Dragon Magazine

Plant, Carnivorous II

Plante carnivore #2

Dragon #167



 Sword GrassClubthornBloodflowerHelborn
 Herbe épéeEpineux frappeurFleur de sangInferné
Climate/Terrain:Shaded areas of
marshes and swamps
Temperate forests
and swamps
Temperate and subtropical marshes and junglesSubtropical and tropical swamps and jungles
Frequency:UncommonUncommonRareVery rare
Organization:SolitarySolitarySolitarySolitary
Activity Cycle:DayDayAnyDay
Diet:CarnivoreCarnivoreCarnivoreCarnivore
Intelligence:Non (0)Animal (1)Semi (1)Low (5-7)
Treasure:Incidental (10% J,K,M ; 5% Q and a small magical item)Z
Alignment:NeutralNeutralNeutralNeutral Evil

No. Appearing:1-61-2See below1
Armor Class:See below710See below
Movement:01 (see below)03
Hit Dice:161 hp per bloom8
THAC0:19152013
No. of Attacks:1-82-81See below
Damage/Attack:See belowSee belowSee belowSee below
Special Attacks:NilNilNarcotic perfume,
blood drain
Spell-like powers,
continuous damage
Special Defenses:See belowSee belowNilNil
Magic Resistance:NilNilNil30%
Size:S to ML to HS (1' tall bush)L (10'-12' tall)
Morale:Average (9)Elite (14)Average (9)Champion (16)
XP Value:1759753,0002,000

Sword Grass

Sword grass grows in clumps of 1-6 green plants, each plant appearing to be 1-8 huge blades of grass (1-6’ tall) growing up from a central spot on the ground. The main stalk of each plant lies 1’ underground and is treated as 100% concealed against anyone trying to destroy it without first digging it up.

Combat: The main body of the plant has hit points equal to the total number of blades it has. Each leaf also has 1 hp, but these hit points are in addition to those each plant already has, and destroying the leaf blades does not cause the death of the plant. Damage is incurred upon walking through patches of sword grass. The leaf blades are amazingly strong (AC 8) and extremely sharp; the body is AC 10 (AC 0 underground). Collective damage occurs as the blades slash at whatever passes through them. Damage varies according to the height of the blades (1’, 1-4 hp; 2-3’, 1-6 hp; 4-5’, 1-8 hp; 6’, 1-10 hp). Blades attack as 1 HD monsters.

Blunt weapons and thrusting weapons do not harm the plant. The blades may be uprooted, but if precautions are not taken to protect one’s hands, maximum damage is automatic. The blades may be burned but will grow back at the rate of 6” a week.

Habitat/Society: Sword grass is not a true grass, but is closely related to ferns and mushrooms. It reproduces by spores, and the plant’s “blades” grow from a central underground rhizome. Sword grass is a perennial; the leaf blades die during cold weather, and the root stalk goes dormant, becoming active again in spring.

The usual prey for sword grass is small animals, with the plant using blood and decaying bodies to supplement its diet. Some people grow plots of sword grass in place of moats or in addition to them; sword grass has also been used to form defensive lines around farms and military bases.

Clubthorn

Clubthorn is related to the holly tree and shares many of its physical characteristics. Often found growing alongside holly, clubthorn is 90% likely to be mistaken for it. Clubthorn grows to a maximum height of 20’. It acquires 1 HD each year after its first year of growth until it achieves its maximum number of hit dice. Clubthorn is an evergreen with glossy green leaves and bright red berries. The leaves are as stiff as boiled leather, with sharp spines along their serrated edges.

Combat: The tree possesses a set of special rootlike tentacles concealed just beneath the surface of the ground, extending in a radius equal to half the tree’s height. When a suitable victim approaches, these roots erupt from the ground and wrap around the victim’s legs, holding him fast (they are easily cut with a single successful stroke against AC 6). The tree then attacks with its limbs, doing clubbing damage according to the age of the tree: 1-4 hp (×2) for a sapling, 1-6 hp (×4) for a young tree, 1-8 hp (×6) for a mature tree, and 1-10 hp (×8) for an old tree (the number in parentheses refers to the number of attacks the plant can make per round).

Because of the hardness of its wood and bark, blunt weapons do only half damage against clubthorn. Also, like the holly, the inner bark of the tree contains a sticky substance, similar to birdlime, that causes edged weapons to become stuck when they cut into the tree. A successful roll to bend bars or lift gates is required to pull a weapon free. A vinegar solution will dissolve the gum.

Habitat/Society: This tree feeds on the blood and decaying bodies of its victims through its roots. It is smart enough to move about 20-50’ away from the site of a kill after it feeds, so as not to scare or warn off potential prey (it moves otherwise only to escape fire). Attempts to cultivate clubthorn as a hedge plant for defensive purposes have met with mixed success, thanks to the tree’s mobility.

Bloodflower

The blooms of the bloodflower plant are a pale, almost translucent, white. As the plant feeds, the petals become slowly pink, eventually flushing to a deep, rich red. After four turns, digestion is completed and the plant is ready to feed again. The wild bloodflower grows in clumps of 2-5 bushlike plants.

Combat: The flower exudes a fastacting narcotic perfume that is effective within a 5’ radius. Victims must save vs. poison or fall asleep immediately. If the victim falls within 2’ of the plant, the plant stretches out and attaches a set of 6”-long spiny underleaves to the victim’s body. These leaves then drain blood from the victim, doing damage each round equivalent to the plant’s hit points. If the victim is not removed from the vicinity of the bloodflower, he remains unconscious and the plant continues to feed until the victim dies. If removed from the area of the plant’s perfume, the victim regains consciousness after one turn. Healing may occur in any normal fashion.

Habitat/Society: Because the plant blooms both day and night, the domestic species is sometimes used as a passive defense and may be found scattered about in flower gardens or in huge beds surrounding important buildings or cities. Individual potted flowers are kept in treasure rooms as traps for the unwary.

Helborn

The helborn is a sentient, carnivorous plant with spell-like powers. It is also able to use a telepathic, nonverbal empathy within 60’, allowing it to communicate with potential prey. All attempts to cultivate it have ended tragically. A mature helborn consists of a large, 4’-long head (AC 1) formed by two lobes like hinged clamshells. The trunk (AC 3) contains the plant’s stomach, and from the trunk grow from 4-12 large tendrils (AC 5).

The helborn can uproot itself, then travel short distances by using its roots to grasp objects and pull itself along. It is very cunning and uses treasure as a bribe or as a lure to trick prey into coming within reach of its tendrils. The helborn might also try to nonverbally convince its victims that it wants to help them in return for “food”.

Combat: The tendrils of the helborn are each able to club for 1-6 hp damage. A tendril can also wrap around an attacker on a to-hit roll, then crush for 1-4 hp damage per round thereafter. Each AC 5 tendril can sustain 8 hp damage before severing or breaking; this does not affect the plant?s own hit-point total. A tendril can lift a man-sized victim.

Prey is placed inside the helborn’s mouth, where the victim is held in place by the spines lining the inside of the lobes. If the prey struggles while inside, it receives 1-3 hp damage per round from the spines. A mild enzyme causes 1 hp damage per round for four rounds after the victim enters the mouth, after which the victim is moved down into the plant’s stomach where digestion continues. Inedible materials are later regurgitated and expelled. The inside of the head is AC 5, and small edged weapons (short-sword size or less) may be used to inflict one-quarter of the plant’s total hit points in order to escape.

There are four stages to a helborn?s growth, each stage taking a year to reach. A seedling consists of the head (6” across with 1 HD) surrounded by a rosette of leaves. The head of a young plant (2 HD) is 1’ across, and there appear the beginnings of a trunk; some of the young plant’s leaves have become tendrils capable of a weak grasp, easily broken by medium-size or larger creatures. The subadult plant stands 6-8’ high, with a head 2’ across and tendrils capable of 1-3 hp clubbing or 1-2 hp crushing damage. Mature plants live about 11-20 years.

Helborn plants gain certain spell-like abilities as they grow (each power is usable once per day). A helborn seedling possesses ESP; as a young plant, it can use hypnotism; a subadult plant can use domination; and a mature helborn possesses mass suggestion. These powers duplicate the mages’ spells of the same name cost at the 12th level.

Habitat/Society: Helborn are rarely encountered by those who do not dwell in swamps, and so have little effect on the world at large. They prey on all creatures except other plants, tolerating no rivals near them. In turn, they are attacked only by communal creatures who can amass the magic and military might to destroy them.