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Page 1: d20 a New Arcadia Publications the Verdant World
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The Verdant World is ©2004 A New Arcadia Publications. This book is produced with the following as designated Open Game Content: all names, statistics and combat listings of monsters; the names and tables of each prestige class; spell statistics; statistic blocks for specialty plants. All ‘flavor’ style descriptive text is not designated Open Game Content.

Dungeons and Dragons and Wizards of the Coast are Registered Trademarks of Wizards of the Coast, and are used with permission. ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 1.0. A copy of this License can be found at www.wizards.com.

For more information about A New Arcadia Publications, visit our website at http://www.anewarcadia.com/

Design: Brendan McGuigan

Spell Writing: Patti Curl

Art Direction: Brendan McGuigan

Prestige Art: Andrew Hepworth

Monstrous Art: Bill Paquette

Herbalist Art: Carissa Schmidt

Graphic Editing: Mark Ferrari

Layout: Brendan McGuigan

Special Thanks to: Joel Mikesell,

David Anderson, Alex and Megan Miller,

for editing, reading, and generally

helping me baby this thing through.

The Verdant Worlda handbook to the green

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Monstrous Plants Blood Root Calendar Bush Cradle Tree Creep Grass Curio Vine Desert Weed Drooler Glow Petal Goasaye Gold Tip Golden Lash Green Blight Jug Vine Leafers Onar’s Club Pruner Rambling Rose Sea Scourge Shanela Snap Pads Soul Harvester

6101112131415161718192021222324252627282930

Soulful Mirror Staffling Strangle Vine Sword Fern Wind WhispererOGL

3132333435

36

Table of Contents

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Introduction

For nearly four-hundred years I have devoted my life to the living creatures of this world. I have wandered the islands, crossing deserts and marshes, hiding in rotting logs for days to avoid a hungry beast, facing the grim specter of my own end on countless occasions, all in the pursuit of a perfect knowledge.

It was not the great insects of Ganas Fen that garnered my passion, soaring through the skies on wings of magic. Nor was it the lumbering hulks of the northern beasts, moving across the landscape in numbers that

stagger the imagination. Rather, it was that which people tend to so easily overlook, the flora that composes the backdrop of our world.

The silken leaves of the Nola have become my lover’s touch, the piercing thorns of Galre Vine chastise me for these age-worn quavering hands, and no sight in this world or any other can drive from my mind the memory of Alnolona’s Heart, its translucent blossoms unfolding for a century’s rare appearance, shining out and penetrating me to my very core for the space of a few heartbeats before disintegrating

Introduction

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My hope is that the knowledge held within these My hope is that the knowledge held within these My hope is that the

pages may be used to save knowledge held within these pages may be used to save knowledge held within these

another bright-eyed youth the pages may be used to save another bright-eyed youth the pages may be used to save

many mistakes I made on my another bright-eyed youth the many mistakes I made on my another bright-eyed youth the

way here. It may be that this many mistakes I made on my way here. It may be that this many mistakes I made on my

book will become better known as way here. It may be that this book will become better known as way here. It may be that this

a field guide for those seeking to book will become better known as a field guide for those seeking to book will become better known as

avoid the dangers the green world a field guide for those seeking to avoid the dangers the green world a field guide for those seeking to

can pose. Whatever its ultimate use, avoid the dangers the green world can pose. Whatever its ultimate use, avoid the dangers the green world

I urge any reading it to recognize can pose. Whatever its ultimate use, I urge any reading it to recognize can pose. Whatever its ultimate use,

that my recollection is imperfect, I urge any reading it to recognize that my recollection is imperfect, I urge any reading it to recognize

my experience incomplete, and the that my recollection is imperfect, my experience incomplete, and the that my recollection is imperfect,

variances of this world uncountable. my experience incomplete, and the variances of this world uncountable. my experience incomplete, and the

No text can ever replace the wits the variances of this world uncountable. No text can ever replace the wits the variances of this world uncountable.

gods granted you upon your birth, and No text can ever replace the wits the gods granted you upon your birth, and No text can ever replace the wits the

if you wish to explore this world you gods granted you upon your birth, and if you wish to explore this world you gods granted you upon your birth, and

must stretch them to their limit.if you wish to explore this world you must stretch them to their limit.if you wish to explore this world you

There will be no addendum to this tome. This is to be my last great There will be no addendum to this tome. This is to be my last great There will be no addendum to this

work, for as I relate this, I lie dying. tome. This is to be my last great work, for as I relate this, I lie dying. tome. This is to be my last great

No more will I wander these lands, work, for as I relate this, I lie dying. No more will I wander these lands, work, for as I relate this, I lie dying.

though if my final wish is granted by No more will I wander these lands, though if my final wish is granted by No more will I wander these lands,

the gods I serve, a part of me will though if my final wish is granted by the gods I serve, a part of me will though if my final wish is granted by

exist in every petal that falls, and the gods I serve, a part of me will exist in every petal that falls, and the gods I serve, a part of me will

every new sprout that springs forth exist in every petal that falls, and every new sprout that springs forth exist in every petal that falls, and

from the loamy soil.every new sprout that springs forth from the loamy soil.every new sprout that springs forth

In joy and reverence,

Neesho Dhola Iako, Royal Explorer and Botanist for the Nudah Court

in the cool of the night. I have become master of a knowledge few can in the cool of the night. I have become master of a knowledge few can in the cool of the night. I have

begin to understand, and at the same become master of a knowledge few can begin to understand, and at the same become master of a knowledge few can

time have become a slave to a world begin to understand, and at the same time have become a slave to a world begin to understand, and at the same

of such intoxicating beauty it has ruled time have become a slave to a world of such intoxicating beauty it has ruled time have become a slave to a world

my every moment.

I recently learnt of an undertaking amongst the sages of the island of I recently learnt of an undertaking amongst the sages of the island of I recently learnt of an undertaking

Eu to classify the flora there, that any amongst the sages of the island of Eu to classify the flora there, that any amongst the sages of the island of

plant or tree might be identified at a Eu to classify the flora there, that any plant or tree might be identified at a Eu to classify the flora there, that any

moment’s notice. Such a task is folly, plant or tree might be identified at a moment’s notice. Such a task is folly, plant or tree might be identified at a

for though a name might be conceived moment’s notice. Such a task is folly, for though a name might be conceived moment’s notice. Such a task is folly,

using such a system, the true essence for though a name might be conceived using such a system, the true essence for though a name might be conceived

of the plant would be farther away using such a system, the true essence of the plant would be farther away using such a system, the true essence

than ever. There are flowers on our of the plant would be farther away than ever. There are flowers on our of the plant would be farther away

islands that never grew from our than ever. There are flowers on our islands that never grew from our than ever. There are flowers on our

soil, but were carried here by forces islands that never grew from our soil, but were carried here by forces islands that never grew from our

unseen from distant realms. There soil, but were carried here by forces unseen from distant realms. There soil, but were carried here by forces

are malevolent trees from the furthest unseen from distant realms. There are malevolent trees from the furthest unseen from distant realms. There

reaches of the other planes. How are malevolent trees from the furthest reaches of the other planes. How are malevolent trees from the furthest

could a name encompass what these reaches of the other planes. How could a name encompass what these reaches of the other planes. How

truly are? My task has ever been could a name encompass what these truly are? My task has ever been could a name encompass what these

to learn the soul of those plants I truly are? My task has ever been to learn the soul of those plants I truly are? My task has ever been

encounter, and in turn to leave a part to learn the soul of those plants I encounter, and in turn to leave a part to learn the soul of those plants I

of my own soul buried in their roots.encounter, and in turn to leave a part of my own soul buried in their roots.encounter, and in turn to leave a part

In this tome I have lain out the strangest and most enticing of my In this tome I have lain out the strangest and most enticing of my In this tome I have lain out the

studies, from roots and blossoms strangest and most enticing of my studies, from roots and blossoms strangest and most enticing of my

with strange and mystical properties, studies, from roots and blossoms with strange and mystical properties, studies, from roots and blossoms

to trees that feed on human flesh, to with strange and mystical properties, to trees that feed on human flesh, to with strange and mystical properties,

strange plant-creatures as intelligent to trees that feed on human flesh, to strange plant-creatures as intelligent to trees that feed on human flesh, to

as any man I have encountered. strange plant-creatures as intelligent as any man I have encountered. strange plant-creatures as intelligent

To relate all I have learned and as any man I have encountered. To relate all I have learned and as any man I have encountered.

experienced would fill as many volumes To relate all I have learned and experienced would fill as many volumes To relate all I have learned and

as I have years, and so I have had experienced would fill as many volumes as I have years, and so I have had experienced would fill as many volumes

to choose with care.as I have years, and so I have had to choose with care.as I have years, and so I have had

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Neesho stepped cautiously on to the log, his eyes darting around for signs of his pursuer. Seeing nothing, he quickly scurried across the river, pushing the log into the river as he reached the other side, and hiding in a bush. “I’m getting far too old for this,” he muttered to himself, smiling despite his fear as he thought of how many years he had been telling himself that. He sat in silence for twenty minutes, rubbing toadroot on his body. Straining his ears he heard nothing but the sound of his own labored breathing. As he was about to rise and continue, he heard a heavy panting and low growling from the other side of the river. Peeking out slightly from the bushes he saw his three pursuers. Huge wolves, perhaps twelve feet long and as tall as him, noses to the ground, relentlessly tracking him. When

they reached the water they stopped, uncertain, and raised their noses to

sniff at the air. After a moment they turned, growling and ran in the other

direction. Neesho released his breath slowly, silently thanking the plant that had given up its roots to mask his scent. These beasts were gone, but who knew what would try to take his life next. Uuru’s words rang in his ears; the forest folk had indeed turned against him. He was perhaps twenty miles from camp, had lost the priceless herbs he had collected, and was torn and battered from two nights of pursuit. His physical strength sapped, he called upon the power he stored within. Moving his hands in gestures that had long sense become unconscious, he whispered words to the bushes and trees near him, asking them for their help. With a groan the branches reached down and picked him up gently. He felt the wind on his face as he soared through the air, passed from tree to tree, rolled over bushes and vaulted to the tops of mighty poans. For perhaps an hour he rode upon the breeze, letting his body go limp to be better carried along. At last, his inner energy sapped, he

“And in the Seventh Age the Trees walked the earth, laying waste to the works of Man.” —From the Book of Burning Sand

Chapter 6:Monstrous

Flora

the ground, relentlessly tracking him. When they reached the water they stopped,

uncertain, and raised their noses to

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whispered a word of unbinding, and the tree he was held by

slowly let him down to the ground. Rolling off he caught his breath in the grass, looking up at the towering trees in admiration. “You have done me so much during this life, and I have truly failed you. Oath or no, it is not my place to turn you against your nature in order to serve such base ends.” Sighing, Neesho pushed himself to his feet, looking around to get his bearings. He judged the camp to be only a mile or so away, and began walking, hoping to arrive before nightfall. Walking briskly, he noticed the bones far too late. The tree was already alive, whipping its many barbed vines out at him, catching him along the face and thigh. He cried out in pain, feeling the poison entering his blood and burning his insides. His muscles exhausted, his inner reserves drained, he turned to run, and was caught by another vine around his ankles. Being pulled along the ground, over the shattered remains of other people and creatures as unfortunate or blind as he had been, he began saying his last goodbyes to the world he had loved for so long. With a loud snap, the vine around his ankle was cut clean, a bolt sinking into the dirt with a thunk. The tree let out a high-pitched keening noise, fl ailing its vines chaotically, trying to locate its new foe. Neesho glanced around to fi nd his savior, and, fi nding no one, got to his feet and ran. Once he was a safe distance away he turned back, panting, and looked over the scene. The tree was still writhing, six of its tentacles cut free. Seeing nothing else, Neesho turned back towards the camp, where he would fi nd the herbs he needed to heal himself. From the corner of his eye he saw a shape, and looking closer saw a tall woman, garbed in deep green and blending nearly perfectly into the foliage, perched in a nearby tree, lowering a crossbow. Noticing his stare, the woman dropped from the tree and out of sight, but not before Neesho saw her face. A woman from his past, from his foolish youth. Aliana, the Jewel of the North, his lover and friend for so many years. So much had happened since that time, since he had trained her in the ways of the wood, in the ways of

love, in the ways of the world. So many miles he had

walked between the boy he had been then, and the man he was now. They had left one another as lovers of that age must, in tears and harsh words. Her accusations still rang in his ears, calling his oath to the Nudah, his friend, an act of betrayal to her and the world they had explored together. The truth he was now fi nding in those words seemed so obvious now, and he chided the boy he had been for his cool dismissal of her wisdom. Too late, he remembered that this woman was no longer just a fi gment of a dimly remembered past, but was at that moment running through the woods away from him and out of his life forever. “Aliana!” He cried, running past the fl ailing tree, heedless of the danger, “Aliana!” He cried again, tripping on a root and falling face fi rst in the underbrush, crying for the fi rst time in many cycles. His face covered by scratches, he saw a small brooch lying next to him. Worked silver fi ligree, in the shape of a dying orna blossom—the gift he had given her so long ago, when they had sworn their undying love to one another in the heat of a tropical night. Clutching it so tightly his hand began bleeding, he let the tears stream down his face. Watching the daylight disappear, Neesho no longer cared whether or not he made it back to the camp before night fell—he now knew who the Lady was, and his heart was breaking.

Throughout the isles and the planes, there can be found plants hideous beyond any ken. Some have been twisted and abused by necromancers and crazed wizards, others have been mutated by an environment steeped in wild magics, still others have simply evolved into wickedly effective forms.

There is a conception, it seems, that plants are unintelligent creatures, trapped in an immobile limbo for their lives, or in some rare occasions, fl ailing out mindlessly at anything that comes near. While these plants do of course exist, it would be most unwise for a serious traveler of the world to believe this is where it ends. Many trees live for thousands of years, devouring the life-force and memories of those who 6 7

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d i e a t t h e i r b a s e , making them more intelligent than all but the eldest of dragons or demons.

Others are capable of communicating with the humanoid races, speaking in

their minds and making alliances and pacts to further their own lives. Indeed, there are

even those plants who walk amongst us in perfect mimicry of our forms, speaking in our

voices and sleeping in our beds—never betraying the fact that what runs through their veins is not blood, but sap.

I have chosen here some of those plants I consider most important for a traveler to have an awareness of: some of the most dangerous, or most fascinating, plants to be found in all the lands.

Though after reading these pages you may be tempted to stay as far from these beasts as you can, there are those who shall also be tempted—by thought of fame for slaying such a creature, out of desire for a particularly useful sap or bark, or simply for the thrill of danger—and for these foolish souls I have included a description of the manners in which these plants fi ght their battles, that they may be better prepared should it come to blows.

Be warned, however, that the information found herein is simply the knowledge I have gleaned from these many decades of wandering and experimentation. I have scars to bear testament of many a thorn fi ring plant or acid secreting tree, but there are no doubt many others I deemed harmless which for whatever reason chose simply not to attack my frail form.

At the end of a long life dealing with these creatures, the best advice I can offer is that nothing green is truly as it seems.

How to Use This ChapterThis chapter uses a similar format to that used in the third core rulebook. Each entry includes a plant name, size, hit-dice (and average hit points in parenthesis), initiative modifi er,

speed, armor class (with modifi ers delineated in parenthesis), forms of attack used,

damage dealt by these attacks, face and reach, brief special attacks and

qualities, abilities, the climate where the plant is most commonly found, the numbers the plant is most commonly found in, a suggested challenge rating, explanation of treasure found, alignment, advancement for growing the plants larger, and where applicable, skills and feats.

A few of these entries deserve individual explanation:

SpeedMost plants in this chapter have a speed rating of zero. This means they are rooted in place, and while they may have appendages which move, they themselves cannot fl ee or pursue characters. In nearly all cases the plants possess something to compensate for this lack of speed, be it other creatures protecting them, magical spells, or long-range attacks.

Special QualitiesAll plants, unless otherwise specifi cally noted, have a number of innate special abilities. Plants may not be hit critically, have low-light vision, and are immune to mind-affecting effects, sleep, paralysis, stun effects, polymorph and poisons.

AbilitiesMany plants are unintelligent or lacking any dexterity. This is represented by the absence of a statistic. In the case of a missing ability, remember that the modifi er is 0 (not -5) unless otherwise indicated.

ClimateThe climate listed here is usually a broad category. More information about the specifi c climate may be found in the text description of the plant. While it is rare, it is not unheard of for plants to be found outside of their climate.

Challenge RatingIt is important to remember, when including plant monsters in your adventure, that challenge rating is based on the assumption that there is a challenge to fi ghting the creature. In the case of plant creatures this means that if the characters discover an immobile plant they can kill at a distance with fi re, the challenge rating should be ignored.

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TreasureM o s t plants found in this chapter are relatively passive, and very few actively seek out treasure to hoard it. Treasure found with the plants is therefore not usually found in a lair or chest of any sort, but rather on the ground where it has been dropped by the plant’s previous prey, or perhaps buried under a layer of soil.

AlignmentWith few exceptions plants are always neutral creatures. By their very nature they tend to kill exclusively to survive, or as a mechanical refl ex. Those plants which are evil aligned are usually extremely cruel and demonic.

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and decaying fl esh of their victims soaking into the ground after they are slain. The bark of a blood root has substantial healing properties, good for a circumstance bonus equal to one-half the blood root’s hit dice (rounded down) on the heal check for which it is used.

While blood roots are incredibly dangerous to those who wander accidentally within range of their ten-drils, many people have found them to be a useful source of food. It is not uncommon for resourceful hunters to remember the location of a blood root, oc-casionally visiting with ropes to collect the corpses of the animals that have been slain.

CombatBlood roots are unintelligent fi ghters, fl ailing out at random whenever any moving creature comes within range. Their powerful poison usually serves to inca-pacitate a foe quickly, allowing them to continue their attack towards the next moving target. They will fi ght until they reach 1/4 their full hp, at which point they will go limp and play dead, a survival mechanism to allow them time to regenerate.Poison (Ex): Rake, Fortitude save (DC 19); initial and secondary damage 3d6 temporary Constitution.Blindsight (Ex): Grapplers can sense movement through vibration within 40’.

Blood Root Huge Plant

Hit Dice: 11d8+35 (85 hp)Initiative: +4 (Dex)

Speed: 0 ft.AC: 22 (-2 Size, +4 Dex, +10 natural)

Attacks: 5 tentacle rakes +9 meleeDamage: Tentacle rake 2d6+2

Face/Reach: 10 ft. by 10 ft./15 ft.Special Attacks: PoisonSpecial Qualities: Plant, blindsight, fi re resis-tance 20, regeneration 10Saves: Fort +11, Ref +7, Will +5Abilities: Str 14, Dex 18, Con 18, Int —, Wis 15, Cha 15Climate/Terrain: Any forestOrganization: SolitaryChallenge Rating: 8Treasure: StandardAlignment: Always NeutralAdvancement: 17-32 (Gargantuan)

Blood roots are large predatory trees, relying on quick speed and deadly poison to fell foes before they can retaliate.

They get their name from both the rusty red color of their bark and tendrils, as well as ous amounts of blood usually staining the ground and other fl ora in the general area. Blood roots are tall co-niferous t r e e s , with a number of long and supple ten-drils sprout-ing from the trunk. The bodies of these tendrils are lined with eight-inch long thorns of incredible hardness, which secrete a strong muscular poison.

They get their name from both the rusty red color of their bark and tendrils, as well as the copi-ous amounts of blood usually staining the ground and other fl ora in the general area. Blood roots are tall co-niferous t r e e s , with a number of long and supple ten-drils sprout-ing from the trunk. The bodies of these tendrils are lined with eight-inch long thorns of incredible hardness, which secrete a strong muscular poison.

Blood roots get sustenance

from the nutrient rich blood

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the burr swarms, no doubt giving rise to their popular name.

CombatCalendar bushes themselves are immobile, but they control thousands of small burrs through the release of pheromone triggers. These burrs attack any animal that comes close to the mother bush, whirring at high speeds and tearing through fl esh and clothing alike. They are incredibly strong, able to transport the dead or dying remains of their prey to the central bush, to feed it.Burr Swarm (Ex): A calendar bush may send out one swarm of burrs for each hit-die it possesses. Each swarm is made up of many hundreds of small burrs, which spin at high speeds, slashing fl esh. Victims do not receive a bonus from armor (excepting natural armor) against burr swarms, as the burrs simply enter through small cracks and seams to get to the fl esh beneath. Once swarmed, a victim may make a Refl ex save (DC 24) to escape the vicious swarm. Normal weapons will not harm a swarm (as there are too many of them to reasonably kill with a sword or

mace), but certain magical spells are effective, as is fi re (however, keep in mind

that the victim of the swarm will most likely be dam-

aged by whatever is used to harm the

burrs). Burrs e f f e c t i v e l y

have 1 hp, so dealing any d a m a g e to them r e m o v e s the threat. Once en-

gaged by a swarm, the

victim takes one damage per

Defend (Ex): If the central bush loses more than

half its health, it summons back its burrs to defend it. When the burrs coat the bush, it receives an additional 1 AC for every swarm of burrs (equal to the bush’s hit-dice, minus any that have been slain).Plant: Immune to mind-infl uencing effects, poison, paralysis, stun, polymorphing and sleep. May not be critically hit.Scent (Ex): Calendar bushes can detect other creatures within 30’ using their acute sense of smell. The burrs of a calendar bush can use their sense of smell to track down prey across vast distances.

Calendar BushMedium-Size PlantHit Dice: 3d8+3 (16 hp)Initiative: +2 (Dex)Speed: 0 ft.AC: 15 (+2 Dex, +3 natural, + see text)Attacks: Burr swarm +5 meleeDamage: 2 damage per roundFace/Reach: 5 ft. by 5 ft./0 ft.Special Attacks: Burr swarm, defendSpecial Qualities: Plant, scentSaves: Fort +4, Ref +3, Will +1Abilities: Str 16, Dex 14, Con 12, Int 2, Wis 10, Cha 11Climate/Terrain: AnyOrganization: SolitaryChallenge Rating: 2Treasure: StandardAlignment: Always NeutralAdvancement: 3-6 HD (Large); 7-16 (Huge)

Calendar bushes are sparse scrub bushes, serv-ing as hive-queen to the thick burrs that cover their bodies.

The burrs of a cal-endar bush are highly mobile and razor sharp, feed-ing on creatures of all sizes.

Five times a year a cal-endar bush releases its burr swarms to travel far and wide to provide the bush with proper nourishment to spawn. During this period the burrs may travel weeks away from their central bush, leaving a wake of death in their path. All calendar bushes throughout the planes send their burr swarms on this hunt at precisely the same time, with a set interval of 70 days between releases.

It is not unheard of for entire villages to pack up all of their possessions and leave their homes when a burr swarm is spotted, only to return days later to fi nd every living thing—from livestock to insects in the roofs—gone. Indeed, many cultures have holy days and festival periods that are marked by the arrival of

too many of them to reasonably kill with a sword or mace), but certain magical spells are effective,

as is fi re (however, keep in mind that the victim of the swarm

will most likely be dam-aged by whatever is

used to harm the burrs). Burrs

e f f e c t i v e l y have 1 hp, so dealing any d a m a g e to them r e m o v e s the threat. Once en-

gaged by a swarm, the

victim takes one damage per

round.Defend (Ex):

central bush loses more than half its health, it summons back its

burrs to defend it. When the burrs coat the bush, it

Calendar bushes are sparse scrub bushes, serv-ing as hive-queen to the thick burrs that cover their bodies.

The burrs of a cal-endar bush are highly mobile and razor sharp, feed-ing on creatures of all sizes.

Five times a year a cal-endar bush releases its burr swarms to travel far and wide to provide the bush with proper nourishment to spawn. During this period the burrs may travel weeks away from their central bush, leaving a wake of death in their

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ments, which i m - mediately snaps shut. Cradle trees leech the life from their prisoners, sustaining them with a nutrient rich tube. A cradle tree leeches three days of memories, experience, age and life essence for every day a creature is trapped within a compartment. Once the trapped creature re-verts to one year old, the cradle tree slows its leeching, letting the infant remain alive, continually aging and being stripped of its spirit.

When a cradle tree dies, its compartments spring open, releasing infants and victims who have lost large swaths of their memories and lives. Occasion-ally, in search of immortality, someone will intention-ally be captured by a cradle tree—sadly, even if re-leased, nothing will remain of the person they tried to save. Some societies have successfully utilized cradle trees as a method of punishment for the most severe criminals, placing them in the cradles to revert to in-fancy and begin life anew, with a clean slate.

CombatCradle trees are incredibly intelligent and wise, with

thousands of years of absorbed life experi-ence. They often recruit other creatures

to work as guardians, and if losing a battle will try to bribe their foes

with promises of riches or no-table hostages.

Improved Grab (Ex):On a successful hit, a cra-dle tree begins a grapple as a free action (grapple bonus +37) and an at-tack of opportunity. Entrap (Ex): Once a cradle tree has suc-cessfully grappled a creature, it can place it within a cradle (Refl ex save DC 25 to escape the cradle before it

slams shut). Leech Life (Ex): Cra-

dle trees leech ten years of life, one level, and one from

each attribute every month a victim remains within a com-

partment. This may be reversed only through use of a wish spell.

Detect Thoughts (Su): A cradle tree immediately detects the presence and

strength of minds within a 80’ radius.Telepathy (Su): Cradle trees can communicate via telepathy with any creature speaking Common or Sylvan within 80’.

Cradle Tree Huge Plant

Hit Dice: 12d8+72 (126 hp)Initiative: +5 (Dex)

Speed: 0 ft.AC: 27 (-2 Size, +5 Dex, +14 natural)

Attacks: Slam +23 meleeDamage: Slam 2d6+14

Face/Reach: 10 ft. by 10 ft./15 ft.Special Attacks: Improved grab, entrap, leech lifeSpecial Qualities: Plant, fi re immunity, detect thoughts, telepathySaves: Fort +18, Ref +11, Will +15Abilities: Str 38, Dex 20, Con 22, Int 28, Wis 29, Cha 10Climate/Terrain: Any forestOrganization: SolitaryChallenge Rating: 9Treasure: Double standardAlignment: Usually Neutral Evil

Cradle trees are highly intelli-gent, malicious beings, col-lecting the memories and energy of other crea-tures in their pursuit of greater power.

Their trunks are covered with humanoid sized compartments. Empty compart-ments are split down the center, revealing a gentle moss bed. Used compartments are sealed, ap-pearing to be large boles. Cradle trees secrete inorganic matter from their prey over time through their bark, resulting in pieces of armor, clothing and weapons sticking out from the trunk.

When a cradle tree detects a creature of intel-ligence (12 or greater) within range, its branch-

es come to life, grappling the creature and throwing it into one of its empty compart-

thousands of years of absorbed life experi-ence. They often recruit other creatures

to work as guardians, and if losing a battle will try to bribe their foes

with promises of riches or no-table hostages.

Improved Grab (Ex):On a successful hit, a cra-dle tree begins a grapple

Leech Life (Ex):dle trees leech ten years of

life, one level, and one from each attribute every month a

victim remains within a com-partment. This may be reversed

only through use of a wish spell.Detect Thoughts (Su):

tree immediately detects the presence and

Usually Neutral Evil

Cradle trees are highly intelli-gent, malicious beings, col-lecting the memories and energy of other crea-tures in their pursuit

Their trunks are

pearing to be large boles. Cradle trees secrete inorganic matter from their prey over time through their bark, resulting in pieces of armor, clothing and weapons sticking out from

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Creep grass presents virtually no threat to an alert animal, much less a humanoid. Its danger is to those who slumber off on or near a patch of seemingly innocuous grass. In inhabited areas, creep grass has usually been systematically destroyed as a threat to children and livestock, but in the wilds there can sometimes exist literally acres covered in the gripping, clinging, burning greenery.

In remote wilderness creep grass can often grow to heights of many feet, its digestive juices becoming much more powerful, and the strength of each blade of grass increasing radically.

CombatCreep grass will only attack a creature who has been immobile for more than an hour, slowly creeping under the victim to begin grappling and digesting the fresh prey. If a victim manages to escape, creep grass will attempt to hide—either under other fl ora, or under rocks and dirt if necessary—to avoid further confrontation.Improved Grab (Ex): On a successful hit, creep

grass begins a grapple as a free action (grapple bonus +4) and with-

out provoking an attack of opportunity. On a

successful grab, the creep

grass can b e g i n

digest-ing the v i c -tim.D i -gest

(Ex): Once a

victim is success-

fully grap-pled, creep

grass begins to digest the creature,

dealing 1d4 damage (For-titude save DC 12 for half) per

round the victim remains grappled.Paralyze (Ex): On a successful hit the victim must make a Fortitude save (DC 8) or be stunned for 1d3 rounds.Skills: Creep grass gains a +4 racial bonus to Hide and Move Silently checks when in a grassy region.

Creep GrassTiny PlantHit Dice: 1/4 d8 (1 hp)Initiative: +2 (Dex)Speed: 1 ft.AC: 15 (+2 Size +2 Dex +1 natural)Attacks: Bite +4 meleeDamage: Bite 5 damage + paralyzeFace/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.Special Attacks: Improved grab, digest, paralyzeSpecial Qualities: PlantSaves: Fort +2, Ref +2, Will -2Abilities: Str 19, Dex 15, Con 11, Int —, Wis 7, Cha 8Skills: Move Silently +8*, Hide +12*Climate/Terrain: Any grasslandOrganization: Patch (2-10)Challenge Rating: 1/2Treasure: NoneAlignment: Always NeutralAdvancement: 1 HD (Small); 2-6 (Medium-size)

Creep grass is a carnivorous grass that takes advantage of sleeping or otherwise immobilized creatures to feed itself.

A creep grass o r g a n i s m consists of a patch of r o u g h l y two feet by two f e e t , s h a r i n g the same

root struc-ture and moving as a single entity to digest prey. Usu-ally many patches of creep grass are found in the same region, aiding one another to take down prey quickly.

Incredibly strong, nearly invisible hairs cover the blades of creep grass, helping the plant grip on to prey many times its size until the victim is either paralyzed or killed. A light digestive acid, which also serves as a mild paralytic agent, is secreted from the hairs of creep grass.

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metals, gems, and magical items, and will only steal items of these types that are of manageable size for them (usually anything under 40 pounds). They continue their thieving until all interesting items have been stolen, the targets have moved out of range, or they are discovered and confronted.

Most curio vines are relatively unintelligent, but oc-casionally, either through the intervention of magic, or simply from being in close proximity to intelligent beings, a vine will begin to understand the uses of the items it thieves, and an adventure may fi nd itself fac-ing a vine armed with daggers, swords, and any other weaponry it may have acquired over the years.

Certain rogues adore curio vines, trans-porting them to cities to do their work

for them. Leaving the vine grow-ing in a park frequented by the

wealthy, the rogue can simply come collect the spoils from

the central trunk every few days, leaving the vine to face the dangers of being caught.

CombatCurio vines hate to fi ght, and will attempt to withdraw to their central trunk if caught in the act of pilfering. Should they be forced to it, however, all the vines will converge on a single

opponent, whipping the victim to unconsciousness,

at which point the vines turn to the next threat. If more

than 3 points of damage is done to a single vine, the vine is

destroyed. Plant: Immune to mind-infl uenc-

ing effects, poison, paralysis, stun, polymorphing and sleep. May not be criti-

cally hit.Blindsight (Ex): Curio vines can sense movement through vibration within 15’.Detect Treasure (Ex): Curio vines can detect the presence of precious metals (such as gold, platinum and silver), gems, and items that give off a magical aura, up to 100’ away.Skills: Curio vines receive a +8 racial bonus to Pick Pocket checks. They also receive a +4 racial bonus to Hide and Move Silently checks. In dense jungle the Hide bonus increases to +8.

Curio Vine Medium-Size Plant

Hit Dice: 2d8+0 (9 hp)Initiative: +4 (Dex)

Speed: 0 ft.AC: 16 (+4 Dex, +2 natural)

Attacks: 3 whips +2 meleeDamage: Whip 1d3+1

Face/Reach: 5 ft. by 5 ft./5 ft.Special Qualities: Plant, blindsight, detect treasureSaves: Fort +4, Ref +4, Will 0Abilities: Str 12, Dex 19, Con 12, Int 3, Wis 10, Cha 11Skills: Hide +5*, Move Silently +5*, Pick Pocket +5*Climate/Terrain: Any jungleOrganization: SolitaryChallenge Rating: 1Treasure: StandardAlignment: Always NeutralAdvancement: 3-4 HD (Large); 5-16 (Huge)

Curio vines are intelligent plants that have an affi nity for interesting items and treasures. They are nor-mally found in jungles, but are often also present in and around cities and other centers of trade and move-ment.

The central trunk of a curio vine consists of thick ancient vines wrapped around a con-structed pillar of stone and wood (gathered by the vine over the years). This trunk is entirely hollow, with small gaps interspersed throughout to allow the vine to deposit newly acquired treasures.

From the central trunk creep the thieving vines them-selves (most curio vines have three to fi ve vines), long and thin appendages ending in three strong leaves which act as ‘fi ngers’ for the vine. These fi ngers are incredibly dexterous and silent, and are capable of opening packs, untying knots, and even causing mi-

nor sabotage (such as unfastening buckles or tying bow-strings in knots).

Curio vines have an affi nity for precious 14 15

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opens its leaves again, beginning the cycle anew.

Desert weeds are highly intelligent, and will of-ten allow entire trading communities to build up around them before folding in on them-selves—killing hundreds of people instantly.

Many cultures have found it worthwhile to form symbiotic relationships with desert weeds. Some worship the weeds as gods, offering up sacrifi ces (animal or human) to keep the weed sated. Some accept the risks of gathering water for their village. Some larger and more power-ful tribes have even rooted out and clipped the leaves off completely, leaving them with a per-fect supply of water at no risk to themselves.

CombatDesert weeds do not like engaging in direct combat, instead waiting until the best moment to spring. If forced, the long leaves which form their trap can act as weapons, slamming into foes. If a battle goes badly, a desert weed will hide by burrowing its leaves deeply into the sand.Engulf (Ex): Any creature within 10’ of the reservoir is automatically engulfed. Any within 30’ may make a Refl ex save (DC 25) to escape. All nearby crea- tures take 3d6 damage from debris and be- ing thrown. Engulfed victims take 1d6 damage

(Fortitude save DC 20 to

negate) every round. An engulfed creature may tear the outer leaves and escape by dealing 60 damage (AC 32). Tremor (Ex): A desert weed can cause the ground to shake violently within a one-mile ra-dius, forcing all creatures on the ground to make a Refl ex save (DC 20) or be thrown into the air and take 1d6 points of subdual damage.Water Blast (Ex): Three times per day a desert weed can spray a high-pressure blast of water at a target, causing 4d6 points of damage.

Desert WeedGargantuan PlantHit Dice: 20 d8+200 (290 hp)Initiative: +0 (Dex)Speed: 0 ft.AC: 32 (-4 Size, +26 natural)Attacks: Slam +26 meleeDamage: Slam 2d8+11Face/Reach: 20 ft. by 40 ft./30 ft.Special Attacks: Engulf, tremor, water blastSpecial Qualities: Plant, fi re immunitySaves: Fort +22, Ref +6, Will +10Abilities: Str 32, Dex 11, Con 31, Int 14, Wis 19, Cha 17Climate/Terrain: DesertOrganization: SolitaryChallenge Rating: 12Treasure: StandardAlignment: Always Neutral

Desert weeds live to be thousands of years old, many accumulating great knowledge and power over the course of their long lives. They are enormous plants which hide their entire mass beneath the desert sands and water, appear-ing to animals and adventurers to be a much-needed oasis. The plant has a high-walled dish which stores water sucked up through a central

root, capable of burrowing as deeply as 2,000 feet to fi nd a reliable source of

water. This dish is surrounded by leaves that are covered in sand over time, hiding them completely. The largest and oldest of the desert weeds use their steady supply of water to irrigate plants desirable to prey (such as fruit trees), to create an even more lush and appealing oasis.

When hungry, the weed folds up suddenly, en-gulfi ng everything—sand, other plants, horses, people, and tents—into the reservoir, and di-gesting them over a period of days or weeks. Once it is fi nished feasting, the desert plant 14 15

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weak member of a group, and keep them confi ned to the clearing surrounding the drooler, sometimes for weeks or months, until hunger becomes too great and the drooler feeds.

CombatDroolers make the most of their many attacks, initial-ly engaging as many opponents as possible to gauge their threat. After two rounds of probing, a drooler will focus all of its attacks on one or two of the stron-gest opponents, trying to whip them into submission before bringing them to its deadly maw. If things start going very badly, a drooler will regurgitate all victims and use its poison bile attack in an effort to frighten away its foes. Droolers can defl ect arrows with their many tentacles, and may also hurl nearby objects (such as rocks or corpses) to attack foes using ranged weapons.Improved Grab (Ex): On a successful hit, a drooler begins a grapple as a free action (grapple bo-nus +24) and without provoking an attack of opportu-nity. On a successful grab, the drooler can attempt to swallow the victim whole the next round.Swallow Whole (Ex): A drooler can swallow any creature at least one size category smaller than itself with a successful grapple check (grapple bonus +24), assuming it has already made a successful grab

on the creature. Once a victim has been placed inside a drooler’s maw,

it takes 3d4 points of acid damage a round from

the harsh digestive sap (objects are

also damaged). A swallowed vic-tim may attempt to make a suc-cessful grapple

check each round to escape. Once

the drooler is slain, no check is needed to

crawl out of the maw. A drooler can hold 2 Large, 8

Medium-size, or 32 Small crea-tures at any given time.

Poison Bile (Ex): Once per day a drooler may regurgitate all the contents of its maw, along with an enormous quantity of bile, dealing 6d6 damage (Fortitude save for half) to any creature within melee range.Constrict (Ex): Once a successful grapple check has been made, a drooler deals 1d4+5 points of dam-age per round.Blindsight (Ex): Droolers can sense movement through vibration within 40’.

Drooler Huge Plant

Hit Dice: 15d8+50 (107 hp)Initiative: +6 (Dex)

Speed: 0 ft.AC: 24 (-2 Size, +6 Dex, +10 natural)

Attacks: 10 whips +14 melee; +15 rangedDamage: Whip 2d4+5; or by thrown item

Face/Reach: 10 ft. by 10 ft./15 ft.Special Attacks: Improved grab, constrict 1d4+5, swallow whole, poison bileSpecial Qualities: Plant, blindsightSaves: Fort +13, Ref +10, Will +8Abilities: Str 20, Dex 22, Con 19, Int 18, Wis 16, Cha 17Feats: Improved Unarmed Strike, Defl ect ArrowsClimate/Terrain: Any forestOrganization: SolitaryChallenge Rating: 12Treasure: NoneAlignment: Neutral EvilAdvancement: 17-32 HD (Gargantuan)

Droolers are found in any forest type, although most inhabited areas have long since orga-nized groups to wipe out any nearby droolers. They are solitary trees, and keep the area sur-rounding them clear of any large plants or other trees.

The most ob-vious feature of the tree, and that which gave birth to its deroga-tory name, is the large gaping split down its cen-ter which serves as a mouth. When the drooler anticipates food, it be-gins secreting a strong digestive sap which oozes from the maw in a truly disgusting display. Droolers pos-sess many tentacles (ranging from a few to upwards of fi fty) which they use to catch prey and drag them to their maws. Droolers have dark grayish-brown bark and tentacles. As they age they grow darker, eventu-ally becoming completely black.

Droolers are highly intelligent, and enjoy caus-ing as much pain and suffering as they can. A favorite tactic is to capture a child or other

+24), assuming it has already made a successful grab on the creature. Once a victim has been

placed inside a drooler’s maw, it takes 3d4 points of acid

damage a round from the harsh digestive

sap (objects are also damaged). A swallowed vic-tim may attempt to make a suc-cessful grapple

check each round to escape. Once

the drooler is slain, no check is needed to

crawl out of the maw. A drooler can hold 2 Large, 8

Medium-size, or 32 Small crea-tures at any given time.

Droolers are found in any forest type, although most inhabited areas have long since orga-nized groups to wipe out any nearby droolers. They are solitary trees, and keep the area sur-rounding them clear of any large plants or

The most ob-vious feature of the tree, and that which gave birth to its deroga-tory name, is the large gaping split down its cen-ter which serves as a mouth. When the drooler anticipates food, it be-

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Glow petals are not aggressive plants by nature, though they will defend themselves if molested, and so it is possible, by moving slowly and gently, to coax the plant to give up its fi ery treasure. Treat this as a Pick Pockets roll (DC 15) with a failed roll sparking an attack by the plant.

Once harvested, glow petal pods are most often used simply as a source of lamp oil. They can, however, also be used as a natural substitute for Alchemists Fire, with the same effects.

CombatGlow petals attack by hurling their pods of oil at a victim at distances of up to 100’. Upon separa-tion from the plant, a wick is ignited in the pod, and on impact the pod explodes in a shower of fl aming oil. Glow petals can fi ght in close com-bat in the same manner, exploding pods against opponents in melee combat.Oil Spray (Ex): A glow petal may make a ranged attack (+3 to hit, 20’ range increment) in

order to spray a target with a jet of highly fl ammable oil. If struck, the victim

must make a Fortitude save (DC 13) or be blinded for 1d4

rounds. Additionally, a tar-get struck by oil takes an

additional 1d4 damage if struck by a fl aming pouch.Flaming Pouch

(Ex): If struck by a fl aming pouch, the vic-tim must make a Refl ex save (DC 15) or catch on fi re, taking 1d6 damage that round. Every subse-quent round, the victim must make another Re-fl ex save (DC 15) or take another 1d6 damage. If this save is successful, the fi re is extinguished.

Each fl ammable item on the victim’s person must

make a Refl ex save (DC 15) or take 1d6 points of damage

itself. Submerging oneself in water will automatically extinguish the fi re, and various modifi ers (such as rolling in wet grass) may offer a bonus to the save.Blindsight (Ex): Glow petals can sense movement through vibration within 300’.

Glow PetalMedium-Size PlantHit Dice: 2d8+0 (9 hp)Initiative: +2 (Dex)Speed: 0 ft.AC: 16 (+2 Dex, +5 natural)Attacks: Flaming pouch +3 rangedDamage: Fire 1d6, see commentsFace/Reach: 5 ft. by 5 ft./0 ft.Special Attacks: Oil spray, fl aming pouchSpecial Qualities: Plant, blindsight, fi re immu-nitySaves: Fort +3, Ref +2, Will +1Abilities: Str 16, Dex 15, Con 11, Int —, Wis 13, Cha 8Climate/Terrain: Any temperateOrganization: SolitaryChallenge Rating: 2Treasure: 50% coins; no goods; no itemsAlignment: Always NeutralAdvancement: 3-4 HD (Large)

Glow petals grow in all temperate climates, standing roughly six feet high at ma-turity. Long stems branch off from the central stalk, hanging down in an elegant arc and suspend-ing fairly large pods.

These pods are full of a fl ammable oil, which is used both for defense and procreation. When darkness falls, small wicks that feed down into the pods fi ll with oil, and the plant releases a cascade of sparks, igniting all of the pods. This light attracts hundreds of nocturnal insects, which land on the warm pods, gathering pollen on their feet to later spread to other plants.

The pods of the glow petal also provide a ready source of high-qual-ity, long-burning lamp oil. Harvesting these explosive spheres is dangerous in the extreme—one wrong move and the plant will ignite an orb and launch it at the thief—but for many peasants the profi ts from an oil harvest can represent an entire year’s wages.

order to spray a target with a jet of highly fl ammable oil. If struck, the victim

must make a Fortitude save (DC 13) or be blinded for 1d4

rounds. Additionally, a tar-get struck by oil takes an

additional 1d4 damage if struck by a fl aming pouch.Flaming Pouch

(Ex):fl aming pouch, the vic-tim must make a Refl ex save (DC 15) or catch on fi re, taking 1d6 damage that round. Every subse-quent round, the victim must make another Re-fl ex save (DC 15) or take another 1d6 damage. If this save is successful, the fi re is extinguished.

Each fl ammable item on the victim’s person must

make a Refl ex save (DC 15) or take 1d6 points of damage

itself. Submerging oneself in

Glow petals grow in all temperate climates, standing roughly six feet high at ma-turity. Long stems branch off from the central stalk, hanging down in an elegant arc and suspend-

These pods are full of a fl ammable oil, which is used both for defense and procreation. When darkness falls, small wicks that feed down into the pods fi ll with oil, and the plant releases a cascade of sparks, igniting all of the pods. This light attracts hundreds of nocturnal insects, which land on the warm pods, gathering pollen on their feet to later spread to

The pods of the glow petal also provide a ready source of high-qual-

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gahsaye. These plants prefer to feed on powerful creatures, especially those who possess some small degree of magic. A tree or mundane animal is a last resort for a gahsaye’s meal, and good aligned magical creatures (such as unicorns) are the most sought after repast.

Gahsayes often work together with evil spellcasters, guarding their fortresses in exchange for the lives of the spellcasters’ powerful enemies.

Occasionally a gahsaye will turn to the side of good, using their power to fi ght evil in the world. Good gahsayes particularly hunt out evil gahsayes, trying to either convert their evil brethren or remove them

from the world entirely.

Nearly every part of a gahsaye has an alchemical or mystical use. The

leaves and stem can be used as a powerful healing agent, the

root cluster can be used to brew potions of telepathy,

and the deadly fl ower it-self can be transformed with time and energy into a deadly wand.

CombatGahsayes attack from hiding, target-ting creatures they perceive as a threat fi rst, attempting to catch as many as possible in their dis-integrate ray. They will continue disin-

tegrating until they are exhausted, turning

then to their offensive ray. Should the battle

turn against them, they will try to bribe their en-

emies with promises of trea-sure and other great rewards.

Disintegrate Ray (Su): Five times per day a gahsaye may attack

with a disintegrate ray. This ray covers a 10’ cone, causing all objects and creatures

which fail their saves (Fortitude save DC 18) to be turned into a nutrient-rich powder. A successful save means the victim takes 4d6 points of damage.Telepathy (Su): A gahsaye can communicate via telepathy with any intelligent creature.Blindsight (Ex): Gahsayes can sense movement through vibration within 50’.

Gahsaye Medium-Size Plant

Hit Dice: 8d8+0 (36 hp)Initiative: +2 (Dex)

Speed: 10 ft.AC: 22 (+2 Dex, +10 natural)

Attacks: Ray +8 ranged touchDamage: Ray 2d8+4

Face/Reach: 5 ft. by 5 ft./5 ft.Special Attacks: Disintegrate raySpecial Qualities: Plant, blindsight, fi re immu-nity, SR 20, damage reduction 10/+1, telephatySaves: Fort +6, Ref +4, Will +4Abilities: Str 7, Dex 14, Con 11, Int 19, Wis 16, Cha 14Climate/Terrain: AnyOrganization: SolitaryChallenge Rating: 7Treasure: No coins; no goods; double itemsAlignment: Usually Neutral EvilAdvancement: 3-4 HD (Large)

Gahsayes are ab-horrent plants, imbued with a high intelligence and an endless thirst for the energy of living creatures.

A gahsaye stands roughly six feet high, with a sickly yellow fl ower bloom-ing above a tall, thin stalk. They walk on root bundles, settling into the ground at night to rest and to absorb water.

The fl ower of a gahsaye is a dull yellow, with thousands of small petals surrounding a core that is as black as night. The pollen of a gahsaye is a potent hallucinogen, and occasionally gahsayes will have thralls, bound to them by their need for the drug.

This fl ower is capable of fi ring a harmful energy ray at threats, and disintegrating vegetable and animal matter to feed the

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near one on their way through the desert.

Gold tips are most commonly found by oases or small pools of water, often being actively cultivated at these key locations by nomadic tribes who have mastered the art of passing through a gold tip’s range unharmed.

For many, gold tips provide an affordable and ef-fective security measure, and it is not unusual to fi nd them deep within a castle’s vaults, guarding particularly valuable treasures. They detect move-ment through vibrations in the ground and air, and a successful Move Silently check (DC 25) will prevent them from attacking.

The fl esh of the gold tip is rich and sweet, and one of the most favored desserts of the wealthy. As a result, the remains of a full-grown gold tip can fetch up to 100 gold pieces if well preserved.

CombatGold tips are unintelligent, striking out blindly at any-

thing within their strike range of 40’ that makes noise. Their

poisoned needles are their only defense,

being launched at high ve-

locity with d e a d l y

a c c u -r a c y . A gold tip can m o v e i t s needles

s l ightly to align

them to any angle, so

that prey can-not sneak above

or below the gold tip unscathed. Upon death,

gold tips release all their needles in a fl urry.Poison (Ex): Pierce, Fortitude save (DC 19); initial and secondary damage 3d6 temporary Constitution.Barrage (Ex): Any creature within 40’ of a gold tip when it dies is struck by 1d4+1 (Refl ex save DC 18 for half this number) needles which are expelled from the gold tip in its fi nal moments.Blindsight (Ex): Gold tips can sense move-ment through vibration within 40’.

Gold TipLarge PlantHit Dice: 4d8+3 (30 hp)Initiative: +2 (Dex)Speed: 0 ft.AC: 16 (-1 Size, +2 Dex, +5 natural)Attacks: Piercing thorns +8 rangedDamage: Thorns 1d8+4Face/Reach: 5 ft. by 5 ft./0 ft.Special Attacks: Poison, barrageSpecial Qualities: Plant, blindsight, fi re resis-tance 20Saves: Fort +7, Ref +3, Will +1Abilities: Str 20, Dex 15, Con 16, Int —, Wis 11, Cha 11Climate/Terrain: DesertOrganization: SolitaryChallenge Rating: 3Treasure: StandardAlignment: Always NeutralAdvancement: 5-16 HD (Huge)

Gold tips are tall desert plants, standing eight feet at the peak. They branch off into smaller stalks as they grow, e x t e n d i n g out to catch more of the sun’s r a y s . T h e i r t h i c k fl esh is a dark g r e e n , easily vis-ible from long distanc-es in the desert. Small, purple fl owers blossom on gold tips in the spring, bearing a fragrant scent said to be the souls of all the gold tip has slain.

Covering the fl esh of a gold tip as thickly as hair are four inch long needles which can be propelled at high velocity for defense. The points of these needles are coated in a sticky liquid, which in the sunlight looks strikingly like gold. This poison is strong enough to kill most creatures that try to approach the gold tip to take advantage of its moist fl esh, as well as any animals or adventurers who happen to pass too 18 19

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out at high velocities. These thorns are tipped with a fairly weak poison that is used by many cultures as a hallucinogen in religious and spiritual ceremonies. The poison itself causes tremors and weakness, as well as visions of a ‘polarized’ world, in which things are reduced to incredibly black and white (both literal and fi guratively speaking) manifestations.

In the alchemists’ lore, the fl esh of the golden lash’s tendril is said to be one of the keys to the process used to transform base substances into gold. Whether or not this is true is a matter of some speculation, as no single set of lore manages to agree on what the other,

less important, components might be—and lash tendrils are diffi cult enough to

come by that mere trial and error has little success.

CombatGolden lashes feed on

the energy of the liv-ing, and to this end

will wait until a creature is within melee range be-fore lashing out at any living thing within range. If combat has been initiated and there are no living creatures within melee, the golden lash will fi re thorns at any creatures within range.E n e r g y Drain (Su): Any living crea-

ture successfully hit by a golden

lash in melee com-bat suffers 1 negative

level.Thorn Spray (Ex):

Once per round a golden lash can send out a spray

of thorns. These thorns are tipped with a minor poison,

and anyone struck by one must make a successful Fortitude save

(DC 13) or suffer 1 point of temporary Constitution damage.

Blindsight (Ex): Golden lashes can sense move-ment through vibration within 50’.

Golden Lash Medium-Size Plant

Hit Dice: 4d8+6 (30 hp)Initiative: +2 (Dex)

Speed: 0 ft.AC: 17 (+2 Dex, +5 natural)

Attacks: Lash +6 melee; or thorns +5 rangedDamage: Lash 1d6+3 and energy drain; or

thorns 1d6Face/Reach: 5 ft. by 5 ft./10 ft.Special Attacks: Energy drain, thorn spraySpecial Qualities: Plant, blindsight Saves: Fort +7, Ref +3, Will +1Abilities: Str 16, Dex 15, Con 16, Int —, Wis 10, Cha 11Climate/Terrain: AnyOrganization: SolitaryChallenge Rating: 4Treasure: StandardAlignment: Always NeutralAdvancement: 5-6 HD (Large); 7-16 (Huge)

Golden lashes are thick, green bushes, with long tendrils that creep along the ground as feelers. The bush is full of thorny branches, though the tendrils themselves are smooth and slick.

Lashes feed on the life force of other plants and animals, whipping out with their tendrils to absorb a creature’s energy. The area around a golden lash is usually barren of any other fl ora, it all having been devoured by the lash’s in-satiable hunger. Certain rodents have built up a resistance to the lash’s draining powers, and survive ex-clusively off the empty husks of creatures

slain by the golden lash.

Golden lashes can excite their bulk at will, forcing hundreds of small thorns to propel

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Green blights constantly secrete a strong acid from their leaves, dissolving all they roll over and absorbing it as they move through their loose root structure. Often the path of destruction a green blight leaves will continue for hundreds of miles, weaving to and fro in an unintelligible path until fi nally slain by chance or design.

Cunning generals, sorcerers and evil-doers have been to known to keep green blights in captivity, feed-ing them constantly until they grow to unnatural size, and then releasing them on enemy armies, innocent townships, and meddling adventurers.

CombatGreen blights are unintelligent, single-track crea-tures. They exist simply to roam the world, feeding constantly on vegetation and other life. If confronted, a green blight will face the source of the attack, spray-ing acid at it and attempting to slam into it until it dies. Green blights are easily confused by multiple op-ponents, and will often weave back and forth if unsure where the threat truly lies.

Acid Touch (Ex): If successfully hit by a green blight, the victim takes

an additional 1d6 points of acid damage, and

all items on the victim’s per-

son must make a

R e f l e x s a v e

( D C 1 5 ) o r take 2 0

points of dam-

age. Any w e a p o n

used to at-tack the green

blight must also make a successful save

Acid Spray (Su): Twice per day a green blight may spray forth acid in a 20’

cone, dealing 4d6 points of damage (Refl ex save 12 for half).Blindsight (Ex): Green blights can sense movement through vibration within 10’.

Green BlightSmall PlantHit Dice: 1d8+3 (8 hp)Initiative: +1 (Dex)Speed: 30 ft.AC: 14 (+1 Size, +1 Dex, +2 natural)Attacks: Slam +1 meleeDamage: Slam 1d4Face/Reach: 5 ft. by 5 ft./0 ft.Special Attacks: Acid touch, acid spraySpecial Qualities: Plant, blindsight, acid immu-nity, fi re immunitySaves: Fort +4, Ref +1, Will -4Abilities: Str 10, Dex 12, Con 17, Int —, Wis 4, Cha 4Climate/Terrain: AllOrganization: SolitaryChallenge Rating: 3Treasure: StandardAlignment: Always NeutralAdvancement: 2 HD (Medium-Size); 3-4 HD (Large); 5-16 HD (Huge)

A green blight is a tangled mass of leaves, roots, stalks and thorns, usual-ly in the form of a rough sphere.

G r e e n b l i g h t s are incred-ibly light weight, and usually move about by riding the wind across the landscape. If there is no wind, or if they are in combat, they use their ‘roots’ to push themselves in the direction they need to go. Though an awkward mode of transportation, they are surprisingly quick and agile.

Acid Touch (Ex): If successfully hit by a green blight, the victim takes

an additional 1d6 points of acid damage, and

all items on the victim’s per-

son must make a

R e f l e x s a v e

( D C

points of dam-

age. Any w e a p o n

used to at-tack the green

blight must also make a successful save

or take this damage.Acid Spray (Su): Twice per

A green blight is a tangled mass of leaves, roots, stalks and thorns, usual-ly in the form of a rough sphere.

G r e e n b l i g h t s are incred-ibly light weight, and usually move about by riding the wind across the landscape. If there is no

20 21

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Jug vines have a passive form of hunting, sim-ply waiting for a hapless animal or adventurer to step on their camoufl aged lid. Once suffi cient pressure is exerted (any creature weighing more than 50 lbs), the lid collapses, allowing the creature to fall into the jug, which is then covered again immediately, trapping the creature in a bath of intense digestive acid.

Each jug fi ghts as an independent creature, and the jugs are the obvious target for any attack. In order to completely destroy a jug plants, every vine must be killed, and the adventurers must make their way to the central stalk somehow to kill it. The stalks are often under dirt and swamp-water, so getting to one may prove diffi cult. As an optional rule you may choose to award an additional 25% experience bonus for each jug killed if the central stalk is also slain.

CombatJug vines prefer to let their prey fall into them and be dissolved to provide nutrients. If a jug vine is attacked, however, it will defend itself with its vines, slamming into any foes to try to frighten them away. If the battle continues to go badly, the vine will retract, and the jug vine will simply play dead, hoping to be left alone.Digestive Acid (Ex): Any creature which has fall-en into a jug takes 2d4 damage per round (Fortitude

save DC 18 for half). Any creature reach-ing into a jug (for example, to

try to help a fallen friend), must make the same

save or suffer 2d4 damage.

Pit Trap (Ex): Any c r e a t u r e who walks across the lid of a jug vine must make a

Refl ex save (DC 25) or

fall in and be trapped in the

digestive acid. A creature trapped in-

side the jug can attempt to tear free with a piercing or

slashing weapon by dealing 15 damage to the inside of the jug (-6 to all attacks). The AC on the inside of the jug is 15.Swamp Control (Su): A jug vine can, as a stan-dard action, cause the ground in the swamp to soften and buckle, causing all creatures within twenty feet to make a Refl ex save (DC 15) or fall into a jug.

Jug Vine Large Plant

Hit Dice: 4d8+12 (30 hp)Initiative: +2 (Dex)

Speed: 0 ft.AC: 17 (-1 Size, +2 Dex, +6 natural)

Attacks: Slam +7 meleeDamage: Slam 1d8+4

Face/Reach: 5 ft. by 5 ft./10 ft.Special Attacks: Pit trap, digestive acid, swamp controlSpecial Qualities: Plant Saves: Fort +7, Ref +3, Will +4Abilities: Str 19, Dex 14, Con 17, Int 2, Wis 16, Cha 17Climate/Terrain: SwampOrganization: Cluster (4-10)Challenge Rating: 3Treasure: 50% standardAlignment: Always Neutral

Jug vines grow in heavy swamp, feeding on animals who fall into their traps, and serving to teach travelers a lesson in taking care, even on the safest looking of swamp paths.

Jug vines are entirely sub-merged throughout their lives, so very few adventures have ever ac-tually seen one (except for the un-lucky few who have gotten a f irsthand view of the inside). The stalk of a jug vine grows from the bottom of a deep swamp pit, sending out a number of jugs which stand roughly 7’ high and 6’ in diameter. These jugs have thick fl aps which cover them, and which appear to all outward appearances to be a sec-tion of solid ground, with thin grass-like hairs cover-ing them to complete the illusion. Each jug also sends

out a number of thick vines which it can use to defend itself in emergencies.

en into a jug takes 2d4 damage per round (Fortitude save DC 18 for half). Any creature reach-

ing into a jug (for example, to try to help a fallen friend),

must make the same save or suffer 2d4

damage.Pit Trap

(Ex):c r e a t u r e who walks across the lid of a jug vine must make a

Refl ex save (DC 25) or

fall in and be trapped in the

digestive acid. A creature trapped in-

side the jug can attempt to tear free with a piercing or

slashing weapon by dealing 15 damage

swamp paths.

Jug vines are entirely sub-merged throughout their lives, so very few adventures have ever ac-tually seen one (except for the un-lucky few

view of the inside). The stalk of a jug vine grows from the bottom of a deep swamp pit, sending out a number of jugs which stand roughly 7’ high and 6’ in diameter. These jugs have thick fl aps which cover them, and

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of leafers to drop on innocent travelers, waiting for them to fi nish their meal before stripping the victims of their treasures.

Occasionally leafers will become organized by a particularly intelligent leafer, or an outside infl uence, and work towards more long-term goals—in some cases even turning to the side of good and working towards bringing joy into the world and making it a safer place for all.

CombatLeafers prefer to attack en masse, either killing or maiming their prey suffi ciently that they can feed at their leisure. If a victim doesn’t die during the initial assault, a leafer will move for a better position, either burrowing under the fl esh or crawling up into armor. Once fi rmly entrenched, leafers will leech the strength out of a victim.Infi ltrate (Ex): A leafer may choose to infi ltrate any creature it has contact with, making a melee at-

tack to determine whether or not the attempt is successful. If the victim is wearing no

armor, the leafer can be extracted as a partial action with a successful

melee attack. If the victim is wear-ing light armor, the leafer can be

extracted as a full action with a successful melee attack. If the

victim is wearing medium or heavier armor, the leafer can only be extracted by removing the armor completely and making a successful melee attack. While a leafer is infi ltrat-ed, it automatically hits, causing the victim to make a successful save or lose a point of strength.Leech Strength (Ex): Any creature hit

by a leafer must make a Fortitude save (DC 10) or

temporarily lose one point of strength. A leafer gains an

extra 4 temporary hit points every time it successfully drains

a strength point from a creature. Leech strength may only be used

once every fi ve rounds.Camofl auge (Ex): A leafer can

change its body color to match that of its surroundings. This process takes fi ve

rounds, conferring a +6 bonus to all Hide checks.

LeafersDiminutive PlantHit Dice: 1/4 d8+0 (1 hp)Initiative: +4 (Dex)Speed: 1 ft.AC: 18 (+4 Size, +4 Dex)Attacks: Bite +0 meleeDamage: Bite 1d2Face/Reach: 1 ft. by 1 ft./0 ft.Special Attacks: Infi ltrate, leech strengthSpecial Qualities: Plant, camofl augeSaves: Fort +0, Ref +4, Will -4Abilities: Str 6, Dex 18, Con 10, Int 4, Wis 2, Cha 2Climate/Terrain: Deciduous forestOrganization: Cluster (5-15) or swarm (20-50)Challenge Rating: 1/4Treasure: NoneAlignment: Usually Neutral

Leafers are small plants that dwell in tree-tops and drop down on animal and hu-manoid prey to feed. They are usu-ally found in old forests, above well-worn paths and trails.

A leafer looks like a small, rather uninteresting leaf, but on careful inspection can be seen to have a number of tiny teeth around a small mouth, used to drink the blood of prey. Leafers shift color slowly to match the foliage of the tree they are using as a nest.

When dropping from a tree, a leafer uses its body as a rudder in the air to direct itself on to prey. Once on a creature or on the ground, a leafer moves much like a slug, un-dulating its body along a sur-face. This form of locomotion is quite slow, but allows a leafer to climb vertical surfaces such as trees or walls with no diffi culty.

Leafers are often used as a form of defense by intelligent trees, as well as by intelligent humanoids inhabiting forests. Often bandits will collect sacks

Infi ltrate (Ex): A leafer may choose to infi ltrate any creature it has contact with, making a melee at-

tack to determine whether or not the attempt is successful. If the victim is wearing no

armor, the leafer can be extracted as a partial action with a successful

melee attack. If the victim is wear-ing light armor, the leafer can be

extracted as a full action with a successful melee attack. If the

victim is wearing medium or heavier armor, the leafer can only be extracted by removing the armor completely and making a successful melee attack. While a leafer is infi ltrat-ed, it automatically hits, causing the victim to make a successful save or lose a point of strength.Leech Strength (Ex):

by a leafer must make a Fortitude save (DC 10) or

temporarily lose one point of strength. A leafer gains an

extra 4 temporary hit points every time it successfully drains

a strength point from a creature. Leech strength may only be used

once every fi ve rounds.Camofl auge (Ex):

change its body color to match that of its surroundings. This process takes fi ve

rounds, conferring a +6 bonus to all Hide

Usually Neutral

Leafers are small plants that dwell in tree-tops and drop down on animal and hu-manoid prey to feed. They are usu-ally found in old forests, above well-worn paths and trails.

A leafer looks like a small, rather uninteresting leaf, but on careful inspection can be seen to have a number of tiny teeth around a small mouth, used to drink the blood of prey. Leafers shift color slowly to match the foliage of the tree they are using as a

When dropping from a tree, a leafer uses its body as a rudder in the air to direct itself on to prey. Once on a creature or on the ground, a leafer moves much like a slug, un-dulating its body along a sur-face. This form of locomotion is quite slow, but allows a leafer to climb vertical surfaces such as trees or walls with no diffi culty.

Leafers are often used as a form of defense by intelligent trees, as well as by intelligent humanoids

22 23

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ate against range attacks, if not for a symbiotic relationship that has sprung up between them and staffl ings. Near every club can be found 3d4 staffl ings, who take their share of the club’s kills to sustain them-selves. If prey is not killed immediately, and attempts to fi ght back using ranged weapons, the staffl ings at-tack, retreating to safety if attacked themselves, and always attempting to lure the opponents back within the club’s range.

In certain highly eccentric circles, surviving a club’s attack is considered a mark of manliness and stamina.

Entire clubs (pardon the pun), have sprung up around this bizarre

act, with young men going out at night to a nearby

Onar’s club, to watch one of their fellows

nearly pummeled to death, before

being dragged to safety and a

night of cajol-ing and rev-

C o m -batO n a r ’ s c l u b s p o s s e s s no intel-l i g e n c e , s i m p l y w a i t i n g for prey to walk w i t h i n range be-fore slam-ming down

and attack-ing. Both

trunks of a club can attack

simultaneously, but are con-

strained to attacks on separate sides

of the tree (therefore both trunks cannot at-

tack the same opponent at

Onar’s clubs can sense movement through

Onar’s Club Large Plant

Hit Dice: 8d8+4 (68 hp)Initiative: +2 (Dex)

Speed: 0 ft.AC: 18 (-1 size, +2 Dex, +7 natural)

Attacks: Slam +12/+7 meleeDamage: Slam 2d6+6

Face/Reach: 5 ft. by 5 ft./0 ft.Special Qualities: tance 20Saves: Fort +10, Ref +4, Will +2Abilities: Str 22, Dex 15, Con 18, Int —, Wis 11, Cha 11Feats: Improved Unarmed Strike, Defl ect ArrowsClimate/Terrain: and plainsOrganization: SolitaryChallenge Rating: Treasure: Standard Alignment: Always NeutralAdvancement: (Huge)

Onar’s club is a large tree, growing up to 30’ in height, and forked into two dis-tinct trunks. When a creature walks beneath one of the trunks the tree reacts by slam-ming down, crushing whatever poor animal or traveler failed to no-tice the blood-stains and crushed bones of former victims.

Legend says that these mighty trees sprung up wherever the shards of Onar’s shattered club landed, after his mighty battle with the gods. For this reason, followers of the Sect of Onar consider the trees highly sa-cred, and will often sacrifi ce creatures (including, on occasion, humans) to the

clubs, and defend them from any who would try to destroy them.

Clubs would normally be unable to retali-

In certain highly eccentric circles, surviving a club’s attack is considered a mark of manliness and stamina.

Entire clubs (pardon the pun), have sprung up around this bizarre

act, with young men going out at night to a nearby

Onar’s club, to watch one of their fellows

nearly pummeled to death, before

being dragged to safety and a

night of cajol-ing and rev-elry.

C o m -batO n a r ’ s c l u b s p o s s e s s no intel-l i g e n c e , s i m p l y w a i t i n g for prey to walk w i t h i n range be-fore slam-ming down

and attack-ing. Both

trunks of a club can attack

simultaneously, but are con-

strained to attacks on separate sides

of the tree (therefore both trunks cannot at-

tack the same opponent at the same time).

Blindsight (Ex): Onar’s clubs can sense movement through

vibration within 20’.

5 ft. by 5 ft./0 ft.Special Qualities: Plant, blindsight, fi re resis-

Fort +10, Ref +4, Will +2 Str 22, Dex 15, Con 18, Int —,

Improved Unarmed Strike,

Climate/Terrain: All forest

SolitaryChallenge Rating: 5

Standard Always

Advancement: 9-16

Onar’s club is a large tree, growing up to 30’ in height, and forked into two dis-tinct trunks. When a creature walks beneath one of the trunks the tree reacts by slam-ming down, crushing whatever poor animal or traveler failed to no-tice the blood-stains and crushed bones of former

Legend says that these mighty trees sprung up wherever the shards of Onar’s shattered club landed, after his mighty battle with the gods. For this reason, followers of the Sect of Onar consider the trees highly sa-cred, and will often sacrifi ce creatures (including, on occasion, humans) to the

clubs, and defend them from any who would try to destroy them.

