Nightshade [Forgotten Realms]

Bearded, root-limbed spirits of poisonous plants, these wood woses haunt cursed forests, poison blades with their own sap, and turn their dead victims into new nightshades.

Setting: Forgotten Realms · Sources: Monstrous Compendium, 1994 Annual, Volume 1; FRQ3 Doom of Daggerdale

Appearance

Spirits of poison plants such as hemlock, foxglove, belladonna and mistletoe, wood woses resemble stocky, willow-supple woodland dwarves with dark brown skin and leaves and vines knotted in their beards and hair. They wear woven vests and kilts, carry bronze or copper arms, and speak their own tongue plus those of plants, fungi and quicklings.

Combat

They fight with bronze short swords or spears. Wooden weapons of every kind, even magical staves and shillelaghs, cannot hurt them, but fire deals double damage. In one round a wose can smear its sap on a blade, which stays toxic for 10 rounds in open air; each failed save vs. poison drains 1 Dexterity. Under 3 the victim is paralyzed; under 1 he dies and rises as a nightshade at the next full moon. Hitting one bare-handed stings the attacker for 1-4, and a creature held for a round loses 1 Dexterity and takes 2-5.

At will they speak with plants and pass without trace; each can entangle and use plant door once daily. Bands of six or more include a mage with 5th-level druid spells, and seven or more can, monthly, drink blood and chant for six turns to call a shambling mound that serves them all night.

Habitat and Society

Elusive night hunters, they hide by day in caves and hollow logs. Pairs mate for life, rarely producing more than two young. Small, semi-nomadic bands make camp in dark, echoing groves, abandoning them when the forest goes quiet and leaving poison rings, twisted trees and mistletoe behind. Cold-hearted, they seize trespassers to sacrifice to their high queen, sedating dangerous ones, and value potions and poisons far above gold. Active only in the growing season, they hibernate through winter. Their queen, Thornwither, the eldest and smartest, wields 7th-level druid power and rules by fear and blackmail.

Ecology

They eat blood and bone and seldom breed; most are made by necromancy-dabbling druids or priests who toy with venom. Treants, druids and rangers hunt them, and only hook horrors will eat one past the first bite. They are friendly with korred, needlemen and evil myconids, and trade poisons to quicklings for weapons.

More: Monsters starting with N · Forgotten Realms monsters · All monsters A-Z
Related: Nightshade [Mystara]

Statistics

Climate/TerrainAny forests and caves
FrequencyUncommon
OrganizationTribal
Activity CycleNight
DietBlood and bones
IntelligenceAverage (10)
TreasureB,X
AlignmentNeutral evil
No. Appearing1-4 or 3-30
Armor Class7
Movement9
Hit Dice1+4
THAC019
No. of Attacks1
Damage/Attack2-5(1d4+1) or by weapon type
Special AttacksPoisonous sap, spells
Special DefensesImmune to wooden weapons, spells
Magic ResistanceNil
SizeM (4' high)
MoraleElite (14)
XP Value270