TEXT: deadly Gardens 
  Collection
  
  This product is compliant with the Open Game License (OGL) and is Compatible with the Pathfinder Roleplaying Game.
  Product Identity: The following items are identified as Product Identity, as defined by the Open Game License version 1.0a, Section 1(e) and are not open content: 
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  Open Content: Except material designated as Product Identity above, the game mechanics of this product are Open Game Content, as defined by the Open Game 
  License version 1.0a, Section 1(d).
  Deadly Gardens Collection is published by Rusted Iron Games under the Open Game License version 1.0a © 2000 Wizards of the Coast, Inc. Rusted Iron Games, 
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  Collection
  Deadly Gardens
  Table of Contents
  Miscellaneous   .    .    .    .    .    .    .    .    .    .    .    .    .    .   .    4
  Feats  .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .   .    .    .   .    .    .    .    .    .    4
  Spell  .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    4
  Natural Hazards .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    4
  Terrain Types   .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    5
  Items    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .   .    7
  Alchemical Items .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    7
  Herbal Remedies  .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    7
  Natural Items   .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    8
  Natural Poisons  .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    . 27
  Natural Power Components .    .    .     .    .    .    .    .    .    .    .    .    .    .    .    .    .    .  28
  Special Material  .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .  29
  Magic Items  .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    . 30
  Bestiary  .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .    .   .  39
  Introduction
  Hello Friends,
  Welcome to the Deadly Gardens Collection. This book 
  has been long time in coming as the most frequent 
  request we have received at Rusted Iron Games as 
  been to make the material from the entire series of 
  twenty five volumes available in a single source. So 
  if you are an existing fan of the series we hope this 
  satisfies that request. 
  If this is your first experience with Deadly Gardens, 
  welcome aboard. The Deadly Gardens series features 
  new plant monsters, plus supplemental material such 
  as  alchemical, magic and natural items, natural hazards 
  and terrain types, and a few feats and spells that all 
  involve the theme of plants or nature. We gathered 
  and organized all the material originally presented 
  in the series into a single place for your convenience.  
  Natural items and the rules to harvest them provide a 
  method for adventurers to gain treasures or crafting 
  materials from the monsters that they slay.
  I also want to thank all the folks who helped make 
  this possible by creating the book you are now 
  reading. The excellent writers and game designers:  
  Matthew Carroll, Kim Frandsen, Jeff Gomez, Chris 
  Hunt, Sam Kaplan, Joe Kondrak, Jacob W. Michaels, 
  Stephen Stack, Andrew Umphrey, Isaac Volynskiy 
  and Mike Welham. The fantastic artists who have 
  provided original art: Becca Bean, Jeremy Corff, Liz 
  Courts, Graeme Cunningham, Christian Dragos, J.H. 
  Martin, and Keith Wood. Finally I would like to thank 
  my friend Caio Schmidt who designed the Rusted 
  Iron Games logo, provided the original art design and 
  layout for our products and taught me the basics of 
  using InDesign. Thanks buddy, you rock!
   