Clubs would normally be unable to retali-24 25

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protect itself from creatures using ranged attacks.

Pruners blend in nearly perfectly with sur-rounding vegetation, dragging their prey be-hind their heavy leaves to hide the corpse from view while it decomposes. Noticing a pruner means seeing the corpses or blood behind the foliage (Spot check DC 25) or identifying this fairly rare plant by its shape and coloration (Wilderness Lore or Knowledge: Plants check DC 25).

Once separated from the plant, the blades of a pruner retain their decapitation ability for twenty-four hours before their decomposition renders them useless as

weapons. A blade can be wielded as a medium

Pruners lie in wait until a victim comes within range,

suddenly springing to life to slash off their victim’s

head. Pruners tend to attack only in melee,

using their bladewind ability only as a last resort, as prey slain from a distance can-not be recovered and consumed.D e c a p i t a t e (Ex): On a critical hit (threat range 19-20), a pruner catches its victim between its shears and completely decapitates them. For nearly all crea-tures, decapitation

results in instant death.

Bladewind (Su):Four times per day

as a supernatural abil-ity, a pruner can launch

hundreds of razor-sharp shards out in a 20’ cone.

Any creature caught within the bladewind takes 4d6

points of damage (Refl ex save

Blindsight (Ex): Pruners can sense movement through vibration

within 30’.

PrunerLarge PlantHit Dice: 6d8+24 (51 hp)Initiative: +6 (+2 Dex, +4 Improved Initiative)Speed: 0 ft.AC: 20 (-1 Size, +2 Dex, +9 natural)Attacks: Slash +9 meleeDamage: Slash 1d8+5Face/Reach: 5 ft. by 5 ft./10 ft.Special Attacks: Decapitate, bladewind, damage reduction 5/+1, immune to piercingSpecial Qualities: Plant, blindsightSaves: Fort +9, Ref +4, Will +2Abilities: Str 21, Dex 14, Con 20, Int —, Wis 11, Cha 10Climate/Terrain: AllOrganization: SolitaryChallenge Rating: Treasure: StandardAlignment: Usually NeutralAdvancement: 7-16 HD (Huge)

Pruners are unintelligent plants most often found in heavy jungle. On average they stand nine feet tall, with their tops drooping over lazily.

In spite of their com-plete lack of intel-ligence, pruners are fearsome foes. They have evolved to handle nearly any circum-stance with deadly effi ciency, and all but the most cunning of ad-venturers learn quickly to avoid this innocent looking plant.

An adult pruner has two blades, each roughly three feet long, which the pruner can swing at high speed to slice its prey’s head cleanly from their body. The blades of a pruner are specialized combat leaves, with thick xylem fi bers running through them that fi ll with iron and other metals from the earth. Up its stalk, a pruner secretes excess iron in the form of small jagged pieces, which it can propel at high velocity through the air to

weapons. A blade can be wielded as a medium weapon.

CombatPruners lie in wait until a

victim comes within range, suddenly springing to life

to slash off their victim’s head. Pruners tend to

attack only in melee, using their bladewind ability only as a last resort, as prey slain from a distance can-not be recovered and consumed.D e c a p i t a t e (Ex):hit (threat range 19-20), a pruner catches its victim between its shears and completely decapitates them. For nearly all crea-tures, decapitation

results in instant death.

Bladewind (Su):Four times per day

as a supernatural abil-ity, a pruner can launch

hundreds of razor-sharp shards out in a 20’ cone.

Any creature caught within the bladewind takes 4d6

points of damage (Refl ex save DC 17 for half).

Blindsight (Ex):sense movement through vibration

All Solitary

7

Usually Neutral 7-16 HD

Pruners are unintelligent plants most often found in heavy jungle. On average they stand nine feet tall, with their tops drooping

In spite of their com-plete lack of intel-ligence, pruners are fearsome foes. They have evolved to handle nearly any circum-stance with deadly effi ciency, and all but the most cunning of ad-venturers learn quickly to avoid this innocent

An adult pruner has two blades, each roughly three feet long, which the pruner can swing at high speed to slice its prey’s head cleanly from their body. The blades of a pruner are specialized combat leaves, with thick xylem fi bers running through them that fi ll with iron and other metals from the earth. Up its stalk, a pruner secretes excess iron in the form of small jagged pieces, which

24 25

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cluster in wide circles with up to fi fteen other roses, preferring areas in which the surrounding foli-age is dense enough to hide them at least partially. Once a victim enters the circle, the roses uproot and come together to form a much tighter, impenetrable circle around the unlucky creature. Most animals kill themselves by struggling against the sharp thorns, while some are simply starved to death by the resolute roses. Once dead, the roses take in the vital nutrients of the corpses through their roots.

Rambling roses are intelligent enough that they can be trained to do simple tasks, such as guarding prisoners or hunting prey for an owner. They can be taught to identify a person as the ‘alpha rose’, following simple requests from that person as they would the leader of their pack. If kept well fed and happy, a rambling rose

is no more likely to kill and eat a prisoner than any well trained guard dog would

be. Trained rambling roses are rare to fi nd for sale, and sell for any-

where from 400 to 2000 gold pieces, depending on the

Rambling roses usually kill their

victims in a pas-sive manner, by either letting the frantic prey rend

themselves to death on their thorns, or by starving them to death. How-ever, if a victim does damage to a rose, the rose will fi ght back actively, using

its thick thorn-covered branches

to claw the of-fending adventurer

into submission or

Half Damage from Piercing

Any piercing weapon does one-half

damage to a rambling rose,

Rambling Rose Medium-size Plant

Hit Dice: 2d8+5 (14 hp)Initiative: +4 (Dex)

Speed: 50 ft.AC: 17 (+4 Dex, +3 natural)

Attacks: Claw +6 meleeDamage: Claw 1d4+3

Face/Reach: 5 ft. by 5 ft./5 ft.Special Qualities: Plant, half damage from piercingSaves:Abilities:7Skills:Move Silently +9, Sense Motive +5Feats:Climate/Terrain: Organization:pack (2-16)Challenge Rating: Treasure:Alignment:ally NeutralAdvancement: 3-4 (Large)

Rambling roses are pack fl ow-ers, preying on everything from small rodents and vermin to hu-manoids and other large mammals.

R a m b l i n g roses stand roughly six feet high at maturity, with thick thorny branches and gentle pink blossoms. When up-rooted, they scurry along on four thick roots, ending in root balls with small feeler-roots offering additional

support and sensory in-

or hunting prey for an owner. They can be taught to identify a person as the ‘alpha rose’, following simple requests from that person as they would the leader of their pack. If kept well fed and happy, a rambling rose

is no more likely to kill and eat a prisoner than any well trained guard dog would

be. Trained rambling roses are rare to fi nd for sale, and sell for any-

where from 400 to 2000 gold pieces, depending on the

level of training.

CombatRambling roses

usually kill their victims in a pas-sive manner, by either letting the frantic prey rend

themselves to death on their thorns, or by starving them to death. How-ever, if a victim does damage to a rose, the rose will fi ght back actively, using

its thick thorn-covered branches

to claw the of-fending adventurer

into submission or death.Half Damage

from Piercing (Ex): Any piercing

weapon does one-half damage to a rambling rose,

minimum of 1 point.

Saves: Fort +8, Ref +4, Will +0Abilities: Str 17, Dex 19, Con 20, Int 3, Wis 10, Cha

Skills: Hide +9, Intuit Direction +5, Jump +8, Move Silently +9, Sense Motive +5Feats: Weapon Finesse (claw)Climate/Terrain: Any LandOrganization: Solitary or pack (2-16)Challenge Rating: 2Treasure: StandardAlignment: Usu-ally NeutralAdvancement: 3-4 (Large)

Rambling roses are pack fl ow-ers, preying on everything from small rodents and vermin to hu-manoids and other large mammals.

R a m b l i n g roses stand roughly six feet high at maturity, with thick thorny branches and gentle pink blossoms. When up-rooted, they scurry along on four thick roots, ending in root balls with small feeler-roots offering additional

support and sensory in-put.

In the wild, rambling roses 26 27

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its incredible strength to tear the boat or creature apart, feasting on its insides.

Many sailors have survived an encounter with a sea scourge by simply swimming away after their boat was attacked. Since scourges expect their prey to be dead after being torn apart, they very rarely will pursue anything not huge or larger in the water around them.

Exceptionally daring and smart captains have used sea scourges to their advantage, leading a pursuing fl eet within range of the beast, then leaving them to their ruin as they quickly depart the area. Particu-larly insane warlords have even been known to keep sea scourges as guardians of their harbors or island fortresses, though these sorts of arrangements nearly always end badly.

CombatSea scourges do not concern themselves with small prey, so a small boat (less than 30’) or single adven-turers will be ignored. Anything larger, however, will be considered prey, and the sea scourge will slowly fl oat over, waiting until it is within range to try to grab the victim with its many tendrils and tear it apart.Improved Grab (Ex): On a successful hit, a sea scourge begins a grapple as a free action (+54).Constrict (Ex): Once a successful grapple check has been made, a sea scourge deals 4d6+13 points of damage per round.Tear (Ex): On a successful grapple, a sea scourge may tear its victim apart. Living creatures take 6d6+13 points of damage. If a boat, the sea scourge makes a

strength check (DC 25 for a longship, DC 27 for a warship, DC

30 for a galley), and if successful the

boat sinks within 1d4

r o u n d s . Anyone on the b o a t m u s t m a k e

a Re-fl ex save

(DC 20), taking 1d8

points of dam-age on a success

or being thrown over-

Sea ScourgeColossal PlantHit Dice: 32d8+288 (432 hp)Initiative: -2 (Dex)Speed: Swim 10 ft.AC: 25 (-8 Size, -2 Dex, +25 natural)Attacks: Slam +37 meleeDamage: Slam 4d6+13Face/Reach: 50 ft. by 200 ft./20 ft.Special Attacks: Improved grab, constrict 4d6+13, tearSpecial Qualities: PlantSaves: Fort +27, Ref +8, Will +11Abilities: Str 36, Dex 7, Con 28, Int 2, Wis 13, Cha 11Climate/Terrain: Any oceanOrganization: SolitaryChallenge Rating: 14Treasure: Double standardAlignment: Always Neutral

Few things bring such fear to the hearts of those who travel the sea as the cry of ‘sea scourge’. These mas-sive plants have destroyed entire fl eets, changing the outcome of great wars through simple chance.

Sea scourges look like massive slicks of seaweed, fl oating peacefully on the ocean’s surface. They usu-ally have large amounts of fl otsam tangled within them—bits of boats, chests of treasure, half-digested whales, and anything else they may have collected that could not be easily digested.

When they sense prey of large enough size (longer than 30’), they begin fl oating slowly and naturally to intercept the v i c t i m ’ s p a t h . O n c e t h e crea-t u r e o r b o a t m a k e s its way far enough within the mass of seaweed, the sea scourge attacks, slamming its heavy tendrils against the side and attempting to gain a hold. If it does succeed in getting a grip, the sea scourge uses

strength check (DC 25 for a longship, DC 27 for a warship, DC

30 for a galley), and if successful the

boat sinks within 1d4

r o u n d s . Anyone on the b o a t m u s t m a k e

a Re-fl ex save

(DC 20), taking 1d8

points of dam-age on a success

or being thrown over-board on a failure.

When they sense prey of large enough size (longer than 30’), they begin fl oating slowly and naturally to intercept the v i c t i m ’ s p a t h . O n c e t h e

o r b o a t m a k e s its way far enough within the mass of seaweed, the sea scourge attacks, slamming its heavy tendrils

26 27

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they will into an adventurer.

If not removed, the seeds will drain the heat energy of their host until reaching suffi cient warmth to begin growing. Few creatures can survive a stroll through a fi eld of shanela during their seed-bearing phase.

Even once the seeds have fl own, or the plant is dead, the stem continues to exude an incredible chill for days or weeks until it fades. Enterprising (and brave) merchants have even been known to sell the harmless stems of shanela as a simple magical object to keep food and drink chilled, or to relieve some of the pain from wounds.

CombatThe main body of a shanela does not fi ght, in-stead it sends its seed pods out to fi nd a host and burrow deep within it to drain the warmth and sprout into a new plant—any armor or items in the way will take damage normally until they are burrowed through. Shanela have no defenses against attackers outside of their twenty foot range, but if continually attacked they will ran-domly release seed pods, which will fl oat around wildly until they come within range of a heat source.Drain Heat (Su): Once a shanela has made a successful hit on a victim, it begins boring to-

wards the victim’s fl esh. Once the fl esh has been reached, the shanela digs into the victim and

begins collecting as much heat as it possibly can. Every

round a shanela is inside, the victim must make a

successful For-titude

save ( D C 1 5 ) o r s u f -

f e r o n e

point of t e m p o r a r y

C o n s t i t u t i o n

Once a sin-gle pod drains four points of Constitu-

tion, it has acquired suffi cient energy to sprout. A shanela caused 2d6 points of damage when it sprouts, and pulling it from the body deals an additional 1d4 points of damage. Heatsense (Ex): Shanela and their pods can sense heat within 20’.

Shaneela Tiny Plant

Hit Dice: 2d8-2 (7 hp)Initiative: +8 (+4 Dex, +4 Improved Initia-

tive)Speed: 0 ft.

AC: 24 (+1 size, +4 Dex, +9 natural)Attacks: 4 burrows +1 ranged

Damage: Burrow 1d2Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.Special Attacks: Drain heat, sproutSpecial Qualities: Plant, heatsenseSaves: Fort +1, Ref +4, Will +2Abilities: Str 10, Dex 18, Con 7, Int —, Wis 15, Cha 13Climate/Terrain: Any PlainsOrganization: Patch (5-10) or fi eld (11-50)Challenge Rating: 2Treasure: StandardAlignment: Always NeutralAdvancement: 3-5 (Small)

Shanela are small, supernaturally icy cold plants that grow anywhere there is ample sun and water. Their fl owers are bright purple, and are highly prized for their strong and pleasing aroma. When in bloom, shanela pose no threat to creatures that walk amongst them.

When shanela go to seed, however, each of the small petals transform into a dangerous, tiny heat-seek-ing fl ier. The plant releases a

small number of seeds each round a heat source is within twenty feet, each of which twirl through the air to-wards the heat source until they make contact, at which point they begin burrowing immedi-

ately into the source of the heat. If a stronger heat source is present (such as a torch or

a mount), the shanela pods will be as likely to attempt to burrow into it as

a successful hit on a victim, it begins boring to-wards the victim’s fl esh. Once the fl esh has been

reached, the shanela digs into the victim and begins collecting as much heat

as it possibly can. Every round a shanela is inside, the victim must make a

successful For-titude

save ( D C 1 5 ) o r s u f -

f e r o n e

point of t e m p o r a r y

C o n s t i t u t i o n damage.

Sprout (Ex): Once a sin-

aroma. When in bloom, shanela pose no threat to creatures that walk amongst them.

When shanela go to seed, however, each of the small petals transform into a dangerous, tiny heat-seek-ing fl ier. The plant releases a

small number of seeds each round a heat source is within twenty feet, each of which twirl through the air to-

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Snap pads do not attack unless they are hungry, so well-fed pads can serve as useful paths through dangerous swamps or across eel-infested waters.

Pads possess a rudimentary intelligence, and it is possible to imprint them to a specifi c person or group of people, by feeding and training them. Often wealthy and slightly eccentric lords will forego a drawbridge in favor of a trail of snap pads across their moats, providing easy crossing for those the pads have imprinted to, while creating a strong deterrent to trespassers.

CombatSnap pads swallow prey whole, if they are foolish enough to step on the top of the pad, holding them captive while their digestive juices do their work. If a snap pad has not fed for some time, it may actively pursue prey in the water—preferring mammals that have come to the river to fi sh or to cross. When snap pads pursue prey they use their hanging roots to pro-pel themselves, folding in half to create a ‘mouth’ with

cessful strength check (DC 25) can break free. Every round a creature is trapped inside a snap pad, they take 1d6 damage (Fortitude save DC 15 for half).

Snap PadsMedium-Size PlantHit Dice: 1d8+1 (6 hp)Initiative: +0 (Dex)Speed: Swim 30 ft.AC: 12 (+2 natural)Attacks: Bite +1 meleeDamage: Bite 1d3+1Face/Reach: 5 ft. by 5 ft./5 ft.Special Attacks: Swallow wholeSpecial Qualities: Plant, fi re immunitySaves: Fort +3, Ref +0, Will -4Abilities: Str 12, Dex 10, Con 13, Int 1, Wis 2, Cha 2Climate/Terrain: Swamp and riverOrganization: Solitary or patch (2-15)Challenge Rating: 1Treasure: NoneAlignment: Always Neutral

Snap pads are giant lily pads found primarily in open swampland or on calm rivers. They are carnivorous,

of razor sharp thorns along the outer edge of the pad, and a sticky acidic substance coating the pad. The pads have large purple blossoms, which are known for their intoxicating fragrance.

pel themselves, folding in half to create a ‘mouth’ with which to attack.

Swallow Whole (Ex):If a creature steps on

to a snap pad, they must

immedi-a t e l y

m a k e a Refl ex

save (DC 17) or be caught as

the pad snaps shut. Once swallowed the creature

is completely immobile, though a suc-cessful strength check (DC 25) can break free. Every

swampland or on calm rivers. They are carnivorous, feeding on creatures that try to use them as a means to cross a river, or simply get too near.

A t f i r s t g l a n c e a snap pad appears to be nothing more than a large and sturdy lily pad, ideal for crossing a stretch of swamp land or a river. Closer examination reveals a number

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vegetation by using their ghostly servants to corrupt any plant-life which springs up, and might obscure the sleeping bodies of animals which serve as the primary lure for further prey.

Upon death, all the souls gathered during a har-vester’s often considerable lifetime (there are documented cases of these trees living for more than two-thousand years) are released at once, resulting in considerable chaos and destruction. A successful dispel magic against DC 25 frees the bound souls and they depart.

CombatSoul harvesters have no control over their deep sleep ability, and so ‘attack’ with no dis-crimination. If a creature resists the sleep mul-tiple times, and appears to be considering doing harm to the tree, a soul harvester will release ghostly servants of suffi cient power to deal with the threat.Ghostly Servant (Ex): Twice per day a soul harvester can release a stored soul, in the

form of a ghost. Most often ghosts are 5 HD creatures, but occasionally a soul har-

vester will release a much more powerful spirit. A successful

dispel magic against DC 25 frees the bound soul from

the harvester and it de-

Deep Sleep (Ex):Anyone within sixty feet of a soul harvester must succeed at a Will save (DC 16) each round or fall into a deep sleep. Once asleep nothing will awaken the victim until they are removed from the soul harvester’s

radius.Half Damage

from Piercing (Ex): Any piercing

weapon does one-half damage to a soul harvest-

er, minimum of 1 point.Fire Vulnerability

A soul harvester takes double damage from all forms of

Soul Harvester Huge Plant

Hit Dice: 16d8+80 (152 hp)Initiative: +4 (Int)

Speed: 0 ft.AC: 22 (-2 size, -6 Dex, +20 natural)

Attacks: —Damage: —

Face/Reach: 10 ft. by 10 ft./0 ft.Special Attacks: Ghostly servant, deep sleepSpecial Qualities: Plant, half damage from piercing, fi re vulnerabilitySaves: Fort +18, Ref —, Will +11Abilities: Str —, Dex —, Con 26, Int 19, Wis 22, Cha 18Climate/Terrain: Any LandOrganization: Solitary or grove (5-50)Challenge Rating: 11Treasure: No coins; 25% goods; 25% itemsAlignment: Usually Neutral EvilAdvancement: 17-25 HD (Gargantuan)

Soul harvesters are highly intelligent trees found throughout the lands. They naturally radiate an aura of fatigue, causing any living creature with-in range to become irresistibly tired and fall asleep. Once unconscious, a creature will not wake up without external assistance, and eventually decomposes, providing both physi-cal nourishment to the tree, and increasing the tree’s power as its soul is bound eternally to serve the soul har-vester.

The harvester is a bare tree, standing thirty feet high, and bulg-ing out on either side. Older trees which have claimed more souls are of-ten wider, though no taller. The bark of a soul harvester is rough, and covered in deep pock marks which resemble hu-

manoid faces.

Soul harvesters keep the area around themselves clear of other

soul harvester can release a stored soul, in the form of a ghost. Most often ghosts are 5 HD

creatures, but occasionally a soul har-vester will release a much more

powerful spirit. A successful dispel magic against DC 25

frees the bound soul from the harvester and it de-

parts.Deep Sleep (Ex):Anyone within sixty feet of a soul harvester must succeed at a Will save (DC 16) each round or fall into a deep sleep. Once asleep nothing will awaken the victim until they are removed from the soul harvester’s

radius.Half Damage

from Piercing (Ex):

weapon does one-half damage to a soul harvest-

er, minimum of 1 point.Fire Vulnerability

(Ex): A soul harvester takes double damage from all forms of

fi re attack.

Soul harvesters are highly intelligent trees found throughout the lands. They naturally radiate an aura of fatigue, causing any living creature with-in range to become irresistibly tired and fall asleep. Once unconscious, a creature will not wake up without external assistance, and eventually decomposes, providing both physi-cal nourishment to the tree, and increasing the tree’s power as its soul is bound eternally to serve the soul har-

The harvester is a bare tree, standing thirty feet high, and bulg-ing out on either side. Older trees which have claimed more souls are of-ten wider, though no taller. The bark of a soul harvester is rough, and covered in deep pock marks which resemble hu-

Soul harvesters keep the area around themselves clear of other

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create an illusion once per round as a free action. This illusion can be seen, heard, smelled, and heat can be felt radiating from its body. The image appears only to the targets the soulful mirror selects (usually one person per image), and no other person may sense it in any way. The image is controlled entirely by the soulful mirror, and the image may not leave a 100’ cube. The soulful mirror may use supernatural and spell-like abilities through personal images, as though they were used by the soulful mirror itself. Victims may attempt to disbelieve in the image if they interact with it, requiring a Will save (DC 20) to suc-ceed.Read Thoughts (Su): A soulful mirror can probe the mind of any creature within 100’ as a full-round action. This mind probe can delve into deep memo-ries, effectively granting full access to the victim’s mind. A successful Will save (DC 20) keeps the soul-ful mirror from the victim’s mind for ten rounds, at which point it may attempt to intrude again.Dark Dreams (Sp): Once per day, a soulful mir-ror may send dreams to a single target asleep within 100’ of the plant. This dream may be as complex or

simple as the soulful mirror desires. Usually a soulful mirror will use this dream setting to

further a complex plot, with the end re-sult being possession of the creature.

Geas (Sp): Once per day the soul-ful mirror may lay a geas on up to

ten creatures. This geas must be agreed to by the victims—though they may be under a charm or some other compulsion.Domination (Sp): Once per day a soulful mirror may attempt to dominate up to ten hit dice of creatures within a 100’ radius. Once dominated, all affected creatures are under the complete control of the soul-ful mirror for a full month. The

dominated creature is not limited to any area of affect, except that it

must remain on the same plane as the soulful mirror. There is no limit to

the number of creatures that the soulful mirror can have under its control in this

way. A Will save (DC 20) negates the effects of domination, and a new save may be taken every

twenty-four hours, or any time the victim is made to do something that goes against its nature.Natural Invisibility (Su): The soulful mirror is always under the effect of an invisibility spell, even when attacking. This ability is innate and cannot be dispelled or removed.

Soulful MirrorMedium-Size PlantHit Dice: 4d8+4 (22 hp)Initiative: +2 (Dex)Speed: 0 ft.AC: 22 (+2 Dex, +10 natural)Attacks: Whip +3 meleeDamage: Whip 1d6Face/Reach: 5 ft. by 5 ft./5 ft.Special Attacks: Mass charm, personal image, read thoughts, dark dreams, geas, dominationSpecial Qualities: Plant, natural invisibility, blindsightSaves: Fort +5, Ref +3, Will +5Abilities: Str 11, Dex 14, Con 13, Int 18, Wis 18, Cha 20Climate/Terrain: Any temperateOrganization: SolitaryChallenge Rating: 5Treasure: NormalAlignment: Usually Neutral EvilAdvancement: 5-16 HD (Large)

The soulful mirror is a hyper-intelligent, naturally invisible tree that grows throughout the planes. If viewed with a detect invisibility spell it appears as a rather boring green-leafed plant, standing roughly four feet high.

CombatThe soulful mirror sits wait-ing for intelligent creatures to pass by, who it then attempts to take control of, either through forceful mind pow-ers or through illusion and trickery. If it comes to direct combat the soulful mirror can fi ght with its whipping tendrils, but it has little power with such weapons, and it prefers to use dominated creatures to protect it.Mass Charm (Sp): At will the soulful mirror may attempt to charm all sentient creatures within a 40’ radius. Creatures within range may make a Will save (DC 20) to resist. All creatures affected treat the soul-ful mirror as a friend, and take any instructions given in the most favorable way. For the purposes of this affect, all images created by the soulful mirror are treated as though they were the mirror itself.Personal Image (Sp): The soulful mirror may

ror may send dreams to a single target asleep within 100’ of the plant. This dream may be as complex or

simple as the soulful mirror desires. Usually a soulful mirror will use this dream setting to

further a complex plot, with the end re-sult being possession of the creature.

Geas (Sp): ful mirror may lay a geas on up to

ten creatures. This geas must be agreed to by the victims—though they may be under a charm or

the complete control of the soul-ful mirror for a full month. The

dominated creature is not limited to any area of affect, except that it

must remain on the same plane as the soulful mirror. There is no limit to

the number of creatures that the soulful mirror can have under its control in this

way. A Will save (DC 20) negates the effects of domination, and a new save may be taken every

twenty-four hours, or any time the victim is made to

5-16 HD (Large)

The soulful mirror is a hyper-intelligent, naturally invisible tree that grows throughout the planes. If viewed

spell it appears as a rather boring green-leafed plant, standing roughly

The soulful mirror sits wait-ing for intelligent creatures to pass by, who it then attempts to take control of, either through forceful mind pow-ers or through illusion and trickery. If it comes to direct combat the soulful mirror can fi ght with its whipping tendrils, but it has little power with such weapons, and it prefers to use dominated creatures to protect it.

At will the soulful mirror may attempt to charm all sentient creatures within a 40’ radius. Creatures within range may make a Will save (DC 20) to resist. All creatures affected treat the soul-

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Onar’s club and staffl ings have a symbiotic relationship, with staffl ings serving as protec-tion for the highly vulnerable Onar’s club, and in return feeding on the corpses of the creatures the club kills.

Many have hypothesized that staffl ings are the descendents of actual staves which were animat-ed into golems by wizards long ago. To breed, staffl ings simply split in two, with each half slowly regenerating until both have reached full length again. When slain, the leaves and twigs fall from a staffl ing, and the wood grows darker and harder, all in a matter of seconds. What is left is a serviceable quarterstaff, and this would appear to lend credence to the animation theory of origin.

Occasionally when a staffl ing splits, one or both of the halves fail to regenerate, and what results is a much shorter staffl ing. Over successive gen-erations, this can lead to quite small varieties (affectionately referred to as twiglings), many of which can often be found accompanying groups of their fully grown counterparts.

CombatStaffl ings fi ght by fl inging themselves at oppo-

nents, twirling end over end to attack with both their tops and their bottoms.

If associated with an Onar’s Club, the staffl ings will

focus on trying to lure their oppo-

nents to within striking range of the tree, otherwise they will focus as a pack on one target until

they bring it down. If it be-

comes apparent that the staffl ings do

not have an advantage in a battle, they will at-

tempt to fl ee, either by rushing through heavy underbrush, or levitating

out of range of their enemy.Levitate (Su): Staffl ings can levitate at will, and use this ability to fi ght, move, and fl ee. In general, they use their levitate ability to create an axis upon which to rotate, but they can also move vertically at a rate of 10 feet each round.Blindsight (Ex): Staffl ings can sense move-ment through vibration within 20’.

Staffling Medium-Size Plant

Hit Dice: 2d8+6 (15 hp)Initiative: +2 (Int)

Speed: 30 ft.AC: 17 (+2 Dex, +5 natural)

Attacks: 2 slams +3 meleeDamage: Slam 1d6+2

Face/Reach: 5 ft. by 5 ft./5 ft.Special Qualities: Plant, blindsight, immune to piercing, levitateSaves: Fort +6, Ref +2, Will -1Abilities: Str 14, Dex 15, Con 17, Int 2, Wis 9, Cha 9Climate/Terrain: Any LandOrganization: Solitary, stand (3-12), or herd (13-100)Challenge Rating: 1Treasure: StandardAlignment: Always NeutralAdvancement: 3-6 HD (Large)

Staffl ings are mobile plants of animal intelli-gence, feeding on carrion and often the kills of Onar’s Club. They stand roughly six feet high, and are straight sticks, with green leaves sprout-ing occasionally along their length.

Staffl ings move by fl ipping end over end, using their in-nate ability to levitate to keep their center at a static height. Staffl ings are often nomadic, w a n d e r i n g in stands for hundreds of miles in search of ideal feed-ing grounds. O c c a s i o n a l l y , groups of staffl ings will join together for a long journey, protecting one another and even hunting as a group.

Staffl ings can sustain themselves almost entirely off the energy of the sun, if need be, but in order to grow and procreate they need the additional energy that animal fl esh provides. To this end,

they feed on the spoils of others kills, and even hunt small prey themselves.

Staffl ings fi ght by fl inging themselves at oppo-nents, twirling end over end to attack with

both their tops and their bottoms. If associated with an Onar’s

Club, the staffl ings will focus on trying to

lure their oppo-nents to within

striking range of the tree, otherwise they will focus as a pack on one target until

they bring it down. If it be-

comes apparent that the staffl ings do

not have an advantage in a battle, they will at-

tempt to fl ee, either by rushing

ing occasionally along their length.

Staffl ings move by fl ipping end over end, using their in-nate ability to levitate to keep their center at a static height. Staffl ings are often nomadic, w a n d e r i n g in stands for hundreds of miles in search of ideal feed-ing grounds. O c c a s i o n a l l y , groups of staffl ings will join together for a long journey, protecting one another and even hunting

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Strangle vines are most often found in small clusters, and feed communally off of any downed prey by dropping the corpses above their roots and killing any scavengers for further sustenance.

The dead and dried vines of a strangle vine can be fashioned into a specialized lasso (see pg. xx) with a successful Craft (weaponsmith) check (DC18). The berries are sweet, and prized for their use in specialty wines—due to the rarity and diffi culty to harvest, a single handful of strangle berries can fetch up to 20 gold pieces.

CombatStrangle vines are unintelligent, and so utilize no strategy in their attack. They tend to grow in clusters next to one another, so in most situations every vine in the area will go after the nearest target. Strangle vines fi ght by whipping out and looping over a victim’s neck. Once a noose has caught a victim, the vine constricts and does not release its hold until the victim is dead. If a strangle vine is severely wounded,

it will release its victim and attempt to pull up out

Improved Grab (Ex): On a successful hit, a

strangle vine begins a grapple as a

free action.C o n s t r i c t

(Ex): Once a suc-

c e s s f u l grapple c h e c k h a s b e e n m a d e , a stran-gle vine

d e a l s 1 d 6 + 6

points of damage per

B l i n d s i g h t Strangle

vines can sense move-ment through vibration

Blending In (Ex): Strangle vines remain entirely still when not attacking, and only a success-ful Knowledge (plants) or Wilderness Lore check (DC 18) can identify the vine in time.

Strangle VineLarge PlantHit Dice: 2d8+4 (13 hp)Initiative: +5 (Dex)Speed: 0 ft.AC: 20 (-1 Size, +5 Dex, +6 natural)Attacks: Whip +6 meleeDamage: Whip 1d4+2Face/Reach: 5 ft. by 5 ft./20 ft.Special Attacks: Improved grab, constrict 1d6+6Special Qualities: Plant, blindsight, blending inSaves: Fort +6, Ref +5, Will +2Abilities: Str 16, Dex 20, Con 16, Int —, Wis 15, Cha 10Climate/Terrain: Any forestOrganization: Solitary or patch (2-15)Challenge Rating: 1Treasure: 50% coins; 50% goods; 50% itemsAlignment: Always NeutralAdvancement: 4-16 HD (Huge)

Strangle vines are found primarily in thick forest, above main paths and near popular gathering spots (such as wa-tering holes). They are mindless, lashing out at anything larger than a foot long t h a t c o m e s within range.

A stran-gle vine a p p e a r s at fi rst glance to be a harmless fl ow-ering vine, with a slender green body and small purple fl owers along its length, ending in a noose. Many an adventurer has been caught unawares walk-ing through a calm wood, and those that survive fi nd themselves with a newfound respect for the surround-ing vegetation.

it will release its victim and attempt to pull up out of range into the canopy.

Improved Grab (Ex): On a successful hit, a

strangle vine begins a grapple as a

free action.C o n s t r i c t

(Ex): Once a suc-

c e s s f u l grapple c h e c k h a s b e e n m a d e , a stran-gle vine

d e a l s 1 d 6 + 6

points of damage per

round.B l i n d s i g h t

(Ex): Strangle vines can sense move-

ment through vibration within 15’.

Strangle vines are found primarily in thick forest, above main paths and near popular gathering spots (such as wa-tering holes). They are mindless, lashing out at anything larger than a foot long t h a t c o m e s within range.

stran-gle vine a p p e a r s at fi rst glance to be a harmless fl ow-ering vine, with a slender green body and small purple fl owers along its length, ending in a noose. Many

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whip-like properties.

Whip ferns and sword ferns are often found side by side, forming a rough circle and complementing one another’s fi ghting styles. Occasionally these plants will cross-pollinate, and when they do, the result is an ineffective fi ghting plant with a supple upper-half incapable of making the necessary motions to whip properly.

Sword and whip ferns will attack any prey greater than a foot long that makes its way within their circle, or makes aggressive actions towards the group. If at-tacked from a distance, these ferns will fl atten to the ground in an attempt to protect themselves (giving their attackers a -4 to hit).

If killed and cut, the rigid portion of a sword fern can be dried and used as a short sword. Similarly, the up-per portion of a whip fern can be cut and dried to be used as a whip. Rangers often favor these swords as off-hand weapons for their organic quality.

CombatSword ferns fi ght much like a humanoid wielding a sword. Groups of sword ferns will nearly always fo-cus on one target before moving on the next. Whip

ferns will attempt to disarm any opponent using a weapon, and trip any within

range into the center of the circle, where

n e i g h b o r i n g sword ferns

can at-t a c k

them r e -

lent-

Blind-s i g h t

Sword and whip ferns can

sense movement through

Feats: Whip ferns possess the Expertise, Im-proved Disarm and Improved Trip feats. Sword ferns possess the Weapon Focus feat for short swords.

Sword and Whip Fern Medium-Size Plant

Hit Dice: 1d8+4 (9 hp)Initiative: +3 (Dex)

Speed: 30 ft.AC: 15 (+3 Dex, +2 natural)

Attacks: Slash +5 melee or whip +4 meleeDamage: Slash 1d6+3 or whip 1d2+3

Face/Reach: 5 ft. by 5 ft./5 ft.Special Qualities: Plant, blindsightSaves: Fort +7, Ref +4, Will -1Abilities: Str 16, Dex 16, Con 19, Int —, Wis 7, Cha 9Climate/Terrain: Any LandOrganization: Clump (4-10) or grove (11-20)Challenge Rating: 1Treasure: StandardAlignment: Always NeutralAdvancement: 3-4 HD (Large); 5-16 HD (Huge)

Sword ferns stand roughly fi ve feet tall. Their fi rst three feet are supple, though strong, and able to bend and curve in nearly any direction and angle. Their top two feet are incredibly rigid, and have two razor-sharp serrated edges.

(ability to make a trip attack, and a +2 bonus to disarming an opponent). Whip ferns con-tinue to deal regular damage, despite their

ferns will attempt to disarm any opponent using a weapon, and trip any within

range into the center of the circle, where

n e i g h b o r i n g sword ferns

can at-t a c k

them r e -

lent-lessly.

Blind-s i g h t

(Ex): Sword and whip ferns can

sense movement through vibration within 10’.

Feats: Whip ferns possess the Expertise, Im-

A similar variety of fern is also found, in which the last two feet of the plant are a t h i c k

w h i p -like ten-dril. This plant functions in an identical man-ner to the sword fern, but with the added benefi ts of a whip

(ability to make a trip attack, and a +2 bonus

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creatures often lie in wait near a wind whisperer, attacking the victims of the lure as they walk in their mindless stupor, or after they have begun shredding themselves on the reed’s thorns.

When dried and worked (Craft check DC 25), the reed of a wind whisperer can be formed into an incredible fl ute. When played by a skilled bard, the fl ute gives a -3 circumstance penalty to all listeners’ saves against compulsion and charm effects such as charm or suggestion (this is in addition to any other bonuses or penalties already granted by the type of fl ute crafted).

CombatWind whisperers sing their song to lure prey to them, letting the prey stab themselves repeatedly on their poisoned thorns until they die. Lure (Su): Wind whisperers play whenever there is

wind moving through them, causing anyone who can hear their song (under nor-

mal conditions audible for up to a quarter mile)

to be irresistibly drawn to them,

entering the water and

brushing

through their poi-

son-tipped thorns. A Will

save (DC 20) re-sists the lure, but the

save must be made every round the sound is still audible.

Creatures who fail their save will do any-thing to get to the whisperer, including becoming vio-lent with anyone who tries to impede their progress. Poison (Ex): Wind whisperer poison does initial damage of 1d6 (Fortitude save negates) and second-ary damage of 1d6 (Fortitude save for half). This save must be made each time the poison enters the bloodstream.

Wind WhisperersSmall PlantHit Dice: 1d8-1 (4 hp)Initiative: -5 (Dex)Speed: 0 ft.AC: 11 (+1 Size, -5 Dex, +5 natural)Attacks: SpecialDamage: SpecialFace/Reach: 5 ft. by 5 ft./20 ft.Special Attacks: Lure, poisonSpecial Qualities: PlantSaves: Fort +1, Ref -5, Will +0Abilities: Str 10, Dex —, Con 9, Int —, Wis 11, Cha 10Climate/Terrain: Temperate MarshOrganization: Solitary or stand (2-10)Challenge Rating: 1Treasure: NoneAlignment: Always NeutralAdvancement:(Medium-Size)

In humid and s h a l l o w m a r s h e s one can f i n d stands o f wind

whis-p e r -ers, tall r e e d s that sway in the wind, letting out an ee-rie song, irresistible to all those who hear it.

Wind whisperers can grow up to three feet out of the water, their slender forms supple and strong, hollow down the center, with a hole on the side near the top.

Whisperers do not fi ght, instead relying on their lure and poison to bring their prey to them. They are not entirely defenseless against an intelligent foe, however, as many immune animals and beasts have learned to live in harmony with them. These

wind moving through them, causing anyone who can hear their song (under nor-

mal conditions audible for up to a quarter mile)

to be irresistibly drawn to them,

entering the water and

brushing

through their poi-

son-tipped thorns. A Will

save (DC 20) re-sists the lure, but the

save must be made every round the sound is still audible.

Alignment: Always NeutralAdvancement: 2-4 HD (Medium-Size)

In humid and s h a l l o w m a r s h e s one can f i n d stands o f

whis-p e r -ers, tall r e e d s that sway in the wind, letting out an ee-rie song, irresistible to all those who hear it.

Wind whisperers can grow up to three

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OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright

2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

1. Defi nitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other com-puter languages), potation, modifi cation, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, li-cense, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, proce-dures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identifi ed as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifi cally excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; crea-tures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depic-tions, likenesses, formats, poses, concepts, themes and graphic, photographic and oth-er visual or audio representations; names and descriptions of characters, spells, en-chantments, personalities, teams, personas, likenesses and special abilities; places, loca-tions, environments, creatures, equipment, magical or supernatural abilities or effects,

logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identifi ed as

Product identity by the owner of the Prod-uct Identity, and which specifi cally excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the asso-ciated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agree-ment.

2. The License: This License applies to any Open Game Content that contains a no-tice indicating that the Open Game Content may only be Used under and in terms of this License. You must affi x such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distrib-uted using this License.

3. Offer and Acceptance: By Using the Open Game Content You indicate Your ac-ceptance of the terms of this License.

4. Grant and Consideration: In consid-eration for agreeing to use this License, the Contributors grant You a perpetual, world-wide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5. Representation of Authority to Contribute: If You are contributing origi-nal material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have suffi cient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE por-tion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modify-36 37

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ing or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to in-dicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Prod-uct Identity.

8. Identifi cation: If you distribute Open Game Content You must clearly indicate which portions of the work that you are dis-tributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Con-tent originally distributed under any ver-sion of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Dis-tribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Con-tributor unless You have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossi-ble for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Ma-terial so affected.

13. Termination: This License will ter-minate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the ex-tent necessary to make it enforceable.

15. COPYRIGHT NOTICEOpen Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

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