Dangerous Plants II

A blood-drinking thorn vine, a palm that drips instant death and a burrowing grass that drills through leather to paralyze, three more reasons to watch where you step.

Setting: Core Rules · Sources: Monstrous Compendium, 1995 Annual, Volume 2

Bloodthorn

Known also as vampire thorn vine, the bloodthorn passes for ordinary brambles. A healthy adult has a yellowish-brown trunk 10 feet long sprouting four pale green tendrils about 7 feet long, each studded with slender, hollow thorns roughly an inch long. Warm-blooded prey that comes near draws one lash, attacking as a 6 HD monster. On a hit the barbs latch on and drink, costing the victim 25% of maximum hit points each round until the plant or the victim dies or the victim escapes. The pain demands a system shock roll each round to stay conscious, and tearing loose with a Strength check costs another 1d2. A tendril is cut off after 10 points of damage, separate from the stalk's Hit Dice.

It can move a little, inching toward warmth and light, though open flame makes it shrink back. Electricity adds 1 Hit Die, though it still attacks as 6 HD, and cold freezes it in place for 2 to 5 rounds. After a good meal of three or more man-sized victims, it fires seed thorns 10 to 20 feet away, harmless if they strike someone, and it kills any seedling that tries to grow close by. Wizards and alchemists find many uses for its hollow thorns.

Twilight Bloom

Also called the purple blossom plant, this tall, thick-stemmed growth looks like a palm, with a scaly brown trunk, no branches and drooping, fern-like leaves at the top. Among the foliage sit purple cup-shaped flowers with silver stamens that follow the sun and close tight at night, and its roots spread as a fine mossy mat around the base. It smells delightful. When a creature's footsteps shake the ground below, it tips a blossom and lets fall a drop of syrupy poison; if the attack roll hits, the victim saves vs. poison or dies on the spot, and the rotting body nourishes the roots. It breeds like any plant. Insects are drawn by the scent and immune to the poison, which stays potent for one day if collected safely.

Boring Grass

Its blades are spiral corkscrews that drill into anything they touch. Leather soles, heavy cloth or magical protection hold it off for one round while it tunnels through, but it cannot bore into metal. Material it has pierced no longer counts, so a human in leather armor is AC 10 by the second round. Once in contact with bare skin, it digs in for 5d4 damage each round, and its secretions paralyze unless the victim saves vs. poison; even a successful save leaves them at half speed. Either effect lasts 1d4 days or until neutralize poison is used. A successful Strength roll pulls free at a cost of 2d4 damage. Only fire, or careful digging to lift it from the soil, can effectively harm it.

More: Monsters starting with D · Core Rules monsters · All monsters A-Z
Related: Black Willow [Carnivorous Plant] · Blood Rose [Plant] · Carnivorous Plant [Dark Sun] · Carnivorous Plant [Forgotten Realms] · Carnivorous Plant [Greyhawk] · Dangerous Plant [Mystara] · Dangerous Plants I · Fearweed [Plant] · Intelligent Plants · Plant [Savage Coast] · Vampire Cactus [Carnivorous Plant] · Vampire Moss [Plant]

Statistics

BloodthornBoring GrassTwilight Bloom
Climate/TerrainTemperate forestAny temperateAny temperate or swamp
FrequencyRareRareRare
OrganizationSolitaryPatchStand
Activity CycleDayAnyDay
DietCarnivoreCarnivoreCarnivore
IntelligenceNon- (0)Non- (0)Non- (0)
TreasureIncidentalIncidentalIncidental
AlignmentNeutralNeutralNeutral
No. Appearing111-10
Armor Class488
MovementΒΌ00
Hit Dice1043
THAC0151717
No. of Attacks11/creature in contact1
Damage/Attack25% of hp5d4Nil
Special AttacksBlood drain, system shockBoring, poisonPoison
Special DefensesSee belowMust be dug up or burnedNil
Magic ResistanceNilNilNil
SizeL (10' long)L to H (6-10' diameter)L (8-13' tall)
MoraleFearless (19)Fearless (20)Fearless (20)
XP Value5,0002,000175