  Russ Brown
   
  Rusted Iron Games
  
  4
  Deadly Gardens
  Feats
  The following section presents four new feats 
  related to plant creatures and natural poisons.
  Deadly Gardener 
  You are adept at dealing with dangerous plant 
  creatures.
  Prerequisites: Handle Animal 3 ranks.
  Benefit: You may use Handle Animal on plant 
  creatures with an Intelligence score of 1 or 2 
  without incurring the +5 penalty to the DC. You may 
  also use Handle Animal on plant creatures with no 
  Intelligence score. In addition, if you have the wild 
  empathy class feature you may use it on a plant 
  creature with an Intelligence score of 1 or 2, or on a 
  plant creature with no Intelligence score.
  Normal: Using Handle Animal on non-animal 
  creatures with an Intelligence score of 1 or 2 incurs 
  a + 5 penalty to the DC and it cannot be used on 
  creatures with no Intelligence score. The wild 
  empathy class feature cannot normally be used on 
  plant creatures.
  Poison Resistant
  By repeatedly taking small doses of poison, you have 
  made your body more resistant to its effects.
  Benefit: You gain a +2 bonus on Fortitude saving 
  throws against poison effects. Additionally once per 
  day you may reroll a Fortitude saving throw against 
  a poison effect. You must decide to use the reroll 
  before you know the result of the first save and must 
  keep the second roll even if the result is lower than 
  the first roll.
  Toxin Wrangler 
  You are able to harvest natural poisons from creatures 
  that are still alive.
  Prerequisites: Handle Animal 5 ranks, wild 
  empathy class feature.
  Benefit: You may harvest natural poisons from 
  living creatures of the animal, magical beast, plant 
  or vermin types.  In order to use this ability the 
  creature’s attitude toward you must be indifferent 
  or better. You do not risk poisoning yourself when 
  harvesting natural poisons.
  Normal: Natural items may not be harvested from 
  living creatures.
  Venom Doctor 
  You have learned the secret of treating diseases and 
  addictions with normally deadly poisons.
  Prerequisites: Heal 5 ranks.
  Benefit: You may use poison to treat a disease 
  or addiction in yourself or others.  Apply 1 dose of 
  poison to the patient and reduce the DC of the next 
  Fortitude save required by the affliction by the DC 
  of the Fortitude save of the poison. This ability can 
  only reduce the DC  to a minimum of 5.  The patient 
  suffers the effect of the poison once but is not 
  poisoned. Also you do not risk poisoning yourself 
  when making poison with a Craft (alchemy) check, 
  harvesting natural poisons or using this ability to 
  treat a disease or addiction. This ability may not be 
  used on creatures that are immune to poison.
  Spell
  Druids, particularly those who revere plants and 
  seek revenge on those who destroy vast wooded 
  areas, can cooperate to cast wrath of Verdaxag. 
  WRATH OF VERDAXAG
  School conjuration (calling); Level druid 9
  Casting Time 4 hours
  Components V, S, M (dead plants from despoiled 
  woodland)
  Range medium (100 ft. + 10 ft./level)
  Effect call Verdaxag
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  Upon completion of this spell, which must include 
  at least 9 spellcasters with a total of at least 72 druid 
  levels, Verdaxag comes forth to wreak vengeance on 
  beings responsible for the destruction of at least a 
  1-mile radius of woodland. If the destruction is not 
  sufficient for Verdaxag to punish, it will not appear. 
  After the kaiju kills all humanoid creatures in a 50-
  mile radius, it disperses to the wind.
  If Verdaxag has used its rebirth ability within the past 
  year, it arrives in a weakened state. The kaiju gains 
  the young creature template, and its hp are reduced 
  by an additional 20 percent.
  Natural Hazards 
  Cave-In (CR 3)
  Sections of underground tunnels and passages 
  sometimes become unstable and prone to collapse. 
  Spotting a potential cave-in requires a DC 20 
  Knowledge (dungeoneering) check. Moving through 
  the hazardous area will trigger a cave-in (+8 Atk, 
  2d6, 10 foot radius) that could potentially block the 
  tunnel completely.  Once identified, the hazard can be 
  avoided by making a DC 10 Knowledge (engineering) 
  check to brace the area with timbers or similar 
  material or by moving carefully through the area 
  
