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by Jamie Baty

DMR2 110
Large Plant
Hit Dice: 8d8+8 (44 hp)
Initiative: +2 (+2 Dex)
Speed: 5 ft. (1 square)
Armour Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 11
Base Attack/Grapple: +6/+11
Attack: Stalk +7 melee (1d4 +1+1d8 acid plus entanglement)
Full Attack: 2 Stalks +7 melee (1d4 +1 +1d8 acid plus entanglement)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Death frenzy, Entanglement
Special Qualities: Low-light vision, plant traits
Saves: Fort +7, Ref +4, Will -2
Abilities: Str 13, Dex 14, Con 12, Int 1, Wis 2, Cha 4
Skills: Hide +10, Listen +3, Spot +3
Feats: Alertness, Combat Reflexes, Weapon Finesse
Environment: Any land
Organisation: Solitary, Pair, or Cluster (2-5)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: -

This strange plant has two thin, whip-like stalks growing from a roughly spherical, gourd-like base. The stalks are light green in colour, with thin yellowish stripes running up their centres. The base is a nondescript brown with faint tan and cream-coloured veining. In fully grown specimens, the stalks measure up to 15 feet long, and the base is about three feet in diameter, with many short, tough roots sprouting from underneath. In fact, the whipweed is able to control these roots and may withdraw them from the earth in order to move around, albeit very slowly.

The plant will attack anything that moves within the range of its stalks, each one striking and attacking different targets if two or more creatures are within range. Once hit, the victim suffers damage from the highly acidic sap secreted by the stalks in addition to normal damage and may also be entangled.
Each stalk may be severed it suffers 17 points of damage. If one or both of the stalks is destroyed, the base is not affected, and will regrow damaged stalks in 1d4+1 days. If the base is destroyed, the whipweed dies.

Death Frenzy (Ex): If a whipweed is killed and the stalks are still intact, each stalk whips around wildly and can make up to three attacks against a foe. These attacks receive a +2 bonus to hit and cause 1d6 damage per hit (although no acid damage and entanglement occurs).

Entanglement (Ex): If the whipweed hits a target with its stalk, the target must make a Reflex save vs DC 15 (Dex based) or become entangled. An entangled victim cannot move or take any action that requires physical movement. An entangled creature suffers 1d8 acid damage each round it is entangled.
The creature can break free and move half its normal speed the next round by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. Once a stalk has entangled a foe, it cannot attack again until the victim is released, breaks free or dies.

Plant Traits: A plant creature possesses the following traits (unless otherwise noted in a creature's entry): Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, polymorph, and stunning; Not subject to critical hits; Plants breathe and eat, but do not sleep.

Skills: A whipweed plant has a +12 racial bonus to all Hide checks.