping a yelling ... Could it be true? Could he have
per day: faerie fire, obscuring mist,
druidic group deep in the woods clear done this to this community, could he
spike growth, pass without trace.
Once per week: control plants, the area of goblinoids. For the latter have caused so much misery and grief?
plant growth, speak with plants. half of the summer, he had turned his He left quickly, fleeing into the
Once per month: commune with attentions to a small farming woodland sanctuary.
nature, shambler.
community where he turned the soil
Dual Brain (Ex): All olanths
possess two brains. The and cleared the vineyards of debris. Over the next few days, the visions
downside is that one brain is of a His time had been well spent. As the became more pronounced, till now I find
neutral good alignment and the final days of summer arrived, however, him withering and half-frozen in this
other is neutral evil. Each
this olanth realized that life was not mountainous wilderness, far from his
hibernates for half a year, during
which time the other brain is one endless summer. He started natural grounds. He tells me he has come
dominant. When one brain getting flashbacks of a cold and barren here to die, or at least be far from
awakens and the other enters land, snow and rain and the visions of civilization before the madness takes him
hibernation, the olanth has only
tearing violently through a village, once more. I tried to persuade him to
the memories that remain from
the last time it used that brain. much like the one he had just helped. come back with me to the Guild to let me
Therefore, when good it never He could not shake the images from his try and help him, but his mind was set. . .
remembers its evil acts, nor even mind, and recognizing the areas he saw Unsure as too how long he had before he
the seasons that have passed,
and vice versa.
point both brains become active,
though they alternate
r
hibernation on a daily basis,
essentially alternating on
sleeping duty. A two-headed
olanth may never be surprised,
cannot be flanked or sneak
attacked, and does not require
sleep, as one head is always
alert
Limb Buds (Ex): Each olanth
has two limb buds. For most
these never remain anything
other buds. However, for a select
few, these limb buds blossom
and grow into an extra arm or
head, or sometimes both. An
olanth with an extra arm gains
an additional slam attack.
Plant: Immune to
mind-influencing effects, poison,
sleep, paralysis, stunning, and
polymorphing. Not subject to
critical hits.
Skills: Olanth receive a +4
racial bonus to Hide, Listen, and
Move Silently checks. They
receive an additional + 12 bonus
to Hide checks when in a
forested area (reflected in above
stats). An Olanth with two heads
receives a Concentration bonus
of +8 (not reflected in above
stats).

Encounters

Low (1-5): LET'S HUNT


SOME ORC
A summer olanth has been
trying to protect the woodland
from ore raids. He is doing well
at protecting it, but their lair lies
deep in a cave network
underground, somewhere he
wishes not to travel. The ores do
indeed have a lair under the
Unsure as too how long he had before he due to the creatures' dual brain, woods, and they are trying to
changed, he wished only to die here so something that in rare cases actually take to woodland as their own
he would not cause more suffering to buds out into an additional head.
those he loved to help in his saner Sometimes additional limbs also appear
moments. I could do nothing more but to from small buds on the creature's body. Mid - High (6+) 1WO
leave him in his peace and solitude, to I've read research on how there had been HEADS ARE BEITER THAN
ONE
die alone after helping so many. those that tried to remove one of the
One of the top researchers in
brains of the olanth, hoping to keep their the Wanderers Guild needs two
In my studies on the olanth since that peaceful and caring friend; it only brains for his research into how
meeting, I have found them to be the resulted in the death of the creature as people's mindsets develop. He's
particularly interested in what
most curious of creatures. It is true that soon as the twin brain was removed. A
causes one person to become
during the summer months they are truly strange world it must be for the evil and another good. A prime
helpful and caring, but as the season olanth, to be two creatures in one, never subject would be an olanths'
changes over to fall, madness possesses knowing the other, having no dual brains ...
them and fills their minds with a recollection of the changing seasons and
destructive rage. I have since realized one's actions in those seasons.
Pachu Ploto (Domesticated)
Large Plant

Hit Dice: 4d8+8 (26 hp)


Initiative: +O
Speed: 20 ft.
Pachu Ploto
AC: 14 (-1 size, +5 natural),
touch 9, flat-footed 14
Base Attack/Grapple: +3/ +11
Hegalophamuss
Attack: Bite +6 melee (ld6+4)
Full Attack: Bite +6 melee Henvi; Hegalophamuss Though the body of the hegalopha­
(ld6+4)
SpacefReach: 10 ft./ 5 ft.
Your Hegaloplznmuss muss is a compact mass of vegetable
Special Attacks: Trample My Hegalophamuss fibers, tough and almost wood-like at its
(2d6+10, DC 16) Their Hegnlophamuss center, the outer layers are looser, and
Special Qualities: Plant
one is able to nestle quite snugly between
Save: Fort +8, Ref +l, Will +7 jump Hegalophamuss
Abilities: Str 18, Dex 11, Con 1 5, its vines. The much larger specimens can
Swing Hegalophamuss
Int 3, Wis 16, Cha 8 Leap Hegaloplzamuss have up to 30 feet of loose vines on their
Skills: Listen +8, Spot +6 Squash Everyoneofus outer surface, and with careful cultiva­
Feats: Great Fortitude tion one may make a very comfortable

Environment: Any land - Popular skipping rhyme home within. The leaves of these outer
Organization: Solitary or herd layers are also quite edible, with a sweet
(4-30), or domesticated and succulent taste to them. No one
Challenge Rating: 2 seems to have been able to pinpoint a
Oh, the hegalophamuss! It is a plant
Treasure: None
Alignment: Always neutral beast very near and dear to my heart, lifespan for these creatures. Communities
Advancement: 5-10 HD (Huge), as many, many moons ago, after I left live on the larger ones through many
11-14 HD (Gargantuan), 14+ my mother and father, it was upon a generations, or until something foul
(Colossal)
gigantic hegalophamuss that I spent befalls the hegalophamuss, such as rot or
Level Adjustment: -
my time. attack, but never it seems to die of old
age.
Pacho Ploto (Wild Bull) You see, the hegalophamuss is used
Colossal Plant as a riding animal by many of those Be careful, though, for when I used the
that can capture and train such an phrase "placid and calm" above ... well, I
Hit Dice: 15d8+120 (188 hp)
Initiative: -1 enormous beast. Despite their size, wish this not to be misleading in any
Speed: 60 ft. they are placid and calm, with enough way. For a bull hegalophamuss in the
AC: 18 (-8 size, -1 Dex, +17 self-awareness to work for anyone height of the season can be a most formi­
natural), touch 1, flat-footed 18
patient enough to teach them. In cap­ dable foe, blinded by his need to find
Base Attack/Grapple: +11/+43
Attack: Bite +19 melee (2d8+16) tivity, these creatures rarely grow females of his species so as to calm
Full Attack: Bite +19 melee larger than a heavy cart horse when himself in the heady pollen that floats
(2d8+16) fully mature, making a reliable steed over him when the season is right. What
Space/Reach: 40 ft./ 20 ft.
but also a valuable beast of burden. may be even more alarming is to get one'
Special Attacks: Trample
(5d6+25, DC 33) However, with correct nurturing and s self in the path of a herd of hegalopha­
Special Qualities: Plant care, they may grow much larger. In muss during a stampede. A panicked
Save: Fort +19, Ref +4, Will +10 the wild, with the right conditions, herd of these creatures will trample all
Abilities: Str 42, Dex 9, Con 27,
plenty of light and water, and an area under their wide heavy feet. In fact,
Int 3, Wis 18, Cha 10
Skills: Listen +20, Spot +16 free of prey, one can see a hegalopha­ charging and trampling their predators
Feats: Cleave, Great Oeave, muss increase in mass to quite unbe­ seems to be their best form of offense,
Great Fortitude, Power Attack lievable proportions. The one on which and they also have a nasty bite.
I spent some of the best years of my life
Environment: Any land
Organization: Solitary or herd was a beautiful specimen, some 90 feet
(4-30) in length half as broad and high. There
Challenge Rating: 10 lived upon its back, between the huge
Treasure: None
leaf spines and tight foliage that
Alignment: Always neutral
Advancement: 16+ (Colossal) covered it, a few small families of
Level Adjustment: - frolates who welcomed me aboard for
my time there.
Trample (Ex): An untrained
hegalophamuss tends to charge
at threatening creatures,
attempting to flatten any would­
be assailant under its wide
heavy feet. Trampled creatures
can forego an attack of opportu­
nity to make a Reflex save for
half (DC as indicated in profile).
The save DC is Strength based.
Plant: Immune to mind-influ­
encing effects, poison, sleep,
paralysis, stunning, polymorph­
ing and critical hits.

Training a Hegalophamuss
A hegalophamuss may be
trained just as many other
animals can, such as a dog or
indeed the very familiar ele­
phant. The hegalophamuss can
learn the following skills as laid
out in the Handle Animal Skill:
attack, come, stay, and work. It
can also be instructed to trample
upon command.

l\.iding a Hegalophamuss
The hegalophamuss makes a
fair mount for those wishing to
take it on as a riding beast,
though they also make good
beasts of burden. Larger ver­
sions of the creature are more
than capable of carrying car­
riages on their backs, and the
gargantuan versions even have
small communities living on the
creature as it makes its way
around the world.

Encounters

Low (1-5): ROT


Old herder McHerverish is
concerned about his stock of
working hegalophamusses.
Some kind of rot has taken hold,
a disease he has never encoun­
tered before. He recently took
them to a nearby forest to graze.
Could it be that something in the
area has caused this? Or is some-

Mid to High (6+) MURDER


ON THE HEGALOPHAMUSS
EXPRESS
There's been a murder! The
party round the bend to see a
gargantuan hegalophamuss. A
small gathering of frolates live
upon its back, but there's a
problem: one of the frolates has
been killed. Was it one of the
traveling frolates themselves, or
is it ill intent from mysterious
travelers they denied passage
to?
Hit Dice: 8d8+40 (76 hp)
Initiative: +4
Speed: 0 ft.
Pewtackle l\eg
AC: 18 (-2 size, +10 natural),
touch 8, flat-footed 18
Base Attack/Grapple: +6/ + 11
Spikey Surprise
Attacks: Tendril +6 melee
(ld4+ 1) or javelin +6 ranged The pewtackle reg is a most strange and bizarre creature. It looks like a plant and yet it gives birth to
(ld6+1)
shrews which scurry and scamper about the foliage, possibly collecting maggots and grubs for the
Full Attack: Any combination of
up to 10 tendrils +6 melee mother creature. 1 lzave yet to see one of these shrews grow any larger than their birth size. 1 suspect that
(ld4+1) and javelins +6 ranged thei; bun; themselves deep beneath tile soil and go in to a form of hibernation, slowly growing and
(ld6+1) casting off their outer shell before becoming a fully grown pewtackle reg. This, 1 surmise, can be the only
SpacefReach: 10 ft./10 ft. explanation.
Special Attacks: - - Arthur Kneegus, ancient historian
Special Qualities: Plant, trem­
orsense, regeneration 5
Save: Fort +11, Ref +2, Will +8
Abilities: Str 12, Dex 10, Con 20, The true nature of the pewtackle reg The shrews themselves live in the
Int 8, Wis 1 5, Cha 14
was hidden for a long time. An ancient trunk of the pewtackle, the plant not
Skills: Listen +4, Spot + 14
Feats: Improved Initiative, and well renowned historian made a seeming to mind as they burrow and dig
Multiattack, Weapon Focus brief summary of his thoughts on the entrances out of the plant's living trunk.
Oavelin) creature and everyone took it as fact, They are in fact quite worthy adversaries
but it was far from the truth. His notion themselves. The term shrew has been
Environment: Woodland
Organization: Solitary that the plant gave birth to shrew-like adopted incorrectly, for they are much
Challenge Rating: 9 creatures which grew into the larger than shrews with pointy little teeth
Treasure: 50% coins, 50% goods, pewtackle reg was quite incorrect. In quite able to deal a nasty bite.
50% items
fact, the pewtackle reg is a plant which
Alignment: Always neutral
Advancement: 8-16 HD (Huge) has a symbiotic relationship with the It seems the symbiotic relationship
Level Adjustment: - shrews that live and breed around it. came about through both creatures being
overhunted. Local tribes and villages
COMBAT
The shrews need protection and the have many uses for both shrew and
The pewtackle reg is able to
use up to 10 of its tendrils to pewtackle needs a good source of fer­ pewtackle by local tribes and villages.
attack. Whether this is 10 slap tilizer. I have had many an occasion to The pewtackles branches are hollow and
attacks from the tendrils, or 5 watch the movements of the shrews have been sought for many generations
slap attacks and 5 javelins, or
and how they work with the for use as spears blowguns. Its trunk is
indeed any permutation, is
dependent upon the situation. pewtackle. The shrews gather at the very light and soft, yet strong on the
The pewtackle reg uses the plant, making as much noise as possi­ outside, making it perfect for canoes and
natural spines that grow around ble, shrieking and scrabbling about to rafts. Its supple vines make good ropes.
its base as javelins. There are up
get a predator's attention. As a preda­ Almost all of the plant can be used by
to 30 of these at any one time,
and they take a week to re-grow. tor comes in for the kill, the pewtackle those willing to risk getting close.
The pewtackle' s vines are hurls its spear-like branches at the
able to stretch out to 30 feet in predator, skewering it to the ground. The shrew, on the other hand, is a
order to gather its food. It cannot
Should the predator still have some life very tasty morsel indeed. Wrapped in a
attack at this range as the vines
are stretched too thin at this dis­ in him, the pewtackle delivers another mix of the aromatic muds in the swamps
tance. volley of spears, or slaps it about with nearby, stuffed with herbs and spices,
Regeneration (Ex): The the very vines it used for its spear and baked in a low fire, it makes a most
pewtackle reg takes normal
throwing. Once the predator is dead it' nutritious snack. However, many of them
damage from cold and fire.
Attack forms that do not do hit s a simple matter for the pewtackle to are needed to make a decent meal, and as
point damage ignore regenera­ pull the carcass in and store it under its such were once hunted close to extinc­
tion. The pewtackle is able to trunk, where its rotting remains tion. So now the plant and animal live in
regenerate so long as its roots
provide it with sustenance. perfect harmony.
are firmly embedded in the
ground. If by some means the
tree is uprooted it loses the bene­
fits of regeneration
Tremorsense (Ex): Pewtackles
automatically sense the location
of anything within 80 feet that is
in contact with the ground.
encing effects, poison, sleep,
paralysis, stunning, and poly­
morphing. Not subject to critical
hits.

Encounters

Low (1-5): BRING ME JAVE­


LINS AND I SHALL REWARD
YOU
Simply retrieve a few javelins
for a merchant. The easiest way
to do this is merely to offer up
the quickest of the group as
target practice for the tree...

Mid (6-10) THE KEY! IT'S


GONE!
A traveling merchant has lost
his house key after a fall in the
woods. He last saw a small
shrew-like creature scurrying off
with it towards a tall tree seem­
ingly surrounded by spines,
then take it under the tree's
trunk and out of sight...

High (11+) A FEAST FIT


FOR A LORD
A local dignitary wishes to
have a feast in honor of his
church. Many exotic ingredients
must be obtained, among them a
healthy selection of pewtackle
shrews.

Pewtackle l\eg Javelins


It is possible to use the
pewtackle' s spines as javelins.

They are also highly prized as


blowguns, being hollow
throughout. Stats for using as a
javelin are standard, though cost
may vary due to its exotic
nature.

'' 1.J/.j,.� -. �
The Pewtackle Shrew

(, .i° R Should stats be required


for the pewtackle shrew, use
those for a rat, as described in
the MM.
I will conclude by mentioning that this
is one of my favorite plants. It's not a
vicious or malignant creature. It kills for
its needs only, and has been pushed
further and further away from its natural
environment by outside influences. I feel
a certain sympathy for it. So, please, if
you see a pewtackle reg, try to leave the
poor thing alone and it will do the same
for you. No shrew eating, either. They
may look tasty, but the poor pewtackle
relies on them little fellas.
Hit Dice: 1/2d8 (2 hp)
Initiative: +2
Speed: 20 ft.
Phoogle
AC: 16 (+2 size, +2 Dex, +2
natural), touch 14, flat-footed 14
Base Attack/Grapple: +0/-11
The Napicephalic Familiar
Attacks: Slam +4 melee (ld4-3)
Full Attack: Slam +4 melee Phoogle phoogle turnip head,
(ld4-3) Phoogle phoogle in your bed,
SpacejReach: 5 ft./5 ft. Phoogle phoogle J love you,
Special Attacks: -
Phoogle phoogle in a stew.
Special Qualities: Spore cloud
Save: Fort +2, Ref +2, Will +3
Abilities: Str 4, Dex 15, Con 10, - Nonsense rhyme told to children
Int 2, Wis 12, Cha 6
Skills: Hide + 10,
Move Silently + 10
Ahhh,h the phoogle: both a blessing It was my intention to do a full
Feats: Weapon Finesse (slam)
and a curse to me, though not in a inspection of the little critter, but I just
Environment: Forest, hills, terribly bad way, mind you. couldn' t bring myself to do it. He just
plains, or mountains looked so cute once I got him back.
Organization: Solitary or
I first discovered the phoogle Placing him down on my desk he sat
patch (2-12)
Challenge Ratin� 1/4 entirely by accident. I was out looking there, as if investigating me, then his
Treasure: None for young Matron Grubb, since the little roots started touching and feeling
Alignment: Always neutral rascal had eaten my lenpim stew and their surroundings.
Advancement: -
run off to hide. I came upon a glade
Level Adjustment: -
and at first was stunned by the sight. I I showed it to a few other Guild
COMBAT looked upon what I believed to be members, who all found it most amusing
The phoogle attacks by several of my brethren buried up to that it resembled my own head so much,
charging at an opponent as fast
their necks in the earth, only their a mistake I had made myself when first
as it can on its little roots. If a
phoogle cannot move itself into heads poking out form the ground. encountering it. They took it so far as to
a good charging position, it dub it a "turnip head," something which
moves into a position from I ran over to help my kin, only to be is still a joke within the Wanderers Guild.
which it can charge next round,
greeted with a shower of spores
then it runs in and slams itself
against the target. blanketing the area. Then to my It was young Orlphius, a human
Spore cloud (Ex): Once per surprise the "heads" leapt up from the sorcerer, who took the most interest in it.
day, a phoogle is able to throw ground and started scurrying about the She seemed most taken with the little
up a cloud of distracting spores
ground on their little roots, a mass of chap and it seemed for some reason the
around itself. The phoogle's
outline appears blurred within them growing from the bottom of the phoogle with her. Though it was sad to
the spore cloud. This distortion turnip shaped creature. They came at part with the phoogle, it seemed the two
grants the phoogle one-half me, running full speed and literally were matched so well, and I had a bit of a
concealment (20% miss chance).
hurling themselves upon me. Though it soft spot for Miss Orlphius, I must admit.
A see invisibility spell does not
counteract the blurring effect, was only slightly painful, I did not She took it on as a familiar and made that
but a true seeing spell does. fancy sticking around, yet still wanted special bond between the two. To this
Opponents who cannot see to investigate the little beasts. I grabbed day she walks the grounds with the
the subject ignore the spore
one and ran as fast as my little legs phoogle, or Goobin as she has called it,
cloud's effects. This effect lasts
for ld4 rounds and follows the would take me. They pursued for a which makes me smile a little.
phoogle while but eventually I was clear of
Plant: Immune to them.
mind-influencing effects, poison,
sleep, paralysis, stunning, and
polymorphing. Not subject to
critical hits.
Low (1-5): "I WANT A
PHOOGLE AND I WANT ONE
NOW!"
A little spoiled princess wants
a phoogle of her very own, and
will stamp her little feet until she
is sick unless she gets one. The
party is sent out on a mission on
behalf of a local lord in search of
a phoogle.

Mid (6-10) CHARMED, I'M


SURE...
The crops are failing badly
this year all across the kingdom,
and no one seems to know
why .... until a blackmail letter is
received by the ruler,
demanding a substantial tribute
or else all the kingdom's crops
will foul. An evil druid is
blighting the land! He is
distributing his foul vengeance
by charming phoogles before
diseasing them and releasing
them into the populace ...

High (11+) ATTACK OF


THE KILLER PHOOGLES
By some unnatural act, a
patch of phoogles has grown to
enormous proportions. Nothing
seems to sate their hunger, and
they' re headed for town ...

Phoogles as Familiars
Phoogles are often sought out
as companions and familiars by
those that trek the woodlands,
possibly for nothing more than
their cute factor.

Special
+2 bonus on Reflex
Saves

A phoogle familiar may also


shower its master with its spore
cloud, and confer its blurring
effects upon him - though the
subject best hold his breath
while this happens, meaning no
spellcasting with verbal
commands or conversation
during this time.
Young Boomoo of the Arculinary hollow shell of the phoogle and baked on
Plant familiars are handled in
Refection has on occasion teased me, a low heat. It's then poured into a fine pie
much the same way as animal
somewhat cruelly I think, on another crust and the earlier removed /1 cap" familiars for sorcerers and
benefit of the phoogle . . . phoogle pie. This placed on top before the crust is laid. wizards, though the plant needs
some vocal functions in order to
is positively abhorrent to my ears. The Baked a while longer, it is supposed to be
gain the benefit of its speak with
top section of the phoogle is removed a dish best served cold, something like
master ability at level 7. The
and the soft flesh inside scooped out. It is the revenge I shall extract upon young speak with animals of its kind
pulped and mashed, then mixed with Boomoo should he mention this ability may be exchanged with
the ability to speak with plants
yuumm pods and seasoned with salt and 11 delicacy" to me again. .
of its kind, though the plant
pepper. The mixture is placed back in the being communicated with
requires an intelligence above 3
for this ability to work.
Hit Dice: ld8 (5 hp)
Initiative: +O
Speed: Fly 15 ft. (poor)
Syppoh
AC: 13 (+1 size, +2 natural),
touch 11, flat-footed 12 (see
below)
The Flint Guardian
Base Attack: +0/-6
Attacks: Caustic drip (ld4+1) We'd opened up a new vein ofsilver deep in the Akcln quarter of the mines. It was rich with silver
Full Attack: Caustic drip
(ld4+1)
and there was much rejoicing among my mining brothers. It had been a hard week, and our quota had
Space/Reach: 5 ft./O ft. been looking hard to reach. We dug it through, resting for some ale and meat to build our strength, when
Special Attacks: Explosive there was a call from our barrier guard. He had found a small opening in the rockface.
Special Qualities: -
Save: Fort +2, Ref +O, Will +2 A few of us wriggled though the hole, which was just big enough to get our squat dwarven forms
Abilities: Str 6, Dex 10, Con 1 1, through. I looked on through the newfound entrance. The hole opened up into a sizeable cavern. Dust
Int 3, Wis 10, Cha 8 rose from the cavern floor as they moved deeper.
Skills: -
Feats: Hover
lt was then that I saw the "creatures " moving in. Above the team I saw globes floating down from
Environment: Underground the ceiling. l shouted my warning as I saw a kind of ooze raining down from these beasts. Most of the
Organization: Cluster (2-6) or boys dove for cover, but old Gellamein looked up and screamed as the ooze ate into his face, his beard
swarm (7-40) smoldering as he swung blindly with his pick. I7ze rest ofthe gang gathered up their own picks as Gella­
Challenge Rating: 1/2 mein made a lucky strike - or maybe lucktj is the wrong word.
Treasure: None
Alignment: Always neutral His pick slid along the surface of this creature, sparks flying from the hit, giving a short-lived gasp of
Advancement: None surprise as the beast exploded. With a whoosh and a bang the immediate area was engulfed with flame,
Level Adjustment: -
but this was not the end. The creatures around it seemed to expand with the heat and each also started to
COMBAT blow, filling the cavern with sound and fire. The hot wind that was expelled from the room btJ the thirhJ­
Caustic Drip (Ex): The something exploding globes knocked me back as it escaped from the only exit.
syppoh doesn't possess many
defenses, its caustic drip being 1 was unconscious for a good amount of time. 1 awoke to find all in the room flild been killed. The
the safest to itself. It is able to release ofpressure from the creatures brought the cavern roof down on any that mmJ have survived the
drip a light caustic acid onto fireball. Nothing was left of the beast that caused this catastrophe.
victims below. It has no way of
aiming this except by dropping
it on any area where it senses
I had been with that gang for some 45 years. Now only I was left, the rest buried in some long-forgot­
vibrations. The target is allowed ten cavern...
a Reflex save (DC 11) to avoid
the drip; if surprised by the - Garn1l Ontarn, dwarven miner
syppoh, this save is at a -4
penalty. This caustic drip covers
the outer membrane of the crea­
ture and leads to why they get
Sometimes the simplest, least threat­ I can only make assumptions as to
themselves covered in flint
chips, though the acid in tum ening creature can unintentionally how this beast works, as close examina­
slowly dissolves the rock so as prove to be the most dangerous. A lack tion has not been possible. There aren't
not to weigh down the creature. of basic intelligence can be as danger­ many willing to get close to its corrosive
Explosive (Ex): If the syppoh
ous as a super-genius. acid, and still fewer willing to risk /1
is struck by a weapon made of
steel there is a 50% chance it will popping" one of these beasts. The only
spark, igniting the gas within the The syppoh is not a malicious crea­ knowledge that I have gathered is that
syppoh. This explosion deals ture. I'm sure if it had the basic intelli­ they seem to dwell in caverns or tunnels
ld6 damage to all within a 5 ft.
gence to realize it can explode when in either areas of mining or natural hard
radius. This effect is also trig­
gered if an attack roll beats AC attacked, it would make its movements rock caves that crumble with age. They
of 10 - though they haven't pen­ in the opposite direction of any danger. appear to be a gas ball" with the afore­
/1

etrated the creature's natural It does not possess this level of intel­ mentioned slimy acid layer covering
armor, they have still struck its
lect, though, and as such has proved to their body. So what can I glean from this
outer surface.
The most dangerous aspect of be a danger to miners and adventurers information is this . . .
this is that any other syppoh alike.
within radius has the same 50%
chance of exploding if they are
within the 5 ft. range of the
exploding syppoh, leading to a
potentially dangerous chain
reaction. ..
encing effects, poison, sleep,
paralysis, stunning, and poly­
morphing. Not subject to critical
hits.

Encounters

Low (1-5): GOODNESS


GRACIOUS GREAT BALLS
OF GAS!
While investigating a suspi­
cious cave-in for a local mining
community, the party comes
upon the remnants of a syppoh
swarm. They've escaped into the
upper mines after some of their
number brought down a cavern
and killed the group of miners.

Mid (6-10) THE OGRES'


PLAN
An ogre force is plotting a
raid on the local villages. Word
has gotten out about this, and
the adventurers are sent to
dispose of the growing threat.
The ogre horde, however, has
made plans for any attackers.
The central cave is protected by
three other caverns, each filled
with syppoh they have gath­
ered previously. Wooden make­
shift doors lying against the
entrance to prevent their escape.

High (11+) RELEASE THE


BALLS
As the party approach a town
that has sent out reports of "a
strange smell filling the area,"
the whole of the town suddenly
sinks into the ground .. A few
explosions throw up smoke and
debris. As the dust clears, a few
Their habitats suggest they may syppoh float out of the now
mass grave, but with them a
absorb natural gasses that leak from fashion that is easy to spot. I come to the
much bigger and stronger foe: a
deeper areas of the ground by way of fis­ conclusion that this coating allows it to red dragon who had been build­
sures opened up by mining or natural gather the various dusts and shards that ing his home in a cavern deep
erosion. Their uniform size suggests they gather in these crumbling caverns, below the surface. Whether he
planned the destruction of the
also have the ability to control said making it very much a large tinderbox if
town or not, his collection of
absorption. Needless to say, this gas you will. syppohs has aided his release
appears to be highly explosive, with an from beneath the surface...
explosion possible without even pene­ I have heard say of some of the subter­
trating the creatures' outer layer. Doing ranean jungen tribes actually utilizing
so starts a chain effect of further explo­ these beasts as a form of perimeter pro­
sions for any other syppoh in the imme­ tection. Carefully capturing the syppoh
diate area The layer of corrosive acid and storing them in a boundary cave, a
appears to be little more than a deterrent couple of guards watch the area. If
for would-be creatures entering a lair of anyone should trespass they do not aim
the syppoh, because the acid is quite their bows on the intruders, but go
weak. Though it could possibly cause straight for the syppoh, hoping the explo­
harm to the unarmored, the beast trails it sion will warn off the would-be intruder
around the area in a seemingly random - if not burn it to a crisp.
Hit Dice: 1/2d8 (2 hp)
Initiative: +O
Speed: O ft.
AC: 10, touch 10, flat-footed 10
Base Attack/Grapple: +0/-5
Attacks: -
The Agro f\.oot
Full Attack: -
Space/Reach: 5 ft/- "Ahhh, good da:i;, Mrs. Hilsfar. Fine weather we're having today."
Special Attacks: Psionics "Indeed, it is that good, baker Hammond."
Special Qualities: Blindsight, "'Tis a fine day, though nun;be too fine to be stuck in a bakery!"
cold immunity, psionics,
"Hehehe, you may be right, Mr. Hammond."
language talent, plantlike
Save: Fort +2, Ref +O, Will +3 "And how are you and your lavely husband?"
Abilities: Str 1, Dex 10, Con 10, "We're both fine and good, baker Hammond, and how's is Mrs. Hammond?"
Int -, Wis 13, Cha 9 "WHAT DID YOU SA Y ABOUT MY WIFE ? "
Skills: - "Erm . .. nothing, Mr . Hammond. I was just inquiring how the good lady was."
Feats: Disarm mind "I heard her, Mr. Hammond," b11tts in another c11stomer. "You gonna let her get away with
that?"
Environment: Any "But... but I just..."
Organization: Solitary or
"LET'S SEE IF YOU THINK THE SAME WITH A BREAD KNIFE IN THE CHEST, GOOD
patch (2-4)
Challenge Rating: 2 FINE MRS HILSFAR!"
Treasure: - "OH! YOU WANT SOME, THEN? GOOD BAKER HAMMOND, COME ON THEN,
Alignment: Always neutral BRING IT ON!"
Advancement: 1-2 HD
(Medium), 3-6 HD (Large) - Conversation in Mr. Hammond's Baken;, said to
Level Adjustment: - be the beginning of the Crosstowns Insanihj
COMBAT
Note that the stats above are
for the trellix when in full
It was a ghost town when I came even years, carried about by animals or
bloom.
Blindsight (Ex): A trellix can upon Crosstown that fateful day. people alike, collected in foodstuffs,
ascertain foes within 60 ft. by Bodies lay rotting in the streets. A few stuck in a horse's hoof, or passed through
non-visual means. minor scuffles were still taking place; the digestive system of a creature, till it
Language Talent (Ex): Upon
children, women and men all fought senses life and active minds around it.
making contact with a mind, the
trellix can determine its together. I gave it all a wide birth. It For the trellix is a psionic predator. Its
language and learn from it seems the refugees I had passed but a reasons have never been determined,
useful phrases that it may need day ago had traveled from here, maybe because there are few that are left
when it begins to try to control
deserting loved ones in what appeared sane enough to capture one and examine
the creature's emotions. This
does not allow the trellix to to now be a town of utter madness. it more closely. It first shows up as an
speak nor understand the What could have caused this chaos? insignificant weed, growing among the
language, and once it loses Then I saw it. hedgerows or even along gutters and
contact with the mind it loses all
alleyways. Here it starts growing larger
memory of that language. It
takes 3 rounds for the creature to Spiraling out of a gutter was the beneath the surface, listening to the
start absorbing enough twisted form of the trellix, the harsh thoughts that go on around it. Then it
information to be useful. jagged leaves at its base sprouting its will work its wicked ways upon the
-
Psionics (Sp): At will lesser
twisted stems and culminating in the populace, twisting their minds and
natural armor, biocurrent,
sustenance, suggestion, domination. bulbous "brain" of this psionic thoughts to more evil ways, suggesting
These abilities are as the powers creature. That telltale sign atop the others are after them, instilling paranoia
manifested by a 10th-level psion. weed is the first, and often unnoticed, and general hatred for all around them. It
Attack/Defense Modes (Sp):
sign that a trellix has set up home in constantly fuels this hatred till a
-
At will id insinuation, mind
thrust/mental barrier, thought your town. populace has turned in on itself. Then it
shield. pushes from the ground, bringing up the
Plantlike: The trellix is in I have often heard tales of the trellix, full height of its form, until now buried
essence a plant, but possessing
and many more stories that claim the below, as if mocking those who fight
psionic powers opens it up to
mind attacks. Therefore it is not signs of the trellix having been present amongst themselves around it.
immune to mind-influencing yet never found, but this was my first
effects. It still retains its viewing of the plant. It can lie dormant
immunities to poison, sleep,
in its seed form for months, maybe
paralysis, stunning, and
polymorphing, and is not subject
Low (1-5): ARE YOU
LOOKING AT ME? ARE YOU
LOOKING AT ME!?!
Thinking they have found a
decent spot, the party sets up
camp for the night. During the
night, though, one of them takes
offence at what everyone is
saying. A trellix has taken root
close by. How will the party
react to these sudden outbursts?

Mid to High (6+) THE


MADNESS OF KING
BONGLE
An emissary from the human
lands has been called to an
audience with King Bongle of
the gnomes, only a trellix has
taken root within their
community. The emissary is
stuck in there and needs a
rescue, but without further harm
to the gnomes.

No Psionlcs
If your campaign does not
utilize the psionics rules, replace
the creature's psionic talents
with the appropriate spells
(suggestion, domination, telepathy),
changing their status to
spell-like abilities with a DC of
11 + the creature's HD. In doing
this, also give the creature a +2
natural Armor bonus to its AC.

At this point the trellix seems to know wrapping them carefully in an old sock, I
that chaos has taken precedence, and its made my way out of this kingdom of
usefulness is done here. It is only a madness. Once out of the city I
matter of time before one of the crazed unwrapped my bundle and lit a fire,
madmen around it will hack it to the listening to it pop and crackle as the
ground in his blind fury, then the chaos seeds burned away to nothing.
stops, then people come to the aid of the
town, and its seed is carried elsewhere, Its is a most persistent plant once it
dropped by the dying plant. One of these has got its roots into your town or city.
good folk who came to help unwillingly Let it grow and flourish and harmony
spreads the madness to the next town will leave your community, and in its
they enter. place will come only death and ruin, and
the cause of this insanity . . . a flower, a
I hacked this one down. However, its little flower. My only advice is to weed
seeds were going nowhere this time, for your towns, keep them clean and tidy . . . a
this little frolate knows his plant life. weed-free town is a sane town, I always
Pulling the seeds from the brain stem and say ...
Whadyasdep
Hit Dice: 2d8+2 (11 hp)
Initiative: -5
Speed: 0 ft.
AC: 9 (+4 natural, -5 Dex), touch
5, flat-footed 9
Base Attack/Grapple: + 1 / -4
The Funerary Fungus
Attacks: -
Full Attack: -
Careful my friendfor there are beasts that fly this area.
Face/Reach: 10 ft./O ft.
Special Attacks: Darts
Great sharp talons and beaks that tear.
Special Qualities: Damage They swoop down and clutch two men at a time.
resistance 5/slashing, plant Spread out, move apart.
Save: Fort +4, Ref -, Will -0 Look to tlze skies, and be vigilant in your search.
Abilities: Str 1, Dex -, Con 13,
Int l, Wis 4, Cha 1 Phht, plzht, phht, plzht
Skills: Hide +25
Feats: -
What was that, my friend? Did you say something?
Environment: Woodland
Friend, where are you ?
Organization: Solitary or What you doing lying.....
patch (2-5) Oh, by the merciful gods!
Challenge Rating: 2
Treasure: 1 / 1 0 coins, 50% - A lesson in making sure you cover all angles
goods, 50% items
Alignment: Always neutral
Advancement: 3-5 HD
There are traps set by hunters to unpleasant - and usually final - surprise.
(Medium)
Level Adjustment: - trap a prey, there are traps set by crea­ A creature stepping upon the plant
tures to protect their homes, and then seems to squeeze the air out of it alerting
COMBAT there are those natural traps, living it that there is food upon it and at the
Darts (Ex): Anyone unfortu­
nate enough to step upon a
creatures that are in themselves are a same time shooting a volley of fine
whadyasdep will find them­ trap. The whadyasdep is one such crea­ needles into the air. These come raining
selves in a most surprising situa­ ture, 1 ying in the undergrowth unseen down in the immediate vicinity ru:ound
tion. The moment they step on
and unnoticed until it is far too late for the whadyasdep. These fine needles have
the whadyasdep, the newfound
victim must make a Reflex save
the unfortunate soul who steps upon it a paralyzing effect on any who are unfor­
(DC 20) as the flat fungus shoots and his companions around him. tunate enough to succumb. Slumping to
'
darts up at its intruder. Even if the floor, the victim lies motionless,
they succeed, anyone within a 5
The whadyasdep is a flat fungus, its ff,11� �
foot radius around the creature
slimy gray body lying"ilat to the earth ..
� L I � ./tr,
y
must also make the same save to
in fields of long gras� whe e it can lie �
avoid the darts showering down
on them. A successful save in wait for any potential "meals" to
means the attack has had no
come walking by. If some creature is
effect. Anyone struck by a dart
receives 1 point of damage and
unfortunate enough to happen upon a
must make a Fort save (DC 16) lurking whadyasdep, they are in for an ...

or be paralyzed for 3d4 rounds.
Anyone remaining on a whady­
asdep for more than one round
receives ld8 points of acid
damage each round as the crea­
ture dissolves them. The whady­
asdep has enough darts to shoot
three volleys when full and it
takes three days to build up each
Jost volley.
Plant: Immune to mind-influ­
encing effects, poison, sleep,
paralysis, stunning, and poly­
morphing. Not subject to critical
hits.
Low (1-5): MEDICINE MAN
But, then again, it takes a brave soul to A druid researching the
potentially hidden benefits of
even attempt the capturing of one of
predatory plants requires
these creatures. Doing so without setting several samples of the whadyas­
off its natural defenses is quite difficult. I dep' s paralyzing poison, and
did, however, have the chance to meet he's looking for volunteers to
retrieve it for him. The dangers
upon one such tribe, who used the
may be high but so are the
fungus as a natural alarm around their rewards ...
livestock sheds. After some negotiation
and the passing of most of my food sup­ Mid to High (6+) EYE OF
THE BEHOLDER
plies, along with a sketch of Matron's
A once-noble bard fell foul of
that he'd made of the tribal leader, they a whadyasdep, and his once­
unable to do anything about its predica­ allowed me to investigate one they had charismatic looks burned away
ment, as slowly the whadyasdep dis­ in their possession. as he lay motionless in its grasp.
Regaining composure before the
solves their flesh with its acids, feeding
beast killed him, he managed to
off the goo it produces and almost surely It would appear the whadyasdep does escape with his life but not his
killing any prone creature within its not fire all its needles in one shot, storing looks. Now driven insane by his
hold. enough for three volleys. I can only hideous appearance, he stalks
the streets of nearby towns and
assume that it somehow regenerates the
villages, venting his rage on all
There are those that use the flat needles after use. Virtually all of the who flaunt their looks - a killer
fungus to their advantage, using a plant is one big " acid sponge" - the only by night, a loner in the woods by

natural trap as a "man made" trap. They way I can describe it. Any part of it is day. The local dignitaries know
who is doing this and why. They
have been known to be used as ground able to seep out its deadly ooze. The
want the murders to stop, but
traps, just as they would in their natural tribesmen told me tales of a flat fungus they also want their friend and
environment, maybe covered with a fine that's size had grown so large it was entertainer returned as he once
layer of soil to ensure it goes unnoticed, actually mistaken for a swamp itself; how was. The party is hired to
capture him alive, so the lords
though a particularly nasty way of using much truth there is in this, I know not,
and ladies may return his lost
the Whadyasdep on someone is to have it but should it have the right conditions looks to him.
fall from a height. The victim may not there is no reason to not expect such a
take the needle damage from such an plant of gigantic proportions.
attack, but if this is used in an enclosed
.� space his companions will surely
succumb to the needles and the unfortu­
nate one to have the whadyasdep on his
face will (eel the acid eating away at.his
flesl:t:-
\II ' , \\ Ji
,,,. « j/"""""'
·

.--1 �.,.-1
-
..>

... - .
:=.-.r--

,. ,,,\
Hit Dice: 5d8 (23 hp)
Initiative: + 2
Speed: 30 ft.
AC: 17 (+5 natural, +2 Dex),
touch 1 2, flat-footed 15
Base Attack/Grapple: +3/ +11
The Pine Brethren
Attacks: Claw +5 melee (ld4+2)
Damage: 2 claws +5 melee
"Tt was on a night such as this, when the moon was fat andfull in the dnrk night sky, when a child,
(ld4+2)
Space/Reach: 5 ft./5 ft.
about as young as yourself, young Yosef, went scraping and scrabbling in the woods for moon mush­
Special Attacks: Improved grab, rooms. He ventured deep into the woods that night. The chill wind swept about him and the rising n ight
pine needles, sneak attack mist seemed to pull itselffrom tlie ven; ground and up his little legs. He found his quarn; nestled in the
Special Qualities: Damage resis­ middle ofa quiet pine grove. The moon cast its rays down upon the moon mushrooms as ifpointing
tance 5/slashing, sticky sap, them out to our young explorer, seeming to want to hum; him on his cause, to get him out of the dnrk­
spell-like abilities, plant traits ened woods as quickly as possible.
Save: Fort +6, Ref +3, Will +6
Abilities: Str 14, Dex 14, Con 10, "The child did not return to the bosom of his mother that night, nor the next morn. His little form
Int 7, Wis 15, Cha 5
was found the next evening, clutching his precious moon mushrooms, his little body riddled with fine
Skills: Climb +22, Hide +22,
Listen +7, Move Silently +7 holes, his life's blood staining the soil all about him. That night he was a play thing for tire pine brethren,
Feats: Improved Grapple, Great the zankledea.
Fortitude, Improved Unarmed
Strike "Renrember my ston; well, children, and stm; Jarfrom the pine forests at night, lest we have your
mother mourning over another lost soul... "

Environment: Pine forests


Organization: Solitary or - A traditional childrens ' fable of the pine barrens
grove (5-30)
Challenge Rating: 4
Treasure: Standard
Alignment: Neutral evil I have heard this tale told many a though their form seems solid. Soft
Advancement: 6-10 HD time in one form or another. Whether it needles hang from their bodies, and I
(Medium), 11-1 4 (Large) be the zankledea of the pine forests, the noticed upon my examination that if the
Level Adjustment: -
witches in the oaken woods or were­ flesh around these needles was pressed
COMBAT bears in their woodland cottages, these lightly, the needles would fill with sap
Improved Grab (Ex): To use kind of tales are told the world over to and harden then slowly drip the sap out.
this ability, the zankledea must frighten children out of straying into I can only think this may be one of their
hit an opponent of up to
areas where they really should steer forms of defense - or perhaps offense 0
Medium size with both claw
attacks. If it gets a hold, it can clear. They are a common way to chas­ along with the wickedly sharp claws that
initiate a grapple, pulling the tise the young. hang from their spindly arms. These
victim onto its pine needles in creatures caught my imagination and I
the process.
Pine Needles (Ex): With any However, this tale is made all the had to know more about them, so a visit
successful grapple check the more sinister by the fact that these crea­ to the libraries back at the Guild was in
zankledea pulls its victim close tures exist. I have thankfully not wit­ order.
in a horrible bear hug. Pine nessed a live one but have had the
needles pierce their skin and
pulsing sap coats their bodies, chance to examine one of their kind After much searching I found what I
carrying with it a debilitating killed by a woodsman, who was proba­ had been looking for, an ancient text that
poison. These pine needles deal bly as surprised as the zankledea as he took some time translating. It was
ld8 points of damage with each swung his axe into the tree, the form of wrongly catalogued, I may add. What
successful grapple check, and if
the zankledea appearing from out of follows is what I could make out from
this lasts for more than one
round the pine brethren starts the very wood at the same time. His the archaic script.
pumping sap into the enemy: axe cleaved the head clean off, and he
Fort save DC 16 to resist, initial quickly picked up the body and ran "Patient 12 A 456, or as he says his name
damage ld4 Dex, secondary
back to his village. is Queffrey, has started to make some sem­
damage ld4 Dex.
Sneak Attack (Ex): Zankledea blance of sense for the first time since his stay
are masters of the surprise It seems, from his description, that in our laboratories began. We found the
attack. They may make a sneak these creatures are able to move subject wandering the woods mumbling inco­
attack just as a 1st level rogue
(+ ld6 damage if opponent is
through the very wood of the trees herently. Since his captivity there have been
flanked, flat-footed, or themselves, seemingly capable of shift­ some strange happenings around his cell; all
unaware). ing effortlessly from tree to tree though plant life, even that outside his window,
Sticky Sap: The sticky sap
that a zankledea produces not
only helps it climb in its natural
environment but also gives a +2
bonus to grapple checks
(reflected in the profile above).
Spell-Like Abilities (Sp): Up
to once per hour as a standard
action, a zankledea can step
inside any pine tree and use
dimension door as cast by a 6th­
level sorcerer to reach another
pine tree. Distance traveled and
all other parameters are as per
the spell.
Skills: Zankledea receive a +5
racial bonus to Listen and Move
Silently checks. While in a pine
forest, a pine brethren's camou­
flage is excellent, giving it a +20
racial bonus to Hide skill
(reflected in above stats). They
also receive a +20 racial bonus to
Climb due to the sticky sap that
coats their bodies.
Plant: Immune to mind-influ­
encing effects, poison, sleep,
paralysis, stunning, and poly­
morphing. Not subject to critical
hits.

Encounters

Low (1-5): CHILDREN OF


THE PINE
Sure enough, a group of chil­
dren from a small farming com­
munity took the stories for just
seems to wilt in his very presence; water what I had put inside her, my unborn, unliv­ that, stories. They have been
spoils; and the cells have not been so pest free ing, unforgiving brood, a child of the sap, a proven wrong and the pine
brethren are keeping them for
since their construction. He talked to me last zankledea. Its dryad mother did not live long
their own amusement. Someone
nightfor thefirst time. He seemed to believe and I am only here after it held me for count­ has to help them. Think of the
himself to be some form of necromancer, and less nights persecuting my soul and mind children!
this is what he said: alike before for some reason releasing me and
fading into the pine woodland around me... Mid (6-10) HAT STAND
Some twisted fool wants a
"'A destroyer of souls I am, a harvester of What have I released, mother, what walks this live pine brethren! He intends to
sorrows, the land itself recoils from me for it earth now because of my action ?' inject its "veins" with some
is mother nature herself that I defile. A con­ solidifying liquid, removing the
sap completely and thus making
structor of chaos, a maker of undeath from the "He stank of evil that night, and his
himself a very interesting hat
seeds of her womb, that harlot mother earth. I stench got worse. I ordered his immediate stand that will be the talk of the
take apart her children and make them my extermination and removal from the program. community for quite some time.
own, I build sentience where there was none There was nothing else we could do for him The idea may well be crazy, but
he is paying well...
from the very fibers and roots and leaves and but may the gods help us to find what he has
stems and flowers and.... (here I could not unleashed upon the world. " High (11+) XYLOMANCER
understand his ranting for quite a few ARMY
minutes) ... but just a few short weeks ago I A most unsatisfactory tale indeed, and An evil xylornancer has
somehow got a community of
poisoned the watchers of her woodlands, a if true I wish to meet one of these zan­
pine brethren on his side. He has
dryad so pure and clean I could smell her kledea even less than before. May the been spotted amassing his forces
from the edge of her woods. I caught her as children take heed of the warnings told for a siege on a small frontier
she ran for her tree and made her mine, kept round the hearth and stay clear of the keep along with a briar golern.
He looks ready to attack soon.
her on a line so I could toy with her, taking pine woodlands for surely an evil
Will the party intercept the
her awayfrom the security of her tree, her unbounded lives there. . . attack, taking on the forces
safety, and there I accelerated the growth of themselves, or retreat within the
keep to help the soldiers there?
Veegamoblis is an inherited
template that can be added to
any corporeal creature, human­
oid or otherwise (referred to
here as the base creature). A vee­
gamoblis creature has all the
base creatures' characteristics
except as noted here.

"Are you green and filled with chlorophyll ? Do you bask in the glon; of the glowing sun ? Are you at
CR.EATING A PLANT
TAKEN Cl\.EATUI\.£
one with the life that grows all around, that beautifies the land, thatfeeds the earth, that feeds the many
Size and Type: Creature's and relaxes the soul? A re you blessed with a sense of wonderfor all that is natural ?"
type changes to plant.
Hit Dice: Change to d6. "My friend, I know not what you mean. "
Speed: -5 ft. from original
speed. "Aaaaa-choooooooo! "
AC: Natural armor bonus
increases by +2.
"Bless you."
Special Attacks: A vee­
gamoblis is able "cross-pollinate
" with another species. They do
"No... bless you, my brethren."
so by the normal methods of
reproduction for their base crea­ - Conversation between Josiah the Plant-Taken and
ture, or by sneezing on the Kellen the ranger
intended victim. The victim
must be within10 ft. for this
sneeze to be effective, and may Kellen, a ranger I had spent some from which I could not rouse him. I
make a Fort save (DC 14) to time with during one of my woodland called the Guild healers, who had seen
avoid the effects. ventures, came to me one day quite nothing like this before and could not
An affected victim temporar­
unexpectedly. He recounted a tale of a rouse him from his slumber. Over the
ily loses ld8 Con, and must
make another Fort save (DC 14) chance encounter with a young chap next few days, I watched my friend's skin
two days later to avoid being out in the Gelpsad Woods. He had color change from a sickly green to a
transformed into a plant-taken been checking a few of the badger sets fresh, lettuce-like crisp green. He had
creature. If he succumbs, the
there (as some unsavory sorts had been stopped breathing and there was no
victim falls into a deep coma for
4 days during the transforma­ hunting them) when he met a young longer a heartbeat; in fact, there was no
tion. If a remove disease spell is man sitting quite still under a bloom­ pulse at all. It was with a sad heart
applied in the first two days, the ing apple tree. Apparently this man indeed that I sent for acceptance to bury
afflicted will recover; otherwise,
had a green tint to his skin and his face my friend within the Guild burial
nothing short of a limited wish
will return them to their former had a slightly puffy demeanor, as if he grounds.
self. A final save is needed on had not slept for some time. Kellan
the last day (DC 14) to see if the watched the man for several minutes, I dug the grave myself and wrapped
body survives the transforma­
and after not detecting any breathing at Kellan in his sleeping blanket. He would
tion, failure resulting in death
and a slow rotting of the corpse. all decided to check on him. He rest well in the ground as he had rested
Special Qualities: Plant­ touched the man's naked shoulder and in the woodlands in life. When I heard
taken creatures gain the follow­ recoiled as his hand sank into spongy Kellen's voice asking me why I had
ing special qualities:
flesh. Stepping back Kellen watched as bound him so tightly I could only think it
Plant: The innards of vee­
gamoblis are liquefied at the the man's eyes opened. This strange was in my mind. Then the blanket started
point of their creation. Sap now chap asked Kellan several questions moving. I'm not afraid to say that I was
flows through the creature's before very rudely sneezing straight shocked and not a little frightened.
veins, its flesh taking on a
into his face. Kellen had enough of this Kellan stood before me now.
slightly green tint and a spong­
ier texture. Though the plant­ situation and decided to bid the man
taken does not breath with lungs farewell. "Erm. . . Gubbin .... What do you think you
.

as it may have once done so, it


.
are domg m yfriend... ?. "
does take in air through its
He came to me the day after com­
porous skin. It gains the benefits
of being a plant: immunity to plaining of not feeling too grand at all. "Bah... gah... but... pah. .. erm . . . " was all I
mind-influencing effects, poison, His flesh did indeed look a little peaky, could muster before passing out. I'm
sleep, paralysis, stunning, and green around the eyes especially. The usually a strong willed frolate but the
polymorphing, and is not subject
day afterward, he fell into a deep sleep sight of my old dead friend speaking to
to critical hits.
from which I could not rouse him. I me was more than I could take.
Photosy11thetic: The vee­
garnoblis need not consume
food if it has access to sunlight
for at least 3 hours of the day,
taking in energy from the sun's
rays. Should they not be able to
get contact with the sun, they
are able to gain nourishment
from normal food but must
consume twice as much as
normal people to gain the same
benefits.
Abilities: Once plant-taken
creatures have recovered from
their Con loss, they gain +2 Con­
stitution, -2 Intelligence, and +2
Wisdom.
Climate/Terrain: Any land
Organization: Solitary or
gang (2-5)
Challenge Rating: As base
creature +l
Treasure: As base creature
ECL Adjustment: +2

PLANT TAKEN
CHA.l\.ACTEI\.S
It is most likely that a plant­
taken character will be of the
sort who would be found in
nature's surroundings in the
first place. Druids, rangers and
Boskite Explorers are the most
-
,,...- _ _ likely classes to be afflicted, and
the races of elves and humans
are most likely to chance upon
an encounter with another vee­
gamoblis.

I awoke to find Kellan over me with sap-like consistency. We realized several


some bitter shock to bring me round. days after his rising that he had not eaten
Explaining to him that I thought him at all, and yet did not feel hungry. I could
dead, that I had checked for any signs of come to no other conclusion than that my
life and could find none, and that I had friend had become plantlike. His
decided most regretfully to bury him thoughts and emotions had not changed;
myself, I checked again and sure enough he was very much the man I had known
could find no signs of life, but his skin previously before his transformation.
was still tinted green and his flesh had
taken on the same consistency as that of I have ventured many times with him
the green man he had met a few days since his change, and have found him to
earlier. be just as delightful, though we have
never again seen another like him. I do
I examined him as unobtrusively as feel closer to him now, even more so than
possible. Indeed he lived, but from my I did before - my new cousin in plant
examinations I could find no internal form!
organs. His blood had taken on a viscous,
Classes in the Wilderlands

Adventures involving plant-based Those fighters that do tend to spend


creatures and characters usually take more time in wild areas often diversify,
place deep in the untamed wilds, learning the ways of the ranger or indeed
where life is quite unlike the soft com­ following the path of a druid or plant­
forts of civilization. New adaptations worshipping priest.
are required of those accustomed to
city life, particularly adventurers who BAl\DS AND l\OGUES
must fend for themselves without There will always be rogues in the
taverns, inns, or blacksmiths to tend to woodlands, and I often worry that young
their needs. This section describes the Matron could fall prey to this path. Once
roles of adventurers in the wilds, par­ again, location is not the for rogues
ticularly druids, who have the most to found here. There is many a cutthroat
gain from such life. and robber waiting in the trees alongside
a road, taking advantage of the natural
FIGHTEl\S cover to pounce on a passing cart and
The fighter is as the fighter does: he lessen their burdens, so to speak. The
fights. The fighter who finds himself in rogue is an opportunist, using the bene­
the wilds is usually on his way to fits of the woodland to aid his trade
somewhere else, or doing what he does rather than attuning his skills to the envi­
anywhere, plying his trade in fighting. ronment.
He may be found tagging along with a The bard may be seen ruminating in
group of druids or acting as front-line many a woodland glade, scribing his
support for rangers, but his interest isn' songs or readying his prose, peaceful in
t in the wilds. He's more interested in tJ:te surroundings where he sits. Even
honing his skills, regardless of location. though his songs may tell tales of the
woodland or foes vanquished there, the BAl\BAl\IANS
bard's trade is not aimed at a woodland The barbarian has learned what the
setting specifically. He is an attention­ land can offer them. The woodland and
seeker, and not a lot of my tree friends hills, mountains and swamps are the
are overly fond of humanoid musical home of the barbarians, and they must
offerings! learn to live with it in order to gain its
full benefit. They have more of an affin­
CLEl\ICS AND PALADIN S ity with the raw power that is wrapped
It takes a certain kind of priest or up in the lands around them than other
holy warrior to wander the wilds with class or cultures. They can feel the land
their god in their heart. There are those through them and release its fury in a
few who follow the way of the plant rage that would rival any force of nature.
gods, but there are also those who
worship other gods yet have a penchant l\ANGEl\S
for all that is plant-like. These clerics will The ranger - now there's a man to
often be found in small farming commu­ have by your side in the woodlands.
nities, assisting druidic groves, or travel­ They'll find you food and shelter quicker
ling alone through the wilderness than anyone could direct you in those big
seeking lands where they may restore fancy cities that I hear so much about. A
tainted nature to its fullness and bounty. ranger is a man who has not so much
And there are those few priests who wish found himself at one with nature, but has
ill on the land, those who choose to use learned how to work nature to his best
the land as their own and blight the advantage. However, he had better not
beauty of the world around us. abuse his powers, for Mother Nature can
be a hard woman to cross.
SOl\CEl\El\S AND WIZAl\DS He returns the gains he gets from the wil­
Ack. .. I don't even try to hide my dis­ derness by defeating her enemies, crea­
taste for the arcane ways. They are tures the ranger studies so as to learn
destructive and a danger to all of the how best to defeat them. His fighting
woodland in my opinion, unlike the prowess is indeed a wonder to watch.
druidic ways which are much more
attuned to nature. The arcane caster fits
almost into the category of the fighter
whilst in the wilds, it being much the
same as any other place they may wish to
be. Occasionally, though, a wizard may
find himself foraging through the under­
growth, trying to locate components for
that rough and intrusive arcane art.

MONKS
The solitary monk may often be
seen traversing the woodland, being at
one with himself and practicing his art
away from prying eyes, but only through
a love for its solitude - not for what the
wonders of nature can bring. That being
said, there is one sect of monks that I
know of that do actively pursue the
natural way. The Sect of the Timberlands
�-c:�::r-:::
has attuned their skills to the woodland
realms, to better themselves and help
keep nature in balance ..
Order within
the Secret Society
Dl\UIDS language the druids use, which
The ranks, titles, and
The druids are the true allies of the encourages a more cohesive community
responsibilities of the druid
secret society are detailed below.
wild lands. They know the lands and among the druids themselves and
There can be any number of how they work; they know its needs discourages the admittance of outsiders.
initiates, adepts and priests, but and seek to fulfil them, whether it be
only a certain number of named
preserving the woodland, offering their The lowest rank of the druidic secret
ranks, from level 12 onward. A
prayers to the wild' s creatures, or society is composed of those druids who
druid does not have to rise
through the ranks, and there is flushing out unwelcome residents from are just starting out on the path of the
nothing stopping them from sacred areas. druidic faith. I know many druids but
approaching the hierophant to
none still to this day discloses
directly request a higher
Many I speak to see the druid as a information on their society, and I no
position if they have attained the
level and believe themselves loner, shirking civilization to stand as longer try to pry into their affairs.
suitable. one in the wild lands. Nothing could be However, there are details which are
further from the truth. How could one commonly known or gleaned from
Not achieving a named rank
be alone when every animal and plant manuscripts. I will try to convey as much
does not restrict gaining levels,
nor does it restrict grove in the countryside is a possible ally or information without risking their society
abilities. It only comes into play close friend? If anything, the druid has as I can.
when determining the grove's
many more connections with others -
effective size. The grove's size is
perhaps more than a city dweller who A new initiate, or neophyte, must first
the area where its gifts can be
used. There are gifts that allow may not even know their neighbors' contact the local druid, who judges them
an extended range but those also names. Well... the term "loner" could worthy or not to walk the path. If the
count towards gift slots and XP applicant seems sincere in his pursuits,
be partly true, in that druids are the
usage. A druid's area of
only profession that is ready to the instructor decides when the would-be
responsibility does not reflect
their grove size; this is the area adventure alone ... the druid is a druid is ready to be initiated as an
they look after and maintain proficient fighter, with defensive and aspirant, and determines a suitable test to
balance within. The judge their dedication. If the test is
healing spells along, with powerful
lower-ranked druids' area of
responsibility will be within the
spells to knock back and damage the passed to the satisfaction of a gathering
jurisdiction of a higher ranking most troublesome foes - and should of druids of the Third Circle (the circle to
druid. they need allies, there's a whole world which the neophyte belongs), the
of animals and plants ready to help. neophyte is initiated as an aspirant.
The nested nature of the
druidic groves can encourage
Then there's their wild shape ability.
dominance contests. For What better disguise in the wilderness? Not until this ceremony has been
example, a Third Circle grove What better way to fight a natural foe performed is the character considered a
may situated within a Second
than with one of its own feared druid. A druid is not considered suitable
Circle's forest, which is in turn
inside a First Circle's forestry
enemies? Indeed, what better way to for any responsibilities until he has
network, that is encompassed train an animal friend than to show it entered a circle fully. He spends his time
within an arch druid's continent, what you want in its own form? Ah becoming intimately familiar with the
all of which are under the
yes, the druid is a much region over which his circle presides.
guidance of a grand druid with
the Hierophant being in overall
misunderstood and misinterpreted Then he must learn the rituals for
control of them all. At the same fellow. blessing crops, summoning protective
time, each grove may well spirits, and tending his grove. He spends
encroach upon another or
There also exists the secret society of time with the local communities learning
indeed envelop one. You can see
how infighting can occur,
druids, though little is ever said about legends and the ways of the peoples in
especially in areas where a these. Keeping it that way is ingrained the area. If he is lucky, he might meet
· friendly fey, but this is not likely until the
druidic presence Jready into the druid himself. The society is a
well-establishe
network unlike any other organization, fey have become used to the young
a strict hierarchy that spans the globe druid's presence and accept him as a
with the purpose of protecting the friend.
wilds. No other organization of this
scope has survived intact so long, for
the druids are written of throughout
our history and before that, too. This
Level & l\.ank
0th (Neophyte)
1st (Aspirant)
When they progress from the Third As with many closed societies, the 2nd (Ovate)
Circle, the druid receives their own grove druids' society contains some measure of Neophytes, aspirants and
ovates are just learning the ways
to tend, and takes on higher and wider in-fighting. This is hidden from the eyes
of the druidic order. They have
responsibilities. He becomes part of the of the world. Just like the creatures of the not yet gained sufficient trust to
society that cares for the circles around wild, the druids fight for seniority. maintain a grove of their own.
them, gaining wider and wider tracts of Though they may greet one another with
3rd (Initiate of the Third Circle)
land to maintain, and eventually training a pleasant smile and bow of the head,
grove size: 50 ft. diameter
the druids below them. There are a set underneath they may well be assessing if 4th (Adept of the Third Circle)
number of druids allowed privileged the other is a threat or if they are of a grove size: 1/3 mile diameter
rank title after leaving the priesthood of ranking that the druid wishes to attain. 5th (Priest of the Third Circle)
grove size: 1 mile diameter
the Third Circle. Not gaining a ranking This is still the case among the good and
All that is required of the
does not restrict a druid's development, neutral druids, although it is the evil Third Circle is that they
but it does restrict their grove's powers. druids who take this to the extreme. Yes maintain their own groves,
For a druid's grove's powers to increase indeed, there are thoroughly corrupt and ensuring the immediate area and
the grove itself are kept fertile
they must take on responsibility within malignant druids who walk this earth as
and free from infestation.
the higher ranks of the society. part of the secret society. The society is
one of neutrality and as such they turn 6th (Initiate of the Second Circle)
none away. It is these evil druids who are 7th (Adept of the Second
Circle)
the most dangerous yet to the
8th (Priest of the Second Circle)
organization. Should one make it to The Second Circle looks after
hierophant rank, the world could become a tracts of land around their
a very different place indeed. grove. This is usually a forest,
but may be an area of plains or
indeed a hilly region.
Grove size: 1/ 2 mile diameter
per level.

9th (Initiate of the First Circle)


10th (Adept of the First Circle)
11th (Priest of the First Circle)
The First Circle's area of
responsibility grows to much
larger areas of land, possibly
whole mountain ranges, or vast
forests.
Grove size: 1 mile diameter
per level.

12-14th (Druid)
Nine druids serve under each
arch druid.
Grove size: 1 mile diameter
per level.

15th (Arch Druids)


Six arch druids serve under
each great druid. Continents are
divided between the arch

Grove size: 25 mile diameter.

16-18th (Great Druids)


There are three great druids
under each grand druid.
Grove size: 50 mile diameter.

19th (The Grand Druid)


The grand druid unites all the
continents.
Grove size: 75 mile diameter.

20th (Hierophant)
The hierophant oversees all.
The table on this page shows
grove powers, the ranking nec­
essary to receive them, and the
XP cost for each power. When a
druid receives a grove, he must
take the Charge Grove feat in
order to make the grove capable
Protected Lands
of giving gifts. To receive a
grove gift, the druid must medi­
tate in his grove for at least an A druid's grove is his interaction Each day the druid meditates in his
hour on the day he makes the with the great wild lands of the world. grove to request its gifts. The druid is
request, though he need not As druids grow in knowledge and limited in the number of gifts he can
make his request until long after
understanding so does their grove request from the grove, and he usually
the meditation has ended. He
must sustain the grove with grow in power and extend its power picks a few for himself and a couple for
some of his own life energy, unto its druid. the grove's protection. These gifts are
which is expressed as loss of XP. semi-permanent, and the druid must
When the meditation is com­
Only a druid who has attained a drop some gifts to activate others. Sly
plete, the appropriate gifts are
activated and the XP drained as ranking within his circle may establish explained that without his protective
the druid requests each gift. The a grove and care for it. When a druid sense gift, certain abilities would only
druid must be in his grove to founds his grove, he must mark the activate if he were within his grove's
make the request.
area with some kind of totem. Whether borders. There are, however, limits to
For example, an 8th level this is a pile of polished stones, a which gifts he could place the protective
druid wishes to put a protec­ symbol carved into a tree, or some sense upon. It all seemed very compli­
tive sense (100 XP) on the grove other signifying mark is up to the indi­ cated to me, but to my druid friend it
to summon a level IV grove
vidual druid. The size of the grove is was all a very natural procedure.
guardian (as summon nature's
ally IV; 480 XP), and also give it determined by the druid's ranking. It is
protective sense with a hive gift not uncommon for two (if not more) I have detailed below some of the gifts
(another 100 XP for additional druids to have their grove areas the druid could receive from the grove,
protective sense, plus 60 XP for
overlap and, indeed, for some druids to but undoubtedly there are many more
the hive gift). He would have to
expend 740 XP to activate the end up with their grove totally sur­ that I was not privy to.
grove gifts. He could, however, rounded by another's. This can cause
choose not to have the protective disputes within the druidic society. A Losing a Grove
sense on the hive gift, saving
druid may seem calm to the outsider
him 100 XP, but then the hive
will only activate if the druid is observer, but I can assure you there is a For a druid to lose his grove is a sad
within the grove's borders. hidden rage waiting to be released - and very dangerous thing. The druid is
like the deadly flood that can burst linked to his grove by powers beyond my
A character may activate at
round the calm river bend. knowledge. Should the grove be violated
one time a maximum number of
gifts equal to their Wisdom to the point of destruction, the link
bonus. Should there be a gift still Much like nature itself, the druids between the druid and the grove is horri­
in effect, this counts to their total are driven by neutrality. They have a bly torn and ripped.
number of gifts. For example,
sense of balance about them. Some say
imagine a druid acquires 4 gifts
due to an 18 Wisdom. On it is indecision or an unwillingness to I have seen a druid who this hap­
Monday he requests cure, pro­ commit, but I would disagree. They are pened to on one occasion only. We were
tective sense, and grove guard­ driven by forces many of us will never traveling far from his grove. It was the
ian (with one gift left for
understand. They let the will of the first time he'd had a chance to travel afar,
emergencies), then on Tuesday
he has to use the cure. He would world decide for them, just as it does having only just gained the gift of
have only two slots available for the natural progression of the sensing his grove's fear. Sure enough, he
should he wish to acquire more planet. felt it this day. He stopped as we walked,
gifts on Wednesday, as the pro­
his eyes distant and unfocused. His only
tective sense and grove guardian
gifts are still in effect. If, Grove Powers words: " My grove... there is danger
however, the grove had been afoot." Then he buckled and fell to his
attacked and the grove guardian As I have said before, a druid knees clutching his chest. He was weak­
brought into being as well, he
may pull gifts from the earth around ened considerably by his experience -
would now have his full quota
available to him. The druid may his grove. These are intended to protect physically, emotionally, and spiritually.
at any time drop a gift to replace the grove and surrounding areas. My We made headway to return to the
it with another, so long as he is good friend Sly described the basics to woodland where his grove was located.
within his grove's borders to
effect the change.
The experience is expended
when the druid chooses his gifts,
offering his life force to the earth
It took two days to travel back. We had been cast, and the grove severely for the advantages gained. It is
were greeted by a scene of devastation. It damaged by fire. This was no stumbling possible that the gift may not be
used and the experience points
was obvious there had been a struggle attack upon the grove, but one that was
wasted. The druid must choose
here. The guardian the grove had sum­ well planned and executed. It would take wisely. When applicable, gifts
moned had done its best but alas it had some time to restore the grove to its pre­ are considered to have the same
failed, though valiantly. After a quick vious glory, but with my help the druid's caster level as the druid. Gifts
received by the grove may never
search we determined that there had grove was back in working order in just
be passed onto anyone else.
been a ore attack, though preparation for under two weeks, though the scars will
sorcerous works had been made, spells show forever more.

Charge Grove [Metamagic]


Grove Gifts You can power your druidic
grove so you may gain its gifts.
Prerequisites: Druid
Benefit: A druid who wants
to gain magical benefits from his
grove must have this ability. The
Binding (Initiate of the Third Circle) X P Cost: none
druid must be of minimum rank
Binds the druid to his chosen grove. This is near permanent and may only be undone
to have their own grove before
when a high-enough ranking is attained.
this can be of any use.

Overgrowth (Initiate of the Third Circle) XP Cost: 50 Wild Fury [General]


Hinders an intruder within the grove as the entangle spell. *Sense Power* You draw strength from the
earth to empower your rage.
Hive (Initiate of the Third Circle) XP Cost: 60 Prerequisites: Con 14, ability
to rage (as a barbarian) four
Creates a protective hive of bees or wasps that swarms anyone invading the grove as
times a day.
the summon swarm spell. *Sense Power*
Benefit: While in contact with
the earth or her children (such as
Grove Awareness (Initiate of the Third Circle) XP Cost: 80 trees or wild animals), you can
The druid can sense his grove's emotional state at up to 5 times his normal grove empower your rage. Your rage
radius. Monitoring the grove is a free action that is automatic and uninterrupted. The grants the following benefits: +8
main use is to sense fear, which the druid detects should something threaten the grove. Strength, +6 Constitution, and a
*Sense Power* +4 morale bonus on Will saves.
You do not suffer a -2 penalty to
AC, as with normal barbarian
Protective Sense (Initiate of the Third Circle) 100 per sense
rage. Starting at 1 5th level, your
The grove can discern threats to itself and, when threatened, will activate a power set
fury bonuses become +8 to
upon it by the druid. Those gifts that can be enabled by protective sense include *Sense Strength, +8 to Constitution, and
Power* in the description. a +5 morale bonus to Will saves.
You can only fly into a wild fury
Channel Energy (Initiate of the Third Circle) XP Cost: 150 per level if you have 4 rage "slots" still
The druid can cast any spell he is normally allowed, even if he has already used all available to use this day. One
allotted spell slots for the day. He must cast the spell before midnight on the day this gift wild fury uses up three such
slots.
is requested.
The increase in your Consti­
tution increases your hit points
Grove Guardian (Initiate of the Third Circle) XP Cost:120 per level of summon nature's by 3 per level, but these hit
ally spell points disappear at the end of
A guardian of nature is brought forth to aid the druid and his grove, as summon nature' the wild fury when your Consti­
s ally, with the level determined by the druid. *Sense Power* tution score drops back to
normal. While in a wild fury,

Sense Presence (Initiate of the Third Circle) XP Cost 150 you cannot use skills, feats, or
abilities that require patience
This allows the druid to communicate with his grove and ascertain whether others
and concentration.
walk his area. He can communicate with the grove at a range up to 5 times his normal
A fit of wild fury lasts for a
grove radius. He receives information based on the grove's perspective - the plants and number of rounds equal to 4 +
animals can't count, but they can convey concepts such as "single creature," "family" (2- the character's (newly
10 creatures), "herd" (11-50 creatures), and "swarm" (51 + creatures). They can specify the improved) Constitution modi­
nature of intruders they recognize (such as wild animals), and make parallels for others (" fier. If you wish to end the wild
like an elf but green"). fury you must make a Will roll

Continued on next page ... (DC 15 + newly improved Con


bonus). At the end of the fury,
you are exhausted and confused
for the duration of that encounter.
Grove Staff
A grove staff is created by the
grove staff gift. This +2
quarterstaff is created with 10
charges and allows use of the
following spells: Healing Wind (Initiate of the Third Circle) XP Cost: 150
The grove is able to heal you, as the cure moderate wounds spell.
Barkskin (2 charges) Protective Thoms Initiate of the Second Circle 150 Thorns spring around any would-be
Wall of thorns (2 charges) attackers to direct them in another direction, generally out of the grove, as the spike growth
Summon nature's ally TV spell. *Sense Power*
(3 charges)

Cure (Initiate of the Second Circle) XP Cost: 150


The staff may be used as a
Cures diseases the druid may be afflicted with, as the cure disease spell.
weapon, functioning as a +2
quarterstaff. The grove staff also
allows its wielder to pass without Fertility (Initiate of the Second Circle) XP Cost: 150
trace at will, with no charge cost Heals and revitalizes the grove, as the plant growth spell. This also reduces the time to
within the grove's borders. Only raise a desecrated grove by 2 days.
the druid himself can use any of
the staff's powers. This includes Secret Garden (Initiate of the Second Circle) XP Cost: 300
the +2 magical bonus; to anyone
Hides the grove from prying eyes, as the hallucinatory terrain spell. *Sense Power*
else, it is but a normal
quarterstaff.
Open Grove (Initiate of the First Circle) XP cost: 300
Loss of a Grove Allows another druid to use your grove as their own.

If a druid's grove is Woodland Eyes (Initiate of the First Circle) XP Cost: 450
desecrated, the character suffers The druid is able to see through the eyes of another who walks within their grove, as
one permanent negative level, clairvm;ance (but just through another's eyes).
putting him at XP equal to the
midpoint of his previous level.
The druid also suffers 2d4 points
Grove Barrier (Initiate of the First Circle) XP Cost: 450
Using this gift, the druid may prevent others from gaining access into his grove, as wall
of temporary Constitution loss.
The grove is no longer able to offorce spell. *Sense Power*
administer gifts until it is
restored. Restoration takes a l\eturn (Druid) XP Cost: 450
number of days equal to the The grove is able to teleport the druid back to a predetermined point of the grove (usually
twice the druid's level. These its center), so long as he is within the grove's borders.
days are considered hard work,
not rest.
Cooperative Spirits (Druid) XP Cost: 500
A grove is considered Able to gain support for rituals or ceremonies from a druid while they stay in their own
desecrated if a quarter of the grove.
territory within the grove's area
is destroyed, whether by Grove Staff (Druid) XP Cost: 1,200
natural, magical or man-made The grove offers unto the druid a quarterstaff imbued with its strengths (see sidebar
means. It is also considered
for full details).
desecrated if the central location
- the grove's heart - is damaged,
or if the druid's totem is defiled.
l\eturn Lefeforce (Arch Druid) XP Cost: 3,000
The grove can channel the mana given by the druid to raise his body, as the spell
resurrection. This gift is used in advance. If the druid ever dies while in the grove, the
grove will automatically activate this power within ld4 minutes of sensing his death. The
power is useless if the druid dies outside the grove, but will activate if his dead body is
returned to the grove.

l\elease Grove (Arch Druid) XP Cost3,000


Grants the druid the ability to unbind from his current grove with the option of
establishing a new one.
Druidic Ceretnonies
1\.ites and l\ituals
A druid and his ceremonies are many other adverse effects prevail after the
and varied. I have had the privilege to be ceremony has been cast. Even if adverse
invited to view a few such occasions, and effects do occur, the use of this ceremony
I detail my findings below. The ones I may partially offset them. The ceremony
have seen are mainly those the public eye cleanses the crops, stripping bugs from
is allowed to see. Of course, this is a their leaves, curing any mottling or
secret organization, and I cannot even blight, and feeding the soil. This give the
start to imagine what is practiced at some crops a better chance, but does not make
of the larger gatherings, or what power a them invulnerable to further infestations.
collection of druids with intent are able Should a save be required for a crop,
to muster when they combine their assume it receives a +5 bonus to any
forces. saves.
The ceremonies that follow are Please note this is not a magical effect
communal spells. Each ceremony as such. It will not give resistances to fire,
requires a number of casters, each of a just to natural crop disasters, drought,
minimum caster level. When all casters insect plagues, disease, and so on.
are within sight of each other, the
ceremony can begin. Contact Hierophant
Minimum Caster Level: 7
Fertile Lands Casters Required: 2
Minimum Caster Level: 6 Casting Time: 10 minutes
Casters Required: 4 Range: Unlimited
Casting Time: 1 hour Duration: One minute per level + 2
Range: Touch minutes/Wis bonus
Duration: Instantaneous Saving Throw: Will (hierophant cuts
Saving Throw: None communication)
Spell Resistance: None Spell Resistance: None
Druidic Focus: Earth dug from six feet Druidic Focus: Must be in the center of
under the field to be blessed the druid's grove
XP Cost: 100 XP for each Druid XP Cost: 100 XP for each druid

Description of Ceremony: The druids Description of Ceremony: The two


gather at the four corners of the field that druids must sit, knelt on the ground at
is to be blessed, piling some of the earth the center of one of their groves, staring
gathered from the center of the field at into each other's eyes for the duration of
their feet. Each then holds their stave the casting time.
proud to the ground and meditates in
silent prayer, focusing their power down Ceremony Effects: This ceremony allows
through their staves and into the earth a druid to establish telepathic
around them. Halfway through the communication with the hierophant. The
ceremony, the druids raise their staves hierophant may make a Will save at any
and all point them to the center of the point to break the connection (save DC
field, continuing their prayers. 10 + highest Wisdom bonus of casters).
This is full communication with sound
Ceremony Effects: By means of this and vision in the mind of each of the
ceremony, the druids are able to make druids and of the hierophant.
crops grow better and richer, so long as
Timberland monks vary from
their normal counterparts in Empower One mony starts with arms raised and bent,
these ways: Minimum Caster Level: S palms facing toward the counterpart.
tTimberland monks consider
Casters Required: 2 Each druid slowly extends his palms
Handle Animal and Survival as
class skills. Casting Time: 10 minutes toward the other. At the culmination of
tAt third level, a timberland Range: Close (25 ft. + 5 ft. /2 levels) the ceremony the palms touch and the
monk gains the Track feat for Duration: One day per the average level powers are granted. A druid can hold
free, instead of the still mind
of both druids. this power within him for a number of
ability.
'lThe timberland monk's Saving Throw: None hours equal to the average level of both
purity of body ability confers a Spell Resistance: None druids before it dissipates back into the
+4 bonus to saves vs. poison Druidic Focus: Dried mistletoe sprinkled earth.
rather than immunity to all
in a circle around the druids
disease.
XP Cost: 300 XP for the druid receiving Ceremony Effects: By means of this
The Sect of the Timberlands the benefits ceremony, one druid of the two is
has developed its own style of empowered by their union. This grants
fighting. Several specialized
Description of Ceremony: The druids him the Maximize Spell feat for a number
fighting moves are available to
trace a figure eight on the ground with of spells equal to the other druid's Wis
those that train with the Sect.
These are taken with feat slots their dried mistletoe, and then each sit in bonus, without having to take them at
only. one "circle" of the figure eight. The the increased spell slot usage.

Primeval Discipline I (Special)


After studying with the Sect
of the Timberlands, you have
learned to fight like nature itself.
At this level of understanding
q:n.e Sect oJ the l'itnberlands
you become adept at mastering
your Spring Attack further, Druidic Monks
moving like a fast wind
threading its way through the
timber.
Prerequisites: Dex 15, Dodge, The Sect of the Timberlands is a most unique interpretation of the monastic
Mobility, Spring Attack, base tradition. They exist deep in the woodlands as far from civilization as possible, living
attack bonus +6. in arboreal huts that stretch between several trees. (The higher the hut, the more senior
Benefit: When using the
the monk, with the height usually equal to the range of their slow fall ability.) Here
attack action with a melee
weapon, you can move both they are taught the sect's ways, which differ slightly from those of the traditional monk
before and after the attack, class. Members of the sect forever refer to themselves as timberland monks.
provided that your total distance
moved is not greater than twice

Being Green
your speed. As long as you
move at least your full speed
before making your attack, you
may charge in this manner, and
retreat after the charge. Moving
in this way does not provoke an
V egetal l\aces
attack of opportunity from the
defender you attack, though it
Even the shortest trip into the deep wilds is enough to meet plant creatures unlike
might provoke attacks of anything you've ever before encountered. Some will be benign, many will be
opportunity from other dangerous - and a select few will be intelligent. This section introduces several such
creatures, if appropriate. You
intelligent plant races.
can't use this feat if you are
wearing heavy armor.
You must move at least 5 feet
both before and after you make
I had taken on exploration since my unfortunate accident with the syppho. My
your attack in order to utilize the strength had left me and mining was no longer an option. It was with trepidation that I
benefits of this discipline. entered a crack in the cavern wall. I looked above me for those syppho that had taken
so many of my mining colleagues. As I glanced back at the dusty ground, I was taken
Primeval Discipline II
Your understanding of the
aback by some very strange creatures which had suddenly surrounded me. They were
ways of the Sect deepens. The mushroom-like in appearance, yet arms and legs extended from their form. They
very trees hinder not your seemed to be checking me over, their faces showing no emotion. What could I do but
movement.
wait. The whole time they did nothing but stare at me glumly.
Prerequisites: Dex 15, Climb
10 ranks, Dodge, Mobility,
Primeval Mastery I, base attack
Benefit: Static objects that
take up a space of 5 ft. or less,
such as trees, walls, and even

BU.l\GEON LIESE
opponents, do not hinder your
movement. You may move
directly through such objects as

if they were not in your way.

Shroomen This does not provoke an attack


of opportunity against the
creatures you move through.

r
I made my exit slowly, backing out of the room, only to have them follow me in unison. Then
Shroomen .l\aclal Traits
they spoke. My Undercommon is rough at best but I could decipher some of what they were
saying. Shroomen characters have the
That was two years ago in my reckoning. I have been here ever since. I felt useless back in the following traits.

clan stronghold, but here I have a use again. Tlwugh I may not be the dwarf I was, here I have tAbility Score Adjustments:
gained the respect I lost among my own kin. Maybe one day I shall return, but here in the Shroomen are perceptive but
solitude of the burgeonliese encampment I feel more at home than I have for some time. dour. They receive a -2 penalty
- Garry! Ontarn, former dwarven miner to Charisma but a +2 bonus to
Wisdom.
'tSize: Medium.
tBase Speed: 20 feet.
Shroomen walk in a strange
rocking back-and-forth motion.
tDarkvision: Shroomen can
see in utter darkness to a
distance of 120 feet.
tLow-light Vision:
Shroomen can see twice as far as
a human in starlight, moonlight,
torchlight, and similar
conditions of poor illumination.
They retain the abillty to
distinguish color and detail
under these conditions.
tLight Sensitivity: Shroomen
are dazzled in bright sunlight, or
within the radius of the daylight
spell.
'!Resistance to Poison:
Shroomen culture is steeped in
fungal brews. Many shroomen
are exposed to small doses of
potent poisons from an early
age. They receive a +4 bonus to
all saves to resists poison.
'tSkilled Craftsmen: The
shrooman culture includes
generations of knowledge
related to many underdark
crafts. Shroomen receive a +2
bonus to Craft skill checks.
'tStability: A shrooman gains
a +4 bonus on checks to resist
being bull rushed or tripped
when standing on the ground
(but not when climbing, flying,
riding, or otherwise not standing
firmly).
'tAutomatic Languages:
Undercommon.
'tBonus Languages:
Common, Gnome, Goblin,
Terran.
'tFavored Class: Any. When
determining whether a
multiclass shrooman takes an
experience point penalty, his or
highest-level class does not
count
'!Alignment: Any neutral.
tECL: +O The burgeonliese are a most curious more easily.
race indeed, and that's coming from me,
Adulthood: 10 years
someone who's also a talking plant! The However, the most surprising thing
Middle Age: 110 years
Old: 130 years shroomen, as some call them, dwell in about the shroomen is their form, which
Venerable : 140+4d6 years vast colonies deep below the surface, in differs substantially depending on their
the most arduous of conditions. But the physical attributes. "Normal" shroomen
Height: 4 1 /2 +ld6 ft.
conditions seem to suit them well and cut will have squat bodies with round flat
Weight 35 xl lb.
down on the predators. There are a few heads, but a more dexterous shrooman
shroomen who take it upon themselves will have more slender body and nearly
Frolate Prontal to search for the surface world their round head, and an intelligent shroomen
Racial Traits will be of medium build with a nearly
legends speak of, and it is from these that
Frolate characters have the we know most of what we do about conical head.
following traits. them.
The shroomen homelands lie deep in
'!Ability Score Adjustments: the earth, in vast, damp, musty,
The shroomen are often misjudged on
Frolate prontals are durable
creatures, but not particularly
first appearance. Being dowdy, glum and inhospitable, inaccessible caverns. In this
strong due to their size. They downright miserable-looking, it's easy to environment they have very few relations
receive a +2 bonus to think them a depressing lot. This is not with other races. They may instigate trade
Constitution and a -2 penalty to
entirely true. Though they may not be the with races that are interested in the
Strength.
'!Size: Small. most fun-seeking of races, they enjoy a strange roots that hang from the ceilings
'!Base Speed: 15 feet. laugh from time to time and are happy of their moist caverns; the shroomen
'!Low-light Vision: Frolates souls under their "miserable" exterior. It manufacture baskets and mats of great
can see twice as far as a humans
just seems they are unable to express skill and design. In fact, the shroomen are
in starlight, moonlight,
torchlight, and similar
happiness the way surface races do; they very capable crafters indeed, able to tum
conditions of poor illumination. · lack the basic biological makeup to allow their hand to make something from most
They retain the ability to even the smallest of smiles. They have a any substance.
distinguish color and detail
much more trusting nature than they
under these conditions.
tPlantstrike: Frolates should allow themselves, but at the same Religious shroomen tend to follow a
understand how to fight others time this also allows them to get along, or neutral aspect of Fekundius, though very
like them. They receive a + 1 at least make an attempt to get along, few clerics to Fekundius are among their
bonus to attack rolls against
with most peoples and races. number, as the god only offers his powers
plant creatures. Frolates battle
these creatures frequently and to those of an evil alignment. Shroomen
practice special techniques for When one first looks upon the priests usually worship some other plant
defeating them. shroomen, they can be a most strange god, always trying to prove themselves
'!Immunities: Frolates are
sight indeed. Their "flesh" has the worthy in the eyes of a god who
immune to poison and have
electricity resistance 5. consistency and texture that many fungi frequently looks askance at these strange
'!Forest Concealment: and mushrooms have: soft yet hard, with creatures.
Frolates receive a +4 racial a slight sheen of moisture running over
bonus to Hide checks when in
the surface. This flesh varies in color In my opinion, the shroomen have
forested areas.
'tSelf-propagational Plant from a deep tan to a greenish yellow, and strange names. It is not unlikely for every
Symbiosis: A Frolate can grow all the variations in between, with large shrooman in a colony to give themselves
upon his skin plants equal to a mottling marks covering them all over. the same name. Common names include
quarter of his HD. This relates to
They stand about four and a half to five Shump, Shumlar, and Bumshum.
plants that have hit dice, of
course. The frolate could feet tall. They are asexual: there are no
complete cover his body with females or males within the shroomen, so There are a few adventuring
"normal" plants if he so desired. they "give birth" by simply allowing shroomen, though few is the right word.
Plants grown in this fashion will
themselves to bud a new spawn. This Not many leave their cavern homes, let
not attack the frolate. They are
independent creatures and the bud grows for several weeks before alone venture to the surface and then take
frolate does not command them, dropping off, already prepared to take on it upon themselves to set forth into the
but they will act to defend the world, though only ten to twelve world to discover what is out there. It is
themselves if threatened.
inches tall. The shroomen dislike unknown, even to the shroomen, what
'!Photosynthesis: The frolate
does not need to eat food, clothing, preferring to go au-natural makes them head out on such a
though water is still necessary. when ever possible, letting their skin dangerous life.
The frolate can eat if he wishes,
but it isn't necessary.
tBonus Languages:
Common, Dwarven, Elven,
Goblin.

Frolate Pronta1
tPlant-tongue: Once per day
a frolate can use speak with
plants (per the spell) as a
spell-like ability. This ability is

Green Gnomes innate to the frolate. It is always


cast with a caster level of l,
regardless of the frolate' s actual
level.
"I have to say that at first I was stunned, slwcked, knocked back, taken unawares. I had been
tSpell-like Abilities: Green
stumbling away from an unfortunate encounter with a cat of some description, a large one mind gnomes with Intelligence scores
you - huge, in fact - when I fell bodily off a small cliff and into a grove ofsome description. All of 10 or higher may cast the
around the place there were enormous vegetables covered with vines. Vines were everywhere, in 0-level spells (cantrips) know
direction, create water and flare,
fact, but upon closer examination I could see small tunnel network cut though the undergrowth,
each once per day. These are
and believe it or not there were windows in the large - huge, in fact - vegetables. divine spells. Treat the green
Then what did I see appear out of these vegetables, but a stout chap, greenish in color, with gnome as a 1st-level caster for all
flowers budding upon his form and roots danglingfrom all over the place! He was a most spell effects dependent on level
tFavored Class: Druid.
peculiar chap indeed. He spoke to me in someform of pidgin Common, till he realized I did not
'tA!ignment: Tending
fu.lly understand what he was jabbering on about. towards a lawful nature, frolates
More of his kind appeared, food was laid out, mulled spirits offered, and conversation just usually lean towards neutral
seemed to happen. These were indeed some of the most gracious 'people' I had ever met. I spent a over good in their alignment.

few days there with them, just relaxing and listening to their tales, before I had to leave. Believe
me, people: should you meet a frolate prontal, be kind unto them, for they will shower you with Middle Age: 1 30 years
kindness in return .." Old: 180 years
- Pott Scurdy, explorer extraordinaire Venerable: 250 +4d6 years

Height: male 3 ft. + ld6"


female 2 ft. 10" + ld6 "
Weight: male 35 lb. x 1 lb.
r female 30 lb. x 1 lb.
Mutamarl characters have the
following traits.

'tAbility Score Adjustments:


MUT Al\M AI\L
Mutamarl have a -2 penalty to
Charisma and Wisdom. This
reflects their poor understanding Mulch Men
of the world of sentient
creatures.
'Wait a minute... just wait a minute... Weren't you short, squat, and strong last night,
'tSize: Medium.
'tBase Speed: 30 ft. Molog? " inquired Yoseph upon waking.
'!Mulch Form: See below for "Indeed I was, " replied Molog.
details of this special ability. "But now you're all lean and sprightly!" exclaimed Yoseph.
'tRegeneration: Mulch men
"Indeed I am, " acknowledged Molog.
regenerate 1 point of damage
per round as long as they are in
direct contact with some form of - Yoseph' s morning astonishment
natural dirt or stone. The
regeneration continues even
while unconscious or
incapacitated, as long as they
The mutarmarl are a strange race able However, they compensate for this
have -9 or more hit points. to transform their bodies into a form that with their natural regeneration. It's
When reduced to -1 or fewer hit suits the situation at hand. Though there harder to kill a mutarmarl than many
points, they automatically
are limitations to this, it can still prove other species. They often "rise from the
stabilize as soon as they heal 1
hit point. At -10 hit points they
most useful to have a mulch man around. dead," or so it seems to observers. Only
still die as usual. If a mutarmarl They are mild-mannered creatures that death by acid or fire can put a permanent
loses a limb or body part, the can turn aggressive and ferocious at the end to them.
lost portion regenerates in 3d6
flip of the coin. They act and react as the
minutes. The mulch man can
reattach the severed member
situation calls. The mutarmarl in their How the mutarmarl name themselves
instantly by holding it to the natural state look very much like a pile of is odd indeed. They will either take any
stump. The one exception is rotting vegetation, a living compost suggestion for a name, or choose a noise
damage from fire and acid.
patch with twigs and roots sticking out of they associate with their homelands,
Damage from these sources
should be tracked separately. It
its form. But they usually assume a more whether it be a sloog of a bog or the
regenerates at the rate of only humanoid appearance on the rare high-pitched skreek of a moorland bird.
one point per day. occasions when they interact with other They have no real understanding of why
'tPlant Soul: The quasi-fungal
intelligent races. they should have a name, but go along
soul of the mulch man is hard
for traditional resurrection spells with it for the benefit of others.
(and similar effects) to capture. The mulch men have no society; they
They cannot be revived from breed assexually and have no need for
death short of a wish or miracle.
politics or trade. As such they have few
'tSkill Limitations: Possible Forms
Mutarmarl cannot take the relations with any of the other races.
Disguise skill. They are simply They have no favor for clothing, nor do
Humanoid (Strong): Fibrous molecules are
unable to produce they eat, and possessions have little compacted to create dense muscle structures,
distinguishable facial features of
meaning to them. On the rare occasions a giving the mulchman a much thicker and
any kind. Nor may they take
mutarmarl does leave its homelands, all bulkier appearance. He may well look a lot
ranks in Bluff or Sense Motive.
stronger than he actually is with this
Some say the race's greatest can be very confusing to him until he
appearance.
failing is its inability to lie or tell gets used to the ways of other sentient Effects: +2 Str, -2 Dex Able to wear heavy
when someone is lying.
races. armor, though proficiency is still required to
'!Automatic Languages: gain its benefits.
Choice of any one beginning
language that the mulch man There is no god that recognizes a
Humanoid (Agile): Flexibility is provided to
may have come into contact with mutarmarl as a sentient being. The the tissue matter at the expense of strength.
at some point.
creature is closer to plant than any other The mulch man looks a lot more lithe and
'tBonus Languages: Any. agile. Strength may naturally be high but the
'!Favored Class: Mulchmen sentient plant being, and this has its
mutarmarl will still look somewhat weedy
are not able to master the spell disadvantages. Mulch men have a soul, and weak.
casting classes except the few but it is somehow different from the Effects: +2 Dex, -2 Str +5 to Balance,
that follow the druidic path.
souls of other creatures; they cannot be Escape Artist, and Tumble checks. May not
Other than druids, they can cast
brought back from the dead by any wear heavy armor
neither arcane nor divine spells.
Their favored class is the fighter. means short of a wish or miracle.
'!Alignment: Mutarmarl are
always neutral, whether they are
Adulthood: 150 years
Middle Age: 200 years
Old: 330 years
Venerable: 460 years

Height: 4'10 +2dl0"


Weight: 140 lbs. x2d4lb

Mulch Form (Ex)


The mutarmarl is able to
<
transform itself into a more
suitable shape depending upon
the situation at hand, though
there are limitations and
restrictions to this ability.
A mutarmarl must rest for at
least 6 hours a night in its
natural form in order to change
into a different form. There are,
however, restrictions on what
forms can be taken. These are
detailed in the box on this page
and in the notes below.

When changing forms, the


mulch man can also reallocate
body tissue to acquire extra
advantages, as follows. These
changes are decided when the
form is assumed and cannot be
altered until the mulch man
rests for 6 hours, as usual.

.- Cost
-1 to any one
of Str, Con, or
Dex
-2 Str (Str cannot
drop below 9 to
increase Dex)
-2 Dex (Dex
cannot drop
below 9 to
increase Str)
-4 Str

Four Arms: By growing extra limbs, the Mulch Form: This is the "natural" form of the
mutarrnarl gains the use of all arms for mulch man, the state to which he must revert for
attacks. There is, however, a cost: the tissue up to 6 hours in order to change form or
matter needs to come from somewhere, and it otherwise rest.
generally comes from muscle tissue. Effects: All stats "reset" to 10; movement is
Effects: -2 Dex, -2 Str Able to employ reduced to 5 ft. Gains DR 5/ magic All Dex and
Multi-Weapon Fighting Feat if takenMay not Str based skills set at 0 ranks
wear heavy armor, or any other armor not
designed to accommodate four arms

Quadruped (Medium size): By going


quadruped, the mutarrnarl gains speed and
some natural defense. The restrictions are
great, however: the Jack of armor and
weapons could prove a disadvantage to this
form.
Effects: +20 ft. movement Natural
weaponry: 2 claws that do ld4 damage (plus
Str bonus); double normal encumbrance. Can
only wear armor appropriate to animals of
similar size; unable to use weapons or grasp
anything in hands.
Weapon and Armor
Proficiency: A hinterlander is
proficient with all simple
weapons, light armor and
medium armor.
Track: A hinterlander gains
Track as a free feat at first level.
New Classes
Wild Empathy (Ex):A
hinterlander can improve the
Some professions are known only i n the wild lands. The hinterlander i s a feral
attitude of an animal. This
ability functions just like a
wild man, like a ranger but even more removed from civilization. Hinterlanders are
Diplomacy check to improve the found only in the deepest wilds. The Boskite Explorer is a more civilized adherent of
attitude of a person. The the natural world, choosing to explore for the sake of knowledge and understanding.
hinterlander rolls 1d20 and adds
Finally, the xylomancer is an arcane druid of sorts, whose naturally sorcerous
his hinterlander level and his
Charisma bonus to determine
abilities put him in contact with the natural realms.
the wild empathy check result.

Hinterla.nder
The typical domestic animal has
a starting attitude of indifferent,
while wild animals are usually
unfriendly.
To use wild empathy, the
The hinterlander roams on the edges often push fellow travelers to move on, to
Hinterlander and the animal
must be able to study each other, of civilization, cutting his life from the seek new territory, to expand their area
which means that they must be barren plains, dark woods, desert and venture into the wild unknown.
within 30 feet of one another expanses and mountain slopes. All he
under normal visibility
knows he learns from the land around Characteristics: The hinterlander is
conditions. Generally,
influencing an animal in this him. In fact, he makes it his life mission proficient with all simple weapons, but is
way takes 1 minute, but, as with to educate himself of all there is to know most fond of bow and knife fighting,
influencing people, it might take about the wilder areas of this world, and where he can use his knowledge of the
more or less time.
how he can best utilize it and protect it beasts he fights to full advantage. He uses
The hinterlander can also use
this ability to influence a magical for future generations. The hinterlander his skills to survive in the wilderness,
beast with an Intelligence score is a hunter, a stalker and a researcher all finding food and shelter, tracking prey,
of 1 or 2, but he takes a -4 wrapped into one. and detecting useful herbs. He watches
penalty on the check.
his prey, those that may prove most
Traveling Companions:
Hinterlanders take on animals or Where the ranger lives in the woods dangerous - watches their movements
even beasts as a traveling and studies its residents, the hinterlander and their ways so as to learn from them
companions. Gaining an animal lives in the most barren of places and how best to fight, and how best to defeat
companion is a game of will and
ekes out an existence from the land itself. them. The hinterlander is often found
skill for both the hinterlander
and the animal in question. First The hinterlander has far less contact with with a traveling companion, an animal or
the hinterlander must weaken other sentient creatures, and even less a beast which he has gained the trust of in
the will of the animal he wishes contact with divine spirits. In one sense order that they may both use each other's
to befriend, not as a malicious
he is a feral ranger, one step closer to the skills to survive better.
act, but similar to the
confrontations that frequently wild than even a ranger. The first time an
occur between animals in their outsider meets a hinterlander, he may Alignment: Hinterlanders follow the
natural environment. He must well believe the man mad, for the way of nature and as such must flow with
succeed a Wild Empathy check
hinterlander' s behavior becomes the neutral alignment. However, just as in
to change the animal's attitude
(as above). animalistic and primal after too long in nature there is both good and evil within
Once "broken," the animal is the wilds. the hinterlanders. The good hinterlanders
more susceptible to the strive to keep nature balanced, protecting
hinterlander' s charms. If the
hinterlander succeeds in a
Adventures: The hinterlander is in where they can but realizing where
second Wild Empathy check, the spirit a loner, but a loner who will do nature needs to take its course and man's
animal will accompany the what he will to advance his knowledge, will should not be forced upon it.
hinterlander as long as it is at least in the short term. If this means
treated fairly and fed well. A
joining a party of travelers or adventurers, Religion: Religion is not a great strong
hinterlander can maintain a pack
of animal companions whose hit so be it. He is seen by fellow travelers as point for hinterlanders. They may take
dice total is no more than his aloof, since he keeps to himself until he upon themselves to worship some natural
hinterlander level. learns who he can trust. This isn't god, but they do so only in reverence of
An animal companion is still
ignorance; it's unfamiliarity.
an animal. It is not a magical
beast, as a familiar, paladin's
learned some tricks, it is still no
more intelligent than any other
animal of its kind, and it retains
what the deity has created for the thirst for knowledge being their driving all its bestial instincts. Unlike
hinterlander to explore, not from any forces. Hal£-orcs too may seek the solitude intelligent followers or cohorts,
animals cannot follow complex
serious religious urge. Hinterlanders of the wilds, to escape any racial hatred
instructions, such as "attack the
often pay respects to all gods of nature, that falls upon them for their crossbred gnoll with the wand." A character
" even those of the plant creatures, but pay nature. Halflings and gnomes tend not to can give a simple verbal
homage to none. follow this; they are homebody sorts and command, such as "attack" or
"come," as a free action,
though prone to adventure, there are few
provided such a command is
Background: Hinterlanders tend to be with the overwhelming need to set out among the tricks the animal has
loners, wanderers or researchers who got into the world and travel as far and as learned. A more complex
"lost" in the majesty of the wild lands. varied as a hinterlander may do. instruction, such as telling an
animal to attack and pointing
They learn all from personal experience.
out a specific target, is a
Very few take it upon themselves to learn Classes: Hinterlanders get along with standard action. Animals are
from another more experienced druids and rangers especially. Barbarians ill-equipped to handle unusual
hinterlander or even ranger. and fighters are tolerated. Hinterlanders situations, such as combats with
invisible opponents, and they
are wary of the clerics and paladins for
typically hesitate to attack weird
Races: There are no restrictions to their fervent nature, and consider and unnatural creatures, such as
what race may or may not become a wizards, sorcerers, and other arcane beholders and oozes.
hinterlander, though subterranean races spellcasters to be untrustworthy types to Left to its own judgment, the
animal follows the character and
such as dwarves rarely follow this path. be watched at all times. The hinterlander
attacks creatures that attack her
,. Elves, hal£-elves and humans make up believes arcane spellcasters pull their (or that attack the animal itself).
the majority of the hinterlanders, the energies from the very earth around To do more than that, it needs to
elven appreciation for nature and the them, raping the world for their powers. learn tricks. A hinterlander can
teach his traveling companion a
,. human
number of tricks equal to his
F'
Wisdom bonus, plus the animal's
Intelligence score. Each trick
r Level Base Attack Fort Ref Will Special requires a Handle Animal check
(DC 20). Only one check can
" 1 +1 +2 +2 +O Track, Survival Skills I
made per day and only one trick
"
2 +2 +3 +3 +O 1st Favored Terrain, Wild Empathy learned a month. The
companion is a long time
3 +3 +3 +3 +1 Distance Shot or Keen Knife commitment.
,.
4 +4 +4 +4 +l Possible tricks include those
" listed under the Handle Animal
5 +5 +4 +4 +1 Survival Skills II skill description, as well as the
6 +6/+1 +5 +5 +2 Traveling companion following:
"Attack": The animal
7 +7/+2 +5 +5 +2 2nd Favored Terrain attacks apparent enemies. The
8 +8+*3 +6 +6 +2 character may direct the animal
by pointing to a particular
9 +9/+4 +6 +6 +3 Survival Skills III creature. Normally, an animal
will not willingly attack
10 +10/+5 +7 +7 +3 unnatural creatures (though it
11 +11/ +6/+1 +7 +7 +3 Bonus Feat will defend people, guard
places, and protect characters
12 +12/ +7/ +2 +8 +8 +4 against them). Teaching an
r

13 +13/+8/+3 +8 +8 +4 Survival Skills JV animal to attack unnatural


'
creatures requires an additional
14 +14/+9/+4 +9 +9 +4 3rd Favored Terrain Handle Animal check (DC 25).
15 +15/+10/ +5 +9 +9 +5 "Come": The animal comes to
the character, even if the animal
16 +16/ +11/+6/+1 +10 +10 +5 Survival Skills V normally would not do so (such
as following the character onto a
17 +17/+12/+7/+2 +10 +10 +5 boat).
18 +18/ +13/+8/+3 +11 +11 +6 4th Favored Terrain "Defend": The animal
defends the character (or is
19 +19/+14/+9/+4 +11 +11 +6 ready to defend the character if
20 +20/+15/+10/ +5 +12 +12 +6 Force of Nature no threat is present).
"Down": The animal breaks
off from combat or otherwise
backs down.
must point out a specific object
or the animal will fetch GAME RULE INFORMATION
whatever random object it
thinks the character wants.
Abilities: Strength and Dexterity are
"Guard": The animal stays in
place and prevents others from valuable for their combat applications,
approaching. and Constitution is important for
"Heel": The animal follows surviving in the wild. But Charisma
the character closely, even to
may be the hinterlander' s most
places where it normally would
not go. important ability, for it lets him
"Protect": The animal follows communicate with wild creatures and
a specific other character and acquire animal companions, who will
protects him from danger (like
aid him in his combats.
"Defend," but for another
character). Alignment: Any neutral
"Seek": The animal moves Hit Die: dlO.
into an area and looks around
for anything unusual, barking if
CLASS SKILLS
it finds something.
"Stay": The animal stays in The hinterlanders class skills (and
place waiting for the character to the key ability for each skill) are Climb
return. It does not challenge (Str), Craft (Int), Handle Animal (Cha), �
other creatures that come by, Heal (Wis), Hide (Dex), Jump (Str),
though it still defends itself if it I�
needs to. Knowledge (nature) (Int),
"Track": The animal tracks Listen (Wis), Move Silently (Dex),
the scent presented to it. Profession (Wis), Ride (Dex),
Favored Terrain: On a Search (Int), Spot (Wis),
favored terrain the hinterlander
gains the ability of fast Survival (Wis), Swim (Str),
movement, moving 10 ft. faster Tumble (Dex) and
than the norm for his race when Use Rope (Dex).
wearing no armor or light armor
and not carrying a heavy load.
He gains a +2 circumstance Skill Points at 1st level:
bonus to attack rolls and AC (6 + Int modifier) x 4
when fighting on familiar terrain
by using the environment to his
Skill Points at Each
advantage when in combat. This
stacks with any bonuses from Additional Level:
the favored enemy within the 6 + Int modifier ' •
class survival skills. However, •
the downside to favored terrain
is the hinterlander must adopt
an animal-like stance to gain his
advantage. He may have to lope
on all fours to make the best use
of shrubland cover, or smear his
face with mud to hide in the
swamp. A hinterlander in his
favored terrain automatically
receives a temporary -4 penalty
to most Charisma-based checks
involving civilized creatures,
including Bluff and Diplomacy
skill checks, but excluding
Intimidate.
The hinterlander may choose
his favored terrain from the
following list. He must have
spent at least one week in the
region to attain the advantage; if
not, the favored terrain benefits
will kick in once he has. Once
learned, the special abilities
gained from each region carry
over to other regions. For
example, a hinterlander with an
vival bonus from his knowledge
of the woodlands may apply the
same principles when venturing
in a mountainous region, even
though he has not yet mastered
the mountainous terrain.
The favored terrains (and title
of those hinterlanders who roam
there), along with their benefits,
are these:
Woodlands (Woodland
Protector): +2 to Survival and
Knowledge (nature) checks
Mountains (Mountain Man):
+2 to Oimb checks.
Additionally, the hinterlander
doubles the time between checks
for extreme cold, needing to roll
every 2 hours in cold weather
and every 20 minutes in extreme
cold or exposure.
Desert (Sand Walker): Gain
the benefit of the Endurance
feat. Additionally, the character
may go without water for 1 day
plus double his Constitution
modifier before needing to make
Constitution checks for the
effects of thirst dangers.
Plains & Hills (Plains
Runner): +2 bonus to
Knowledge (nature) checks.
Additionally, the hinterlander
receives the Run feat. If he also
has the Run feat then his
distance when running across
plains and hills only is increased
to six time his normal speed, as
opposed to five times with the
Run feat alone.
Subterranean (Cave Diver):
+2 bonus to Escape Artist
checks. Additionally, he gains
the Blind-Fight feat
Distance Shot: The
hinterlander is able to extend the
range increment for bow
weapons by 10 ft.
Keen Knife: He is now also
able to inflict debilitating
damage with his knife or
dagger. He gains the Improved
Critical feat when using any
knife or dagger. The
hinterlander may optionally
choose this ability with a hatchet
or hand axe.
Bonus Feat List: At 11th level,
the hinterlander gains a bonus
feat which must be chosen from
the following list. These feats
express how the hinterlander
uses the land to his advantage:
Alertness, Endurance, Power
Attack, Quick Draw, Run,
Weapon Finesse (simple weapon
only), or Weapon Focus (simple
weapons only)
Survival Skills: The

Bosk.ite Explorer
hinterlander learns to exist in the
environment around him. He
gains abilities and skill which
helps him to survive in a
wilderness. At each increment
..
indicated on the hinterlander
class table, he acquires a set of " The quest for knowledge is a task never ending. The world is a vast place and on every
survival skills that let him
survive in the wilds, as follows:
surface, in every land, on every ocean there exists some form of plant life. The Boskite Explorers
Survival Skills I: The have made it their aim to search out new species and to glean as much information as possible
hinterlander gains a +2 bonus on
Knowledge (nature) and from those we already to exist. You 'll find them sunk to their knees in a murky swamp pawing
Survival checks. Additionally, over some minisculefungus, or elbows deep in some huge sentient plant creature trying to
the synergy bonus prerequisite
is reduced to 3 for the following figure out its complexities, or even chatting to the weeds and flowers trying to understand what
skills to allow synergy bonuses:
makes them tick. You'll find them everywhere. Without them, many of the natural cures we
Handle Animal: +2 Ride know and use would have laid dormant, and many a culinary delight would have gone
unnoticed. Praise be to the Boskite, for they do us all a favor. 11
Knowledge (nature): +2 Survival
checks in aboveground natural
environments - Germel Schmindra
Knowledge (dungeoneering):
+2 Survival checks when
underground
Search: +2 Survival checks when
Ahhh, the glory of being a Boskite the story I know not. I do know the ways
tracking
Handle Animal: +2 Wild Empathy
Explorer! I traveled this world for many of the Boskite have saved me on many
checks years before one Heradiud Goat showed occasions and aided me in my research in
Survival Skills II: The me the skills and powers needed to no small amount. The Boskite Explorer is
hinterlander can now spot pits often a solitary sort; we like to take our
follow the way of the Boskite.
and snares as an elf spots secret
doors. He can detect and disable
time over things and many a company of
natural traps (such as pits as Heradiud claimed to have learned the adventurers will not wait about for such
snares) as a rogue, when in his ways from the first Boskite Explorer; a "trivial" pursuits, though the druid and
natural terrain. He receives a +4 monk who had left his path to venture the ranger do both make good travelling
bonus to saves versus natural
poisons and diseases. Finally, he
into the world. This monk went by the companions. This is not to say we dislike
receives the Point Blank Shot name of Jovid. Jovid found himself a adventure; taking one's time to plod our
feat. If he already has this feat, glade to sit in and meditate, and the way through the undergrowth to study a
he may take another feat from
legend says he sat as still as the mighty flower or pop a pod is all well and good,
that progression so long as he
meets the minimum
oaks around him for three whole years. but there are times when an adventuring
The animal life that would normally ,·
requirements. troop can take you places you would
Survival Skills III: The threaten such a target seemed to steer never get to alone, and introduce you to
hinterlander gains the trail
clear; it was as if the very plant life plant life that one should never venture
handling ability; he no longer
suffers a penalty to Survival
around him were offering its protection. too closely to alone. Safety in numbers
checks when tracking at normal His body transformed over this time: his has its benefits.
speed. He also gains the scent skin became leathery and weathered, his
ability, just like the monster
blood more viscous, and spores rose Our skills are mostly defensive: we
ability of the same name. In a
nutshell, he can identify
from his head. He never aged, never learn ways to harden our skin, repel
opponents within 30 feet by hungered, and never ailed. After the foliage, and travel at speed through the
smell, and can track by scent third spring had passed, he stood up, very trees themselves. But we also carry )
alone.
thanked the woodland around him, gave knowledge of previous spellcasting
Survival Skills IV: The
hinterlander gains immunity to
praise to the sun, and vowed to help abilities with us on our journey through
natural poisons and diseases. He plant-kind wherever he could. the ranks of the Boskite Explorer. I
receives a free feat from the myself dabbled in the ways of the druid,
Point Blank Shot feat
I have heard this tale many times though never really progressed in it fully.
progression, provided he meets
the minimum requirements.
since, but the details always differ It is a most delightful profession to
Survival Skills V: The slightly and each Boskite claims to have follow, but there is much infighting
hinterlander can now track on been trained in his ways by Jovid within the druidic ranks, and should I
the move. He can track at up to
himself, so how much truth there is in have taken up a grove I myself would
half his running speed, but
suffers a -5 penalty to Survival
checks when doing so.
hinterlander becomes one with
the world around him. He feels
natural and at home in most
environments, and knows how
to use the world around him to
his advantage. He may now
track at full running speed with
no penalty to Survival checks.
His bonus to attacks in his
favored terrains rises to +2. He
r can rage as a barbarian up to

� twice per day, but even more


,..... powerfully, receiving a
temporary bonus of +6 to
Strength, +6 to Constitution, +2

/""
"
to Dexterity, and a +4 morale

.,,
.

c
� bonus to Will saves, but
suffering a -2 penalty to AC. In
al other respects this is like the
I'


barbarian rage.

/ G)
llosklte Explorer Class Features
r"
Weapon and Armor
(j Proficiency: Boskite Explorers
r


gain no further weapon or armor
proficiencies.
Spellcasting: A Boskite

Explorer continues training in
d
magic. When a new Boskite
Explorer level is gained, the
� character gains new spells per
J day as if she had also gained a
level in the spellcasting class she
belonged to before she added
i:-
the prestige class. She does not,
however, gain any other benefits
that a character of that class
would have gained (such as

improved chance of controlling


or rebuking undead, metamagic
or item creation feats, and so
on). This essentially means that
she adds the level of Boskite
Explorer to the level of some
other spellcasting class the
character has, then determines
spells per day, spells known,
and caster level accordingly.
If a character had more than
one spellcasting class before she
became a Boskite Explorer, she
must decide to which class she
adds each level of Boskite
Explorer for purposes of
determining spells per day when
she adds the new level.
Root (Ex): From endless
study of the anatomy of plants,
the Boskite Explorer is able to
effectively root herself to the
spot. This is not a magical or
supernatural effect; it is simply
training, skill, and knowledge of
certain poses that make one the
most durable. Like a mighty oak
in a hurricane, the rooted
Boskite Explorer can then resist
effects that would normally
being knocked to the ground.
Rooting is a movement action
that is only possible in a round
in which the Explorer makes no
other movement. As soon as the
Boskite moves, the root effect
ends. Rooting gives a +4 bonus
to checks to resist being knocked
over by wind or water,
Concentration checks for casting
in such conditions, all grapple
checks, and to checks to resist
being bull rushed.
Speak with Plants (Sp): Once
per day the Boskite Explorer
may speak with plants as per the
spell of the same name.
Repel Foliage: The Explorer
may turn, but not destroy, plants
as a good cleric turns undead. A
creature without mobility is
treated as "unable to flee." A
Boskite Explorer is able to use
this ability a number of times
equal to 3 plus their Cha
Modifier. Her highest divine
caster level is the level at which
she turns plants.
Weathered Skin (Ex): After
countless years of exposure to
the elements, the Explorer's skin
takes on a tough, bark-like
appearance. This offers a natural
armor bonus to AC of +l at 3rd
level, +2 at 5th level, and +3 at
7th level.
Defensive Feature (Ex): At
4th level and then again at 6th
level, the Boskite Explorer may
develops a defense mechanism
similar to that of the plants she
has studied. She may choose
from the list below.
• Defensive Spores: Once
per day, the character is able to
emit a cloud of spores obscuring
vision as the obscuring mist spell.
• Warning Colors: The
character's skin takes on a color
that is unappetizing to
predators. A successful
Knowledge (nature) check (DC
20) is needed to produce the
correct offensive sight. A success
means the Boskite has the effect
of a sanctuary spell upon them
in regards to that predator. This
ability may be used once per
day, and the transformation
process is a full round action.
• Offensive Smell: Once per
day as a standard action, the
Explorer can exude a smell that
is most unappealing. All
creatures within 30 ft. (including
all allies except other Explorers,
who are immune) must make a
Fort save (DC 18) or be
overcome with nausea. This lasts
1 round per three Explorer class
levels and has the effect of a
repulsion spell with a 30 ft.
radius following the Boskite.
•Bitter Blood: Any creature
dealing damage from a bite
attack must immediately make a
Fort save (DC 18) or else suffer
-2 .mo.r.aJepen.a)lJ' tofu.rJ:ber J>jfe
attack and damage rolls against
the character.
Tree Travel (Su): This is a
supernatural ability that enables
the Explorer to transport herself
great distances through living
tree matter. Once per day, she
may seamlessly enter a tree of
equal size or larger and exit
through another in a single
round. This is in essence the
same as a dimension door, but
with the requirement of living
tree matter. The Boskite Explorer
may only transport herself in
this way up to a distance of 600
ft. +50 ft/Explorer level. Aside
from the presence of two trees,
no components are necessary.
Return to the Earth (Su): At
tenth level the Boskite Explorer
becomes so attuned with the
world around her that she may
offer herself into the earth.
Before entering the earth, she
must select a season (spring,
summer, fall or winter) in which
she will re-emerge from the soil.
If the Boskite does not select a
season, she will re-emerge after
but a week.
While underground, the
Boskite Explorer heals at double
the normal rate for full rest. For
each full month that passes, the
soil permanently heals one
debilitating effect, poison,
disease, lost level, or point of
permanent ability damage.
This is not an exact science,
even for a Boskite. She may not
select a specific date for
emergence. Items of a
nonmagical nature will
degenerate as would any item
buried for a period of time. The
Explorer is able to sink to a
depth of up to a number of feet
equal to her Wisdom bonus x20,
the Boskite being able to specify
this before the sinking. The earth
will then slowly push her to the
surface when her season
approaches.
While in this "sleeping" form,
the Boskite is considered
paralyzed. Should she be woken
early from her slumber, she will
be exhausted for ld20 rounds. A
sleeping Boskite is generally
protected by the earth from
assault or attack; tunneling
predators will be deterred by Level Base Attack Fort Ref Will Special
rocks, and weather (such as
floods) won't affect the Boskite.
1 +1 +2 +O +O Root, Speak with Plants, +1 spell

However, a deliberate, 2 +1 +3 +O +O Repel Foliage, +1 spell


intelligent attempt to uncover
the Boskite's body can succeed, 3 +2 +3 +1 +l Weathered Skin +l, +1 spell
given sufficient knowledge or .,.
4 +2 +4 +1 +l Defensive Feature, +1 spell
time.
5 +3 +4 +1 +1 Weathered Skin +2, +l spell
.X:ylomancer Glass features
6 +3 +5 +2 +2 Defensive Feature, +l spell
All of the following are class 7 +4 +5 +2 +2 Weathered Skin +3, +1 spell
features of the xylomancer
prestige class. 8 +4 +6 +2 +2 Tree Travel, + 1 spell
Weapon and Armor 9 +5 +6 +3 +3 +1 spell
Proficiency: Xylomancers are
proficient with all simple 10 +6 +7 +3 +3 Return to the earth, + 1 spell
weapons. They are proficient
with light armor only and no
shields.
bound to it. That's how I came to be a our skills are seen as selfish; however, for
Nature Sense (Ex): A
xylomancer can identify plants follower of the Boskite ways, and I'm those wishing safe passage through a
and animals (their species and very pleased I did too. Without its safety woodland or plains, or indeed in any of
special traits) with perfect and knowledge I may not have survived the wilder areas of the world, you can
accuracy. The xylomancer can
to lecture here in the Wanderers Guild. have no better companion. So next time
determine whether water is safe
to drink or dangerous. you are forming a party to venture out
Woodland Stride (Ex): A I feel we as Boskite Explorers offer into the wilds, forget not about the
xylomancer may move through more to an adventuring party then many Boskite, for one of us may well be ready
natural thorns, briars,
overgrown areas, and similar
give us credit for. Admittedly, many of for a bit of further exploration.
terrain at her normal speed
without suffering damage or
I
other impairment. However, Boskite Explorer '

thorns, briars, and overgrown Prestige Class


areas that are enchanted or A Boskite Explorer has a passion for all things born of the earth and a lust for
magically manipulated to
impede motion still affect the
knowledge of all things plant-like. The very mention of meiosis within a sporangium
xylomancer. gets them salivating. They quest endlessly to find new forms of plant life.
Spelkasting: A xylomancer
continues training in magic. Alignment: Any neutral
When a new xylomancer level is
gained, the character gains new
Hit Die: d8
spells as if he had also gained a
level in the spellcasting class he Requirements
belonged to before he added the To qualify to become a Boskite Explorer, a character must fulfill all of the following
prestige class. He does not,
however, gain any other benefits
criteria.
that a character of that class Skills: Knowledge (nature) 10 ranks, Survival 8 ranks
would have gained (such as Spellcasting: Must be able to cast 3rd-level divine spells
improved familiar abilities). This Feats: Endurance
essentially means that he adds
the level of xylomancer to the
level of some other spellcasting Class Skills
class the character has, then The Boskite Explorer's class skills (and the key ability for each skill) are: Climb (Str),
determines spells per day, spells Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis),
known, and caster level
accordingly. If a character had
Hide (Dex), Knowledge (nature) (Int), Listen (Wis), Spellcraft (Int), Swim (Str), and
more than one spellcasting class Survival (Wis)
before he became a xylomancer, Skill Points at Each Level: 4 + Int modifier
he must decide to which class he
adds each level of xylomancer.
Mother Earth Affinity (Ex):
Through her research, the
character has found an arcane
link with Mother Earth, with
nature itself. He now has access
cleric. He may command or
rebuke plants as a cleric of that
domain, and may choose spells
from the Plant domain list when
learning new spells.
Live through the Land (Su):
As long as he remains in direct
contact with the earth for at least
8 hours a day, the character no
longer needs to consume food
and water to survive.
Woodland Brother (Ex):
Woodland brother gives the
character the ability to speak
with plants a number of times a
day equal to his Wis bonus
Woodland Father (Ex):
J Woodland father gives the
character the ability to speak

-�
with animals a number of times
a day equal to his Wis bonus.
Woodland Guardian (Su): As
a move action, the character is
now able to transform himself
into a treant. The character may
stay in treant form up to 6
rounds per week, plus an
additional round for each point
of Wisdom bonus. The character
assumes the form of a treant
equal in HD to his own, with a
corresponding size: Huge up to
16 HD; Gargantuan above that.
The character gains the physical
ability scores of the treant and
keeps his own mental abilities.
He receives all the special
abilities of a treant, including the
ability animate trees. He can still
cast spells while in treant form,
but his new shape may interfere
with some; any spell requiring a
somatic component requires a
Concentration check (DC 15) to
cast. Damage taken whist in
treant form is transferred to the
xylomancer upon regaining his
true form, but the
transformation process heals
damage as if the character had
rested for one day.