  with a DC 18 Acrobatics check.
  Patch of Deathcaps (CR 2)
  A patch of small, black mushrooms that grow 
  in damp soil or on a wet rock surface. A patch of 
  deathcaps can be identified with a DC 16 Knowledge 
  (dungeoneering) check. If the patch of deathcaps 
  (10 ft. x 10 ft.) is disturbed, due to rough handling 
  or a creature walking on them for example, it will 
  release a burst of negative energy (2d6 negative 
  energy damage, 30 ft. radius, DC 14 Will save reduces 
  the damage by half). A patch of deathcaps can only 
  release one such burst every 24 hours. Deathcaps 
  only grow underground or in similar dark places. 
  Larger patches of deathcaps release 1d6 negative 
  energy for every two 5 foot squares that they cover.
  Quagmire (CR2)
  A quagmire is an area of sucking mud that will pull 
  creatures down into its depths. These muddy areas 
  appear deceptively solid. A creature approaching 
  a quagmire makes a DC 12 Survival check to spot 
  the hazard.  Creatures running or charging are not 
  allowed to make this check.  Quagmires are typically 
  about 20 feet in diameter. The momentum of a 
  running or charging creature carries it 1d2x5 feet 
  into the Quagmire.  A creature entering a quagmire 
  becomes entangled and cannot move while it 
  remains entangled. As a standard action a creature 
  may attempt a DC 15 Strength or Escape Artist 
  check to free itself. A creature unable to free itself 
  will slowing sink into the quagmire. After 2 minutes 
  the creature will be completely under the mud. The 
  creature is then considered helpless and may not take 
  any actions except for holding its breath and waiting 
  to be rescued. To rescue a completely submerged 
  creature takes a DC 20 Strength check.
  Rockslide (CR4)
  When rocks or boulders are perched on the side 
  of a hill or mountain there is the chance they could 
  come crashing down.  Anyone caught in the area  
  of a rockslide is subject to battering by the falling 
  rocks (Atk +15, 4d6 damage).  Anyone struck by the 
  attack must make a DC 15 Reflex save to avoid being 
  knocked prone and possibly trapped in the debris. 
  The chance of being trapped is 20% plus the amount 
  of damage taken. A trapped character can free herself 
  with a DC 25 Strength check or her companions can 
  spend several (1d10) minutes digging them out. 
  Sinkhole (CR 1)
  A sinkhole is a hidden void in the ground where 
  the surface layer of  soil is on the verge of collapse. 
  The ground above an uncollapsed sinkhole will often 
  be slightly depressed.  A sinkhole can be identified 
  and avoided with a DC 18 Knowledge (nature) check.  
  Walking across an uncollapsed sinkhole will cause 
  it to collapse, dropping anyone in the area (10 foot 
  square) down 20 feet to the bottom of the sinkhole 
  causing 2d6 falling damage. A DC 20 Reflex save 
  avoids falling in the collapsing sinkhole.
  Terrain Types
  Kudzu
  Kudzu is a type of rapidly growing vine that quickly 
  spreads to cover all available space often choking out 
  other types of plants.  Moving into a space covered 
  with Kudzu vines is difficult, costing 2 squares of 
  movement.  At the beginning of each move action to 
  move through Kudzu a character must make a DC 13 
  Acrobatics check or become entangled in the clinging 
  vines.  Characters entangled in Kudzu cannot move 
  out of that space until they spend a standard action 
  to free themselves. Small or smaller creatures gain 
  concealment while in an area covered in Kudzu.
  Razor Shale
  Razor shale is a type of rock usually found in 
  arid badlands and rocky desert environments. The 
  stone gains its name from its tendency to break off 
  in large flakes that leave sharp edges of exposed 
  rock.  Climbing a wall or cliff of razor shale can be 
  a dangerous proposition. Climbing a natural wall 
  of razor shale requires a DC 30 Climb check.  Any 
  creature climbing razor shale must also succeed at a 
  DC 30 Reflex save or take 1d6 slashing damage from 
  the sharp edges of the stone. 
  Using a rope to help climb a razor shale wall 
  gives a +10 circumstance bonus on the Climb check. 
  Additionally when using a rope to climb a razor shale 
  surface, a failed climb check will cause the rope to 
  take 1d4 slashing damage.
  Salt Flats
  Salt flats are formed when standing water from 
  a marsh or lake evaporates, leaving behind an area 
  of flat ground covered with deposits of salt and 
  other minerals.  In sunlight, or other bright lighting 
  conditions, the mineral deposits reflect the light, 
  shining a bright white. Creatures in the area are 
  dazzled (-1 on attack rolls and -1 on sight based 
  Perception checks).  Creatures with light blindness 
  or light sensitivity take a -2 on attack rolls and -2 
  on sight based Perception checks instead of the 
  5
  Deadly Gardens
  
  6
  Deadly Gardens
  normal penalty for being dazzled.  Sometimes the 
  mineral deposits can form a thin crust over a hidden 
  quagmire making the hazards more difficult to spot, 
  requiring a DC 16 Survival check. Any creature of size 
  small or larger will fall through the crust of mineral 
  deposits into the quagmire.  
  Scree
  Scree is the slope of a hill or mountainside that is 
  covered in broken rock, gravel and other debris. A 
  space covered by scree costs 2 squares of movement 
  to enter. At the end of a move action spent moving 
  through scree, a character must make a DC 13 Reflex 
  save to avoid kicking a rock loose.  A loose rock 
  bounces down the slope knocking other debris loose. 
  Make a ranged attack (Atk +5, 1d6 damage) against 
  any creature in a 30 foot cone directly downhill from 
  the character.  Additionally, each loose rock has a 
  cumulative 1% chance to cause a rockslide.
  Scree, Steep
  Sometimes 
  scree 
  can 
  be 
  found 
  perched 
  precariously on a steep slope.  A space covered by 
  steep scree costs 2 squares of movement to enter. 
  Each move action spent moving through steep scree 
  requires a DC 13 Acrobatics check to avoid falling. If 
  a character falls, or at the end of the move action he 
  must make a DC 15 Reflex save to avoid kicking a rock 
  loose. A loose rock bounces down the slope knocking 
  other debris loose. Make a ranged attack (Atk +5, 
  1d6 damage) against any creature in a 60 foot cone 
  directly downhill from the character.  Additionally, 
  each loose rock has a cumulative 3% chance to cause 
  a rockslide.
  Shifting Dunes 
  Sand dunes function as hills comprised entirely of 
  sand. Under strong wind conditions sand dunes can 
  change and move with surprising speed.  Sometimes 
  this produces dunes that are unstable and tricky to 
  move across. These are known as shifting dunes. 
  When a creature ends its movement in the area of 
  a shifting dune, it immediately moves 5 feet directly 
  downhill as the sand shifts and slides beneath its 
  feet. A creature in shifting dunes that does not move 
  on its turn must make a DC 12 Acrobatics check to 
  maintain its balance at the end of its turn. Failing this 
  check causes the creature disturb the sand and slide 
  directly downhill 5 feet.  When a creature slides down 
  a shifting dune in this manner it provokes attacks of 
  opportunity if it leaves a threatened square. 
  Stonebriar 
  When patches of brambles, briars, or other thorny 
  plants undergo petrification and are later uncovered 
  by erosion, they form an unusual feature known as 
  a stonebriar. Stonebriars occur in as many shapes 
  and sizes as their original patterns of growth, such 
  as hedgerows, bushes and thickets. Their unyielding 
  vines and branches covered in hardened thorns make 
  them more difficult and dangerous to move through 
  than normal briar patches. 
  Creatures can force or carefully thread their 
  way through a stonebriar by making a Strength or 
  Dexterity check as a move action. For every 5 points 
  by which the check exceeds 10, a creature moves 5 
  feet (up to a maximum distance equal to its normal 
  land speed). Creatures that force their way through 
  with a Strength check in this manner take 1d6 points 
  of piercing damage for every 5 feet of movement, 
  while creatures that thread their way through with a 
  Dexterity check take no damage. Creatures with the 
  ability to pass through overgrown areas unhindered 
  can pass through a stonebriar at normal speed 
  without taking damage.
  A creature forced into a stonebriar takes 1d6 
  points of piercing damage. Casting a spell with a 
  somatic component while in a stonebriar requires a 
  concentration check with a DC equal to 15 + the level 
  of the spell being cast.
  A stonebriar can be breached by slow work 
  with bludgeoning weapons. Bashing away at the 
  stonebriar creates a safe passage 1 foot deep for 
  every 1 minute of work.
  Stonebriars are not considered to be plants or 
  vegetation for the purposes of spells that affect 
  plants such as plant growth or entangle.
  Thicket
  A thicket is a mass of spiky, thorny bushes or other 
  prickly plants. A space covered by a thicket counts 
  as undergrowth which means it costs 2 squares 
  of movement to enter, provides concealment and 
  increases the DC of Acrobatics and Stealth checks 
  by 2. It also deals 1d4 points of damage per square 
  to any creature moving through it.  Light armor will 
  reduce this damage by 1 and medium or heavy armor 
  will reduce the damage by 2. 
  Thicket, Dense
  The plants in a dense thicket are just more tightly 
  packed than a normal thicket, but that makes it 
  nearly impassable. A space covered by a dense 
  thicket counts as heavy undergrowth which means 
  it costs 4 squares of movement to enter, provides 
  concealment with a 30% miss chance and increases 
  the DC of Acrobatics by 5, but is easy to hide in and 
  grants a +5 circumstance bonus on Stealth checks. 
  
  Running or charging in a dense thicket is impossible.  
  It also deals 2d4 points of damage per square to any 
  creature moving through it.  Light armor will reduce 
  this damage by 1 and medium or heavy armor will 
  reduce the damage by 2. 
  7
  Deadly Gardens
  ITEMS
  
  8
  Deadly Gardens
  Alchemical Items
  CALMING POLLEN
  Price 25 gp; Weight 1 lb.
  This yellow hued dust will cause plant creatures to 
  become dormant, as if they were unconscious for 1d4+2 
  rounds.  A DC 13 Fortitude save negates the effect. 
  Damaging the creature while it is dormant will end the 
  effect. The dust can be thrown as a ranged touch attack 
  with a 10 ft. range increment.  Crafting this item is a DC 
  25 Craft (alchemy) check.
  CLEARWATER DROPS
  Price 50 gp; Weight –
  A single vial of clearwater drops contains ten drops that 
  each will purify up to one gallon of water. The process 
  takes ten minutes as the drops bind any impurities or 
  toxins into a stone-like pellet which sinks when the 
  water is safe to drink. Clearwater drops will even purify 
  salt or seawater. Water cleaned with clearwater drops 
  has a sharp, metallic taste. Crafting this item is a DC 20 
  Craft (alchemy) check.
  SALT BOMB
  Price 30gp; Weight 2 lbs.
  This fist sized ball of rock salt contains a short fuse. 
  Lighting the fuse is a move action. The salt bomb can 
  be thrown like a splash weapon with a 10 foot range 
  increment and explodes 1 round later on the beginning 
  of the user’s turn. The salt bomb explodes and does 1d4 
  points of bludgeoning damage in a 10 foot radius.  A DC 
  15 Reflex save halves the damage. In addition, creatures 
  in the blast radius are covered in salt.  Creatures that 
  are susceptible to salt, such as slugs, leeches and some 
  oozes, take 1d6 salt damage for the next 3 rounds.
  TOUGH-HUSK OIL
  Price 40 gp; Weight –
  When applied to a plant creature this oil causes its skin 
  to thicken and grow tougher. This grants the plant DR 2/
  slashing for ten minutes. It takes a full round to apply the 
  oