Retch Plant | Snapper-Saw | Thornslinger | |
---|---|---|---|
Climate/Terrain: | Any/Warm land | Any/Land | Any/Land |
Frequency: | Rare | Very rare | Rare |
Organization: | Clusters | Solitary | Clusters |
Activity Cycle: | Any | Any | Any |
Diet: | Nutrients | Carnivore | Carnivore |
Intelligence: | Non- (0) | Non- (0) | Non- (0) |
Treasure: | Nil | Nil | Nil |
Alignment: | Neutral | Neutral | Neutral |
No. Appearing: | 2-20 | 1-2 | 3-12 |
Armor Class: | 8 | 4/7/9 | 8 |
Movement: | 0 | 0 | 0 |
Hit Dice: | 5-8 | 5 | 4 |
THAC0: | 5-6 HD: 15 7-8 HD: 13 |
15 | See below |
No. of Attacks: | See below | 3-6 | 1 (Volley) |
Damage/Attack: | Nil | 2-5 | 2-8 |
Special Attacks: | See below | Trapping | Nil |
Special Defenses: | See below | Nil | Adhesive dew |
Magic Resistance: | Nil | Nil | Nil |
Size: | H (20' tall) | H (15' radius) | M (4' radius) |
Morale: | Average (8-10) | Steady (11-12) | Average (8-10) |
XP Value: | Variable | 420 | 175 |
Retch Plant (Globe Palm)[]
The retch plant, or globe palm, appears to be a typical palm tree, except that each constantly has 1d4 + 4 globe-like, coconut-sized fruit growing at its top. Each globe is membranous, taut, and blue, violet, or lilac in color.
Walking under a retch plant makes it 20% likely that one of its globes falls. If there is solid contact with a tree trunk—such as banging against, running into, or climbing it—1d4 + 1 of the noisome fruit plop down. Randomly choose the character(s) attacked; he is AC 10 against this attack. When the globes strike, they burst, and a nauseating fluid is splashed over a five-foot radius. Those who are between five and nine feet have a 25% chance of being splashed. The sticky, foul fluid causes creatures splashed to vomit and retch for the next three rounds. In addition to being nauseated, for six turns thereafter victims are at 50% of normal Strength. No saving throw is allowed against either effect of the fluid.
Creatures splashed must be washed in alcohol (wine, beer, brandy, etc.) or they are much more likely to attract carnivores in the area. This has the effect of doubling the normal frequency of encounter checks, as well as doubling the probabilities of actual encounters. The odor is discernible within a 50-foot radius and it persists for 1d4 hours unless removed as above.
Snapper-Saw (Forester's Bane)[]
The snapper-saw plant, or forester's bane, is a dark green, lowgrowing shrub. Broad, tough leaves with sinewy ribs extend five to seven feet from the central plant. The bushy center hides 1d4 + 2 purple stalks with saw-toothed edges.
When a creature steps on or near the tough leaves, these leaves snap shut around it, holding it fast. Trapping is automatic and subjects the victim to all the stalks, which immediately begin to saw away at the captured prey. On successive rounds the victim may make a strength check to pull away and escape further attacks.
In addition to the damage that the main plant can withstand, leaves can sustain 1d8 + 8 points of damage and stalks Id8 +16 points before being severed. Lost leaves and stalks grow back in 2d4 weeks unless the central plant is slain.
The bushy central plant grows luscious-smelling berries of white, greenish, golden, or bright yellow color. They are large, plump, and delicious, being very nutritious and rich in protein.
Thornslinger[]
Thornslingers are carnivorous, spidery-white plants with dewcovered, pale-yellow blossoms. They average about eight feet in diameter and lie very close to the ground.
Thornslingers attack living creatures by slinging 2d4 thorns at them. Each thorn has a range of 30 feet and causes 1 point of damage. Since the thorns are thrown in a spread pattern at the intended target, being hit by one or more thorns is automatic. Damage from the thorns, therefore, is always simply 2d4 points. Since the shower of thorns is their only means of defense, thornslingers are often found in out-of-the-way places, such as pits, inaccessible caves, and growing on brick or stone walls. They are always found in clusters of 3d4 plants, and all thornslingers have virtually inexhaustible supplies of thorns to hurl.
The central plant core of a thornslinger is covered by a strong adhesive dew. Character with less than 13 Strengths are held immobile until freed or digested. Characters with Strengths greater than or equal to 13 can break free in Id4 rounds. Once a victim is caught, digestive juices cause 1d3 points of damage per round to him.
Thornslingers are not very flammable, but flame causes normal damage. Open flame is extinguished after one round and oil burns for only two rounds.