Hylotnancer
"Why, I thank you, sire, though why you should wish to help a stranger for no good reason
is beyond me. What's that? Oh, you are a man of the woods, you say, here to help the needy?
Well, I cannot repay you, myfriend, as I am a poor man who was traveling these roads alone
when the unfortunate event happened.
How did this happen to me, you say? Hehehe, well let me tell you. I was walking these
sleeping Boskite is generally
protected by the earth from How did this ltappen to me, you say? Hehehe, well let me tell you. I was walking these
assault or attack; tunneling woodland roads when I heard a voice coming from a glade not too far into the forest. I took
predators will be deterred by
rocks, and weather (such as
myself a little closer, just to see what was going on. There before me was a gent in but a long
floods) won't affect the Boskite. robe chatting to the trees and the wild animals that scurried round his feet, mad as a goose I
However, a deliberate, tells ya. So I approaches him like, asked him a question and you know wltat I got as an
intelligent attempt to uncover answer? Well, the blighter only went and turned into a great big old tree, then he squishes me
the Boskite's body can succeed,
given sufficient knowledge or
fiat and steals me hat! Can you believe it?
time. What's that? Oh, what did I ask that grumbled him so? Well, the very same thing I'll ask
you sir... GIVE ME YOUR GOLD AND I MAY LET YA LIVE! Hahahahahaha ... ha ... ha ...
.Kylomancer a . . . aaaa . . oh bugger, not again ...
. "

All of the following are class


features of the xylomancer - A bandit's unfortunate encounter with two xylomancers
prestige class.
Weapon and Armor
Proficiency: Xylomancers are
proficient with all simple I really don't understand xylomancers finds there. He's not searching for
weapons. They are proficient at all. I mean, arcane sorcerers with an information; merely keeping them
with light armor only and no affinity to nature . . . well, it's like eating company, it seems, reassuring them that
shields.
soup with a stick - plausible but just not he will do all he can to keep them safe. I
Nature Sense (Ex): A
xylomancer can identify plants right in my reckoning. have indeed warmed to him somewhat.
and animals (their species and
special traits) with perfect I don't hide my distaste nor distrust of As with everyone, though, there are bad
accuracy. The xylomancer can
the arcane casting professions. It all just eggs within the ranks of the xylomancers,
determine whether water is safe
to drink or dangerous. seems unnatural to me. Where does that those who have found nature's way and
Woodland Stride (Ex): A force and power come from, I ask you? devised methods to twist them to their
xylomancer may move through From the land, that's what I think. own doing, using what they have learned
natural thorns, briars,
They're blighting our lands, that's what I to twist the environment to their own
overgrown areas, and similar
terrain at her normal speed say. Now here we have an arcane caster needs. These fellows are to be feared, my
without suffering damage or who has found himself at home within friends; nature itself is an untamed beast,
other impairment. However, the wild lands. The majority of them and for a master of the arcane arts to find
thorns, briars, and overgrown
seem fine and upstanding fellows; we a way to tame it - or even mold it to his
areas that are enchanted or
magically manipulated to even have one of their kind here in the own needs - can not be good at all. These
impede motion still affect the Wanderers Guild, and we have on fellows have learned to command the
xylomancer. occasion partaken of a fine wine and plants and form the environment into
Spellcasting: A xylomancer
discussed our findings out there in the their hidden homes, and from here they
continues training in magic.
When a new xylomancer level is wilderness. I have yet to venture with make their move on civilized areas,
gained, the character gains new him, even though he has offered on bringing pain and theft.
spells as if he had also gained a several occasions.
level in the spellcasting class he
Becoming a xylomancer is not, it seems, a
belonged to before he added the
prestige class. He does not, He has told me of his skills in the conscious decision of the sorcerer. It
however, gain any other benefits woodlands, and I must say they are very takes a special soul to walk this path. It is
that a character of that class impressive and seem of utmost use. not often that one will meet a xylomancer
would have gained (such as
Through still keeping his sorcerous ways, who took it upon himself to choose this
improved familiar abilities). This
essentially means that he adds he has had a chance to get closer to the path; more often than not, it is one who
the level of xylomancer to the woodland. His connection with the land has had an interest in or found a deep
level of some other spellcasting has offered unto him a range of spells connection with the wild lands. What
class the character has, then
normally only available to the priests makes a sorcerer a sorcerer? Well, no one
determines spells per day, spells
known, and caster level who follow the plant gods. He furthers really knows. What makes a sorcerer
accordingly. If a character had his understandings with the woodland then turn to the ways of nature is even
more than one spellcasting class creatures and plants, learning to speak to more of an enigma. I just wish all of them
before he became a xylomancer,
them naturally in their own tongue; my were doing it for the benefit of the land
he must decide to which class he
adds each level of xylomancer. associate here often wanders out into the and not to blight and twist it. ..
. Mother Earth Affinity (Ex): woods around the Guild's properties and
Through her research, the idly chats to the creatures and plants he
character has found an arcane
link with Mother Earth, with
cleric. He may command or
rebuke plants as a cleric of that
domain, and may choose spells
from the Plant domain list when
Level Base Attack Fort Ref Will Special learning new spells.
Live through the Land (Su):
1 +1 +2 +O +O Root, Speak with Plants, + 1 spell
As Jong as he remains in direct
2 +l +3 +O +O Repel Foliage, +l spell contact with the earth for at least
8 hours a day, the character no
3 +2 +3 +1 +1 Weathered Skin +l, +l spell longer needs to consume food
and water to survive.
4 +2 +4 +1 +1 Defensive Feature, +1 spell
Woodland Brother (Ex):
5 +3 +4 +l +1 Weathered Skin +2, +l spell Woodland brother gives the
character the ability to speak
6 +3 +5 +2 +2 Defensive Feature, +1 spell
with plants a number of times a
7 +4 +5 +2 +2 Weathered Skin +3, +1 spell day equal to his Wis bonus
Woodland Father (Ex):
8 +4 +6 +2 +2 Tree Travel, +l spell
Woodland father gives the
9 +5 +6 +3 +3 +1 spell character the ability to speak
with animals a number of times
10 +6 +7 +3 +3 Return to the earth, +1 spell a day equal to his Wis bonus.
Woodland Guardian (Su): As
a move action, the character is
now able to transform himself
into a treant. The character may
"I hear the voices of the sky come through the plants that surround me. I hear the pleas and stay in treant form up to 6
worries, the happiness andfears of the woodland animals, I hear them all... and welcome it. I rounds per week, plus an
am a xylomancer. I shall use my powers for the good of the woodland, the wild and tamed additional round for each point
of Wisdom bonus. The character
alike, the ferocious and friendly that lurk everywhere that one looks. I am a Xylomancer and
assumes the form of a treant
this is my world ...
"
equal in HD to his own, with a
- Tym the xylomancer corresponding size: Huge up to
16 HD; Gargantuan above that.
Xylomancer The character gains the physical
Prestige Class ability scores of the treant and
keeps his own mental abilities.
The xylomancer is a sorcerer of the woodlands, a caster with knowledge of the wild He receives all the special
abilities of a treant, including the
and an affinity for its needs.
ability animate trees. He can still
Alignment: Any neutral
cast spells while in treant form,
Hit Die: d4 but his new shape may interfere
with some; any spell requiring a
Requirements somatic component requires a
Skills:Knowledge (nature) 5 ranks, Survival 5 ranks Concentration check (DC 15) to
Spellcasting: Ability to cast 3rd level arcane spells without preparation cast Damage taken whist in

Feats: Alertness, Track treant form is transferred to the


xylomancer upon regaining his
true form, but the
Class Skills
transformation process heals
The xylomancer's class skills (and the key damage as if the character had
ability for each skill) are: Craft (alchemy) (Int), rested for one day.
Concentration (Con), Craft (Int), Knowledge
(arcana) (Int), Knowledge (nature) (Int),
Profession (Wis), Spellcraft (Int),
Survival (Wis).

Skill Points at Each Level: .

4+ Int modifier
Spells � Ensorceltnents
There is magical knowledge passed between the denizens of the wild that few
civilized folk ever encounter. The plants themselves created some of these spells, while
others were developed by the Boskite Explorers or xylomancers. Note that spells of the
Plant domain may be chosen by clerics of that domain, as well as by xylomancers who
have gained access to that domain.

All-Encompassing Root Casting betterberry upon a handful of


Transmutation freshly picked berries makes 2d6 of them
Level: Plant 5, Drd 4, Rgr 3 magical. The character (as well as any
Components: V, S, M other caster of the same faith and a caster
Casting Time: 1 action level equal to or higher than the
Range: Touch character's) can immediately discern
Target: Root touched which berries are affected. Each
Duration: 2 rounds/ level enchanted berry nourishes a creature as
Saving Throw: None if it were a normal meal for a Medium
Spell Resistance: No creature. The berry also cures 1d4 point
of damage when eaten, subject to a
By means of this spell the caster maximum of 16 points of such curing in
bestows minor intelligence and motor any 24-hour period.
function upon a large root. The caster can
see and hear the area around the root as Blood Tendrils
if it had human eyesight and hearing. Necromancy
The enchanted root can crawl up to 20 ft. Level: Drd 4, Plant 4
per round by undulating the mass of tiny Components: V, S
roots on its bottom. It has an AC of 10 Casting Time: 1 action
and hit points equal to one tenth of the Range: 10 feet
caster, with a minimum of 1. The root can Target: Creature touched
travel up to 400 ft. +40 ft./level away Duration: 1 round/2 levels up to 10
from the caster before the benefits wink rounds
out. Saving Throw: None
A side effect of this is that the root can Spell Resistance: No
also provide entertainment. It can be
commanded to dance a merry jig that A ring of tendrils shoots forth from the
most will find entertaining. It is in indeed caster's wrists, yearning for the healing
an all-seeing, all-hearing, dancing root. blood they can supply to their owner.
Material Component: A large root The caster must make a ranged touch
attack for the tendrils to hit their
Betterberry intended target. The tendrils can be
Transmutation extended up to 10 feet away. If they miss,
Level: Drd 3 they can be recast the next round as long
Components: V, S, DF as the duration extends. If they hit, the
Casting Time: 1 action tendrils drain 1d6 points of damage per
Range: Touch two caster levels (maximum 10d6) and
Target: 2d6 fresh berries touched bestow the same hit points upon the
Duration: 1 day/level caster. These are not temporary hit
Saving Throw: None points, but the tendrils can only drain hit
Spell Resistance: Yes points up to the caster's maximum.
As long as the tendrils remain attached, Compost Cocoon
the victim cannot move more than 10 feet Evocation
from the caster unless he succeeds in an Level: Drd 8, Plant 8, Sor/Wiz 9
opposed Strength check. The tendrils Components: V, S, M
may be attacked and damaged but more Casting Time: 1 minute
always sprout where others are cut Range: Medium (100 ft. + 10 ft./level)
down. The only way to escape is by Target: Creature up to Large size
wriggling free, which requires a grapple Duration: 1 round per 2 levels
check against the caster, who may still Saving Throw: None
use the tendrils to attempt another attack Spell Resistance: No
though on his next round.
The drawback to this spell is that any Tendrils, roots, stems, and tree limbs
poisons or disease in the target's system seem to erupt from the ground around
may also infect the caster if appropriate the individual targeted. They twist and
saves are not made. turn at blinding speed, wrapping
themselves from a wide area around the
Blurre m individual, encasing him in a cocoon of
Conjuration natural vegetation.
Level: Drd 2, Plant 2 On its action, the target is allowed a
Components: S, M grapple check to escape the
Casting Time: 1 action all-surrounding vines. The compost
Range: Touch cocoon has an effective BAB of +15, Str 20
Target: Creature touched (+5 modifier), and is classed as a Large
Duration: 1 minute/level beast for purposes of grappling size
Saving Throw: Will negates (harmless) modifiers. Its total grapple check is at
Spell Resistance: No +24. However, should a target escape the
"grapple," he will have to continue doing
The caster sifts a pinch of pollen in his so for the duration of the spell as more
hands, which initiates a change in its and more vines erupt from wherever he
structure. It fluffs up, expands, and starts stands.
to gleam over its surface. The surface Once the compost cocoon manages to
shines and mirrors its surroundings, wrap itself around an individual, they're
throwing off precise attacks by would-be in trouble. The cocoon wraps tightly, so
attackers. This distortion grants the the individual can make no forms of
subject one-half concealment (20% miss attack other than attempting to grapple
chance). his way out. The cocoon then starts to
A see invisibility or true seeing spell munch the victim into a soft, reusable
does not counter the effects of this spell, compost. Every round spent within the
because the effect is not an illusion; the cocoon deals 3d6 points of damage and
pollen is simply hard to see through. ld3 temporary Charisma damage. The
Note that opponents who attack without compost cocoon milks blood from the
sight ignore the spells effects. victim, which it passes out to the outer
Material Component Pollen layer of its cocoon, forming a hard scab
over its surface that makes it harder to
penetrate.
The cocoon itself has a 10 inch thick
husk, a break DC of 30, hardness 5, and
70 hp. However, for every round that it
inflicts damage on the target, its break
DC and hardness both rise by l, and it
regenerates the same amount of damage
it dealt to the target.
Demoisten closes mortal wounds and repairs lethal
Transmutation damage of most kinds, the body of the
Level: Drd 0, Rgr 1 creature to be raised must be whole.
Components: V, S Otherwise missing parts are still missing
Casting Time: 1 action when the creature is brought back to life.
Range: Close None of the dead creature's equipment
Area: Up to 5 ft. /level or possessions are affected in any way by
Duration: Instantaneous this spell.
Saving Throw: None A creature that has been turned into an
Spell Resistance: Yes undead creature or killed by a death
effect can't be raised by this spell.
By means of this spell a caster is able to Constructs, elementals, outsiders, and
dry an area out. This does not sap all the undead creatures can't be raised. The
moisture from an area altogether. It spell cannot bring back a creature that
merely dries a patch of wet grass or has died of old age.
ground to sleep on, makes tinder dry A creature raised by this spell takes on
enough to start a fire, and so on. The certain plant-like attributes. Their skin
spell is permanent in that the area will turns a greenish hue, and they feel most
stay dry until moisture is applied again. comfortable with the raw dirt at their
feet. Many raised in this manner stop
Enkindling Grove wearing shoes. The creature feels an
Conjuration (Healing) affinity for the wilderness, and begins
Level: Drd 7 exploring options as a ranger or druid.
Components: V, S, M Corning back from the dead is an
Casting Time: 1 Hour ordeal. The subject of the spell loses one
Range: Touch level when it is raised, just as if it had lost
Target: Dead creature a level to an energy-draining creature,
Duration: Instantaneous and also loses 1 point of Constitution
Saving Throw: None permanently. This level loss cannot be
Spell Resistance: Yes (harmless) repaired by any spell or effect. If the
subject is 1st level, it loses 2 points of
With this spell a druid offers a recently Constitution instead. A spellcasting
deceased body to the earth, using his creature loses all spells he may have
powers to bring back the spark of life prepared for that day, needing full rest
that once animated it. The spell must be before they may learn them again.
cast in a grove of mature, healthy trees Material Component: A variety of
encircling a soft patch of earth. The dead special herbs worth 1,000 gp (or
subject must be buried in the center of requiring one week and a Knowledge
the grove, and a special concoction of (nature) check (DC 25) to locate) and a
herbs and flowers scattered upon the suitable grove of trees
grave before the spell is cast.
This spell restores life to a deceased Gaudy Skin
creature. The druid can raise creatures Transmutation
that have been dead up to 1 day per 2 Level: Drd 2, Plant 2, Rgr 3, Sor/Wiz 3
caster levels. In addition, the subject's Components: V
soul must be free and willing to return. Casting Time: 1 action
Enkindling grove cures hit point Range: Personal
damage up to a total of 1 hit point per hit Target: You
die. Any ability scores reduced to 0 are Duration: 10 minutes/level
raised to 1. Normal poison and normal Saving Throw: Will negates
disease are cured in the process of raising Spell Resistance: No
the subject, but magical diseases and
curses are not undone. While the spell The caster changes the color of his skin
in an attempt to warn off a predatory Itching Seeds
animal, plant, vermin, or magical beast. Transmutation
This only affects creatures of Intelligence Level: Ord 4, Plant 4
2 or less, and only those that can actually Components: V, S, M
see the individual. The target is allowed a Casting Time: 1 action
saving throw to ignore the effects of the Range: Touch
spell. Otherwise they become frightened Target: Handful of seeds
by the gaudy display. A creature that is Duration: 2d6 rounds
frightened flees as well as it can. If Saving Throw: Ref negates
unable to flee, the creature may fight. It Spell Resistance: No
suffers a -2 morale penalty on attack
rolls, checks, and saving throws. A The caster transforms a handful of
frightened creature can use special seeds into wriggling, spiny little seeds of
abilities, including spells, to flee; indeed, itchiness. Throwing them on an
the creature must use such means if they individual (with a melee touch attack)
are the only way to escape. makes the target itch uncontrollably. The
target receives a Reflex save to avoid
Gloop being affected. Otherwise, the itching
Conjuration causes a -4 circumstance penalty to
Level: Plant 2, Druid 2, Brd 2, Sor/Wiz 3 armor class, attack and damage rolls,
Components: V, S, M further Reflex saves, and all physical skill
Casting Time: 1 action checks. Spellcasting with somatic
Range: Close (25 ft. + 5 ft./2 levels) components requires a Concentration
Target or Area: One object or a 10 ft. x 10 check (DC 20). The target immediately
ft. square drops the contents of at least one hand
Duration: 1 round/level such that he has a hand free to scratch.
Saving Throw: Ref negates Finally, the severe itching causes 1 hp of
Spell Resistance: No nonlethal damage per round for the
duration of the spell.
The caster summons into his mouth a
sticky, sap-like substance which they are Leaf Minions
able to spew forth upon a creature or an Transmutation
area. Anyone in the targeted area must Level: Ord 4, Plant 4
make a Reflex save to avoid becoming Components: V, S, F
stuck in the sticky gloop. A stuck Casting Time: 1 action
creature has at -2 penalty to attack and Range: Close (25 ft. + 5 ft./2 levels)
grapple rolls, a -4 penalty to effective Target: One tree
Dexterity, and may not move for the Duration: 1 round/level
duration of the spell. A victim may Saving Throw: None
attempt to dislodge themselves from the Spell Resistance: No
sticky substance by spending a full round
action on Strength check (DC 20). Targets The leaves of the targeted tree become
that succeed in the initial Reflex save an animated swarm of razor-edged
avoid the gloop entirely. cutting weapons at your disposal. You
Instead of targeting an area, the caster may target this swarm at any creature.
may choose to make a ranged touched The swarm has ld8 HD (4.5 hp) per
attack at a -4 penalty to hit a victim's caster level, and an area of 5 ft. by 5 ft. for
head, thus blinding them for the duration every 5 HD or fraction thereof. The
of the spell. Suffocation rules apply if the swarm causes ld6 points of damage per
duration of the spell is long enough, HD to any creature whose space it
though the victim can remove the gloop occupies at the end of its move, and may
with a successful Strength check (DC 20). also cause nausea and choking. See the
MM for additional details on swarming which immediately disperses the cloud
creatures. of spores.
You may target the swarm at a specific Material Component: A flattened
individual, or choose to direct it. If fungus or mushroom
targeted, it attaches the target until the
duration is up or the target is killed, at Natural Weapons
which point it dissipates. If you direct it, Transmutation
you must use a standard action each Level: Drd 2, Rgr 2
round to do so, but you may move the Components: V, S, DF
swarm up to 40 ft. per round. Casting Time: 1 action
Material Component: The caster needs Range: Touch
a tree with leaf coverage for this spell to Target: One creature touched
take effect. Pine needles also work. Duration: 1 minute/level
Saving Throw: Will negates
Mezzem Spell Resistance: Yes
Conjuration [Mind-Affecting]
Level: Drd 4, Plant 4 Upon casting this spell, the target's
Components: V, S, M lower arms become great wooden clubs
Casting Time: 1 action or long, thin wooden stakes, at the
Range: See below caster's discretion. Both forms do 1d6
Target: Self damage (1d4 for Small creatures), but
Duration: 4 rounds one is bludgeoning and the other
Saving Throw: Will negates piercing. The target is considered
Spell Resistance: No proficient with any weapons thus
created. He may fight with both weapons
Spores seem to spill out from the at once, suffering the usual penalties for
caster's skin, floating as if on a summer's two-weapon fighting. Anything held in
breeze. Upon casting, the spores fill an his hands when the spell is cast is
area of 5 ft. around the caster. Anyone dropped. The new limbs are
caught within this cloud is dazed, per the nonflammable and save as a +3 magic
usual effects: they can take no actions, weapon of the same kind. Casting arcane
but suffer no penalty to AC. After one spells with somatic requirements while
round, the cloud floats a further 5 feet under the effects of this spell suffers a
away from the caster. Anyone in the new 90% chance of arcane spell failure.
expanded area is affected as above, and
those in the inner ring are now stunned Pheromone Scent
(with no additional save to avoid this Enchantment (Compulsion)
new effect). Stunned creatures drop what [Mind-Affecting]
they are holding, can't take actions, lose Level: Drd 6, Sor/Wiz 7, Plant 6
their Dexterity bonus to AC, and have a Components: V, S. M
-2 penalty to AC. On the third round, the Casting Time: 1 action
cloud extends a final five fee, with the Range: Touch
outer five feet causing a daze effect and Target: Living creature touched
the inner ten feet stunning, as detailed Range: Close (25 ft. + 5 ft. /2 levels)
above. On the fourth round the cloud Duration: 1 minute/level
does not expand, but dissipates slowly Saving Throw: Will negates
(still affecting creatures within) until it Spell Resistance: No
vanishes entirely at the beginning of the
fifth round. The caster causes a target to exude a
This spell affects the minds of a stench that can affect the attitude of
humanoids of Large size or smaller up to nearby vermin. The spell affects all
6 HD. This spell is affected by strong vermin in the area; a specific type cannot
winds or the gust of wind spell, which be targeted. One of the following effects
must be chosen upon casting. If cast Plant Friendship
upon self, the caster can change the effect Enchantment (Charm) [Mind-Affecting]
each round as a move action; if cast upon Level: Ord 1, Rgr 1, Plant 2
others, the initial effect cannot be Components: V, S, M
changed. The vermin receive a save to Casting Time: 1 action
resist the effects. Range: Close (25 ft. + 5 ft./2 levels)
The effects are: Target: One plant creature
Apathy: The vermin in the area have Duration: Instantaneous
no real interest in anything that is Saving Throw: Will negates
happening around the targeted Spell Resistance: Yes
individual. Those within range are
effectively dazed. The caster wins the loyalty of plant
Hostility: The vermin swarm the target creature. The spell functions only if the
creature will great ferocity. caster actually wishes to be the plant's
Protection: The vermin perceive the friend. If the caster is not willing to treat
scented individual as an ally and one that the plant as a friend the spell fails. A
must be protected. They cannot be plant's loyalty is natural (not magical)
controlled by the target, but will attack and lasting. A plant must have some
anything that threatens him. basis of intelligence to be befriended;
Fear: The vermin fear the target thus, any plant with an Intelligence less
creature. They become panicked. A than 2 cannot be affected by this spell.
panicked creature suffers a -2 morale The caster can teach the befriended
penalty on saving throws and must flee. plant one specific trick or task for every
A panicked creature chooses his path three points of Intelligence it possesses.
randomly (as long as he is getting away At most, the caster can have plant friends
from immediate danger), and flees any whose hit dice total no more than twice
other dangers that confront him. If the character's caster level (though the
cornered, a panicked creature cowers. demands of adventuring generally
Material Component Crushed garlic restrict a character to half that number) .
and insect shells The caster may dismiss plant friends to
enable him to befriend new ones.
Photosynthetic Integumen
Transmutation Plantation
Level: Ord 2, Plant 2, Sun 1 Transmutation
Components: V, S Level: Clr 2, Ord 2, Sor/Wiz 3, Plant 2
Casting Time: 1 round Components: V, S
Range: Personal Casting Time: 1 action
Target: Self Range: Medium (100 ft. + 10 ft. /level)
Duration: 24 hours Target: One humanoid of medium size or
Saving Throw: None sm3ller
Spell Resistance: No Duration: 1 round/level
Saving Throw: Will negates
The caster's skin takes on a slight Spell Resistance: Yes
greenish tinge as the composition of the
epidermis changes. So long as the caster Small, strong roots extend from the
gets at least 3 hours of sunlight a day, subject's feet and bury themselves tightly
they need no feed, though they still need into the ground underneath him. The
water. This delays the effects of hunger roots cling tightly even if the surface is
so long as the criteria above are fulfilled. solid. The target is held firmly to the
The daylight spell (and similar effects) ground. If the target was moving when
does not give the benefits of true daylight the spell was cast, a Reflex save is
for purposes of this spell. required to avoid tripping and falling
prone (DC 20) from the sudden halt. If Poison Accelerant
bull rushed he must make a similar Conjuration
check. The target may pull itself free with Level: Cir 4, Ord 3, Rgr 3
Strength check (DC 20). If the caster uses Components: V, S
this spell upon himself, he may cancel Casting Time: 1 action
the effects at any time. Range: Touch
Target: Creature touched
Plantlike Duration: Instantaneous
Transformation Saving Throw: Will negates
Level: Plant 4, Ord 5, Sor/Wiz 6 Spell Resistance: No
Components: V, S
Casting Time: 1 full round This spell accelerates the active natural
Range: Touch poison in a victim's bloodstream. If the
Target: Touched creature target is currently subject to the effects of
Duration: 1 round/level one (or more) poisons, they must make
Saving Throw: Will negates (no effect) their second saving throw immediately,
Spell Resistance: Yes rather than one minute after the initial
poisoning. A creature that is not subject
For the duration of the spell the target to any poison suffers no ill effects.
creature is of type plant. It is immune to
mind-influencing effects, poison, sleep,
paralysis, stunning, and polymorphing
and not subject to critical hits. The
targeted creatures' skin turns bright
green.

Poacher's Shadow
Illusion (Glamer)
Level: Ord 2, Rgr 2
Components: V
Casting Time: 1 action
Range: Touch Putrid Palette
Target: One creature Transformation
Duration: 1 minute/ level Level: Brd 1, Clr 1, Drd 1, Rgr 1,
Saving Throw: Will negates (harmless) Sor/Wiz 1
Spell Resistance: Yes Components: V
Casting Time: 1 action
This spell grants the ultimate Range: Touch
camouflage. The target creature becomes Target: Creature touched
one with the environment, blending into Duration: 1 minute/level
the natural surroundings. The creature is Saving Throw: Will negates
effectively invisible to non-magical Spell Resistance: No
means to anything further than 30 ft.
away. This includes scent, which the The spell makes the target's flesh and
spell masks to a range of 30 ft. Creatures blood so foul-tasting that nothing will eat
within 30 ft. may make a Spot check to them. Any creature succeeding in a
detect the hiding creature, but the target successful bite attack must make a Will
receives a + 10 circumstance bonus to save or be shaken from the foul taste for
Hide checks. 1 round. The shaken creature no longer
makes any attempt to bite the target. A
shaken creature suffers a -2 morale
penalty to attack rolls, damage rolls, and
saving throws.
Root Trip saplings summoned is equal to 1 plus 1
Transmutation for every 2 caster levels up to a
Level: Drd 3, Plant 2, Rgr 3 maximum equal to your Wis bonus. The
Components: V, S, F saplings are like normal immature trees,
Casting Time: 1 action rooted in the ground and
Range: Medium (100 ft. + 10 ft/level) indistinguishable from normal trees,
Area: Creatures within 10 ft. area except that they each have an
+ 5 ft./ level "awareness" radius of 40 feet, and the
Duration: Instantaneous caster must specify at casting the size of
Saving Throw: None (see below) the creature to trigger their awareness.
Spell Resistance: No For example, the caster may not wish to
be alerted by anything of Tiny size or
This spell pulls roots and tendrils from smaller. If anything of the appropriate
the earth in an attempt to trip a target. size enters within the sapling's
The spell must be cast on earthen awareness area, the saplings let out a
ground. It does not work on solid rock shrill cry like an owl, loud enough to
formations, though soft underground waken those sleeping nearby. If anything
passages are more than acceptable. Any of the proper size approaches within 5 ft.
Medium size or smaller creatures caught of the sapling, it may be instructed upon
in the affected area are subject to a trip casting to attack (Atk +4, damage 1d3
attack from the writhing tendrils. Make a bludgeoning, crit 20/x2). Each sapling
melee touch attack with the caster's has only 1 hp and an effective AC of 15.
highest attack bonus against each targets. Material Component A pine cone
The targets receive no Dex bonus to AC
for the purpose of this spell. If the attack
succeeds, make a trip check: the
defender's Dexterity or Strength check
(whichever is higher) against the root's
effective Strength of 22 (+6 modifier). The
defender gets a +4 stability bonus on his Sap swell
check if he has more than two legs or is Transmutation
otherwise more stable than a normal Level: Plant 4, Rgr 4, Sor/Wiz 5
humanoid. A tripped character is prone. Components: V, S, F
Standing up from prone is a Casting Time: 1 action
move-equivalent action. See the PHB for Range: Medium (100 ft. +10 ft./level)
more details on trip attacks. Area: 20 ft. radius spread
Material Component The spell must Duration: Instantaneous
be cast on earthen ground. Saving Throw: Reflex for half damage
Spell Resistance: No
Sapling Guardians
Conjuration (Summoning) By means of this spell the caster swells
Level: Drd 1, Plant 1 the sap in a tree to such a level that it
Components: V, S, M bursts its trunk, showering an area with
Casting Time: 1 full round splinters and strips of bark. This deals
Range: Close (25 ft. + 5 ft./ 2 levels) 1d6 damage per caster level (maximum
Effect: Summoned saplings 10d6) to all within 20 feet of the tree
Duration: 8 hours unless they make a Ref save for half
Saving Throw: None damage. Those failing the first save must
Spell Resistance: No make a second or be blinded for 1d6
rounds by showering splinters.
This spell summons into being one or Material Component The focus for
more sapling guardians. The number of this spell is, surprisingly, a tree!
S eed Rockie Tendril Whip
Conjuration Transformation
Level: Drd 2, Plant 2, Rgr 2, Sor/Wiz 3 Level: Drd 2, Plant 2
Components: V, S, M Components: V, S
Casting Time: 1 action Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels) Range: Personal
Area: See below Target: You
Duration: Instantaneous (3 rounds) Duration: 1 round/level (up to a
Saving Throw: None maximum of 10 rounds)
Spell Resistance: No Saving Throw: None
Spell Resistance: No
Once the caster places a seed in his
mouth and completes the spell A tendril under the caster's command
incantation, his mouth fills with seeds, comes whipping out of his wrist. It is
which he is then able to shoot with great considered a +2 whip of wounding that
speed. The caster can shoot one seed with does ld4+2 lethal damage (unlike a
a standard action or two seeds with a full normal whip, which does nonlethal
round action. Each seed projectile deals damage). The caster can wield it as a
ld4 points of damage per level whip as if fully proficient with it.
(maximum 10d4), but loses one damage The tendril's velocity causes a special
die for every 5 ft. past the first 5 ft. they wounding effect: any creature hit by the
have to travel. For example, a 6th level tendril whip loses an additional 1
druid could "spit his seeds" for damage hp/ round until successfully healed by
of 6d4 in the first 5 ft., 5d4 up to 10 ft., the casting of any form of cure spell. A
4d4 up to 15 ft., and so on down to ld4 caster may have one of these tendrils
up to 30 ft. The caster may hold the seeds extending from each wrist should he
in his mouth for up to 3 rounds before wish to cast two such spells; when doing
they dissolve into a distasteful sludge. so, he can fight with both at no penalty
Material Component: A seed. for using two weapons. The tendrils
cannot be disarmed but are prone to
Spungiforum damage. The tendril is AC 10 + caster
Transmutation level and has 1 hp and DR 2/ magic.
Level: Drd l, Plant l, Rgr 2
Components: V, S Thorn Armor
Casting Time: 1 action Transmutation
Range: Touch Level: Drd 2, Plant 2, Rgr 2
Target: Creature touched Components: V
Duration: 1 hour/level Casting Time: 1 action
Saving Throw: Will negates (harmless) Range: Touch
Spell Resistance: Yes Target: One creature
Duration: 1 round/level
This spell gives the target's skin a Saving Throw: Will negates (no effect)
spongy consistency, soft in texture and Spell Resistance: Yes
springy to touch. This gives the target DR
2/ piercing, with +1 to the DR for every The target sprouts hard, sharp thorns
three caster levels. Magical non-piercing from their skin for the duration of the
weapons reduce the DR by one per point spell. The spikes punch holes in leather,
of enhancement bonus. For example, a hide, padded, or any other nonmetal
6th level caster could grant DR armor, but does not affect its functioning.
4/piercing, which would be reduced to Any form of metal armor prevents the
DR 2/ piercing against a +2 greataxe. spikes from sprouting, rendering the
spell useless. The spikes deal ld4 (crit x2)
points of piercing damage in any Soft pine needles emerge from under
grappling action, whether a successful the caster's fingertips, quickly hardening
grapple by you or upon you. then shooting forth. Each needle deals 1
point of damage. The caster can generate
Tindertwig Companion two needles per level, up to a maximum
Conjuration (Summoning) of 40 needles at level 20. The needles can
Level: Ord 3, Rgr 4, Plant 3 be spread over up to three enemies, no
Components: V, S, M two of which are more than 20 ft. apart.
Casting Time: 1 minute The needles automatically hit and deal
Range: Touch damage, though anyone wearing
Effect: One pile of twigs medium or heavy armor (or possessing a
Duration: 1 hour/2 levels natural armor bonus of +5 or more)
Saving Throw: None suffers only one quarter damage.
Spell Resistance: No Material Component: A twig from a
pine tree
The tindertwig companion is a
semi-intelligent construct that performs
simple tasks at the character's command.
It can run and fetch things, dig, and keep
watch, and clean and mend . The servant
can perform only one activity at a time,
but it repeats the same activity over and
over again if told to do so. A pile of twigs
is needed to create this construct, which
after spell completion stands some 3
feet high. It has a roughly humanoid _ ��· .!'
form and distinguishable facial 1 :�
features built from the twigs to
�:" �
-V'l.·

give a very rough visage. -:
The tindertwig companion can • rl)•
-� 0. '
be ordered to fight for the
summoner. It has the following basic
attributes: Small construct; HD ld8 (5
hp); Init +2; Spd 20 ft.; AC 15 (+1 size, +2
natural, +2 Dex); Atk 2 claws +2 melee
(ld4-2); Face/ Reach 5 ft./5 ft.;
Str 7, Dex 14, Con 10, Int 5, Wis 15,
Cha -.
Material Component: A pile
of twigs

Volley of Needles
Conjuration
Level: Ord 1, Plant 2, Rgr 3
Components: V, S, F
Casting Time: 1 Action
Range: Medium (100 ft. +10 ft./ level)
Target: Up to three creatures, no two of
which may be more than 20 ft. apart.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Power Components
Below are the additional
effects of using the Power

Druidic Power Cotnponents


Components found within the
text on these pages. The spell
remains the same as that
detailed in Core Rulebook I with
the changes below.
Enhancers & Empowerers
Shillelagh
Power Component
I have spent many an evening sat with one can distinguish the difference
Redheart Mangrove Tree root
Duration: 2 min./ level my druidic friends nestled in the between a normal mangrove and a
A club or staff created from a woodlands, smoking our pipes and redheart mangrove is under a full moon,
Redheart Mangove tree root is discussing our favourite topic of when the tree will have a dull glow to its
bestowed with a +2
conversation that being the wild lands bark, indeed a dull red glow in fact. This
enhancement bonus on attack
and damage rolls. These effects and the diversity of life found within it. I red glow has led to many a superstition
only occur when the weapon is have been able to offer much information among any tribes that live in the area and
wielded by you. If you do not to my druidic friends that they is often seen as sacred ground. The root
wield it, the weapon behaves as
themselves may not have discovered or needs to be dug up under this full moon
if unaffected by this spell.
thought of, exotic creatures they have as the tree glows red and needs to be a
Awaken never come across and uses for plants root form below the surface of the
Power Component and herbs they may never have swamp water.
Olanth Megalith Brain
considered. I too have learnt a fair few
An awakened tree has
characteristics as if it were an
tricks and lines of investigation I may not Awaken
animated object, except that it have considered either. Though it disheartened me to attempt
gains the plant type and its using the brain from an Olanth Mezzalith
Intelligence, Wisdom, and
However it is the druidic spells that for experiments I believed it should go to
Charisma scores are each 2d6+7.
An awakened plant gains the have most fascinated me, something that good use rather than rot or be used as an
ability to move its limbs, roots, is far beyond me and something also that exhibit encased in glass. My druid friend
vines, creepers, and so forth, and the druidic belief frowns upon the and I took a chunk of this brain, roughly
it has senses similar to a
divulging of their ways, but that has not the size of his human fist, and coated the
human's.
An awakened animal gets stopped me working in unison with my intended tree with a salve made from the
3d6+1 Intelligence, +1d3+1 druid brothers in ways of heightening mashed brain. We found it helped to
Charisma, and +3 HD. Its type and empowering their spells further. heighten the sentience in the tree, the
becomes magical beast
same being for the dog we tried this spell
(augmented animal). An
awakened animal can't serve as In my travels I have come across many upon though we found it a lot easier to
an animal companion, familiar, new and exotic plants, many of which are feed the salve to the dog rather than try
or special mount. detailed within this tome, it is my access smearing it upon his shaggy coat.
XP Cost: None.
to such plants, roots and berries that
Chm1gestaff have allowed me to aid my druid friends Changestaff
Power Component in their spellcasting. With the use of such This prove most difficult to test out. My
Treant Branch rare items I have found a means to allow druid friend told me of the Changestaff
Duration: 1.5 hours/level (D)
more potent and devastating spell effects spell and its ability to turn a normal,
Saving Throw: None
Spell Resistance: No from such "Power Components" though admittedly specially prepared,
As well as those details within staff into a mimic of a treant. I could only
Core Rulebook I it can also Here I detail a few of my findings from assume that should such a staff be made
converse with actual treants
such endeavours. from a treants branch it could only
though still cannot control trees.
enhance its usefulness. I have many a
Goodberry Shillelagh treant friend and as such was not
Power Component By digging up the root of the Redheart intending to take a branch unwillingly,
Middencaff Berries
Mangrove tree it can significantly and as it turns out a "stolen" branch
Targets: 3d4 fresh berries
touched improve the effectiveness of the spell. would not bestow the special properties
Casting goodberry upon a The Redheart Mangrove is a rare and upon the staff to be altered anyway.
handful of freshly picked precious tree to find; it grows alongside Though I was good friends with old
Middencaff berries makes 3d4 of
normal mangrove trees deep in Mossside he still requested a quest from
them magical. The berry also
cures 2 points of damage when swampland and under the light of the me first before he would give up the
eaten, subject to a maximum of sun will look just as they. The only way branch, a task that took nearly as long as
16 points of such curing in any
24-hour period.
Power Component
Assassin Vine
it took to prepare the druids staff Fire Seeds Using an Assissin Vine for the
anyway. Once the staff was treated ready This was a strange little discover. The Snare spell increases its
effectiveness. Dealing ld8 points
for the spell we tested it, though it seeds of the shaboum plant usually
of damage and a trapped
seemed very similar at first to the normal explode in a flash of dazzling light when creature must make a DC 26
Changestaff spell we soon learnt of subtle exposed to a naked flame, we decided to Escape Artist check or a DC 26
differences such as its ability to talk to experiment with the fire seeds spell upon Strength check that is a
full-round action. The snare has
"real" treants, very useful indeed. them, and it had a most remarkable
AC 12 and 10 hit points.
effect. Though the intention of the spell is �

Goodberry to explode the component berries in a Fire Seeds


Collecting berries from the middancaff fiery blaze, the spell seemed only ignite Power Component
Shaboum Berries
plant ensures that the Goodberry spell the shaboum berries on impact and offer
Targets: Up to four touched
seems to affect more berries and have a a greater effect to its blinding light. . . we Shaboum berries
greater effect it seems, feeding more and maybe should have stood a little further Shaboum Flash Bombs: As
healing better. The only problem is that away when experimenting, both of us many as four berries can be
produced by the spell and can be
the middancaff plant grows in but one could hardly see for the best part of a
hurled as far as 60 feet. A ranged
place . . . sewers. Even then this plant is minute. touch attack roll is required to
rarely seen, growing in cracks and strike the intended target, else
crevices within a sewer systems network So as you see students the spells of the consult the "Missing with
Thrown Weapon" table in Core
only being noticeable by the small grape druids, and indeed of other casters may
Rulebook I.
like bundles of berries that hang out from be improved by diversifying the material Each berry explodes upon
the holes. The berries them selves are components and maybe adding a few striking any hard surface with a
motley green in appearance and have a new ones. However it is not a task to be flash of blinding light having a
radius of 10 feet. Any creature
very bitter taste . . . best wash them before taken light heartedly, the powers held up
within this area that makes a
eating also. with in the casting of spells is a most successful Reflex saving throw
powerful one and not to be trifled with negates the effect otherwise they
Snare lightly. I have told you above of the are blinded for ld3 rounds.
Material Component: The
It seemed to make sense to me to use an successes I have had, there were many
Shaboum Berries.
assassin vine as the material for the loop many more failures that resulted in the
in a snare spell, so it seem did my druid loss of expensive and exotic ingredients
friend Murdon, though he had not had and a few more that were quite literally
the time to go hunting one. We set out life threatening in the attempts.
one fine day and with some
risk to our personal safety
tracked down and killed an
assassin vine. We found it to
be most effective in "snaring"
the unfortunate ore who
crossed out path that day . . .
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Prime\·a1 ero...f'!i.
Tiit W.iodr"M"tCuikl Gu1.k lt'l O;tn�!i anJ Unusual Pt.nthfu,
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The W a n d e r e r s G u i l d G u i d e to Aquatic Organi.sm.s
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i cupyrightC'2003 AndyTronwn.
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0poo c.m. i.....
•01 Briar Golem (pg 18)
Size Comparison. BRl-ur GOLL-um CR 7
•02 Crasperderbii (pg 18)
Pronunciaton Guide
KRASP-er-der-bee-eye CR 4
& Cre atures Listed by Challenge 1\ating •03 Dequalm (pg 18)
DAY-kwolm CR 1
•04 Fenebrea (pg 18)
08 fen-EBB-ree-uh CR 4
•os Garraleen (pg 18)
GAR-uh-leen CR S
•06 Hellazinth (pg 18)
HELL-uh-zinth CR S
•07 Juk (pg 18)
ZHOOK CR 3
•os Kint (pg 18)
KINT CR 2
,-09 Logergeist (pg 18)
LOG-er-giced CR 15
•to Lumbering Xylox (pg 18)
Lum-ber-ing Zi-loks CR 9
•11 Melv (pg 18)
MELV CR 4
•12 Olanth (pg 18)
OH-lanth CR 10
•13 Pachu Ploto (pg 18)
PAW-choo PLOE-toe CR 2
•14 Pewtackle (pg 18)
PYOO-tu h-cole CR 9
•1s Phoogle (pg 18)
FOO-gul CR 1/4
•16 Syppoh (pg 18)
SIP-poe CR 1/2
•11 Trellix (pg 18)
TRELL-ix CR 2
07
•1s Veegamoblis (pg 18)
vee-J UH-mo-bliss CR +11
•19 Whadyasdep (pg 18)
WOD-yuh-step CR 2
•20 Zankledea (pg 18)
zonn-CLAY-dee-uh CR 2
. 09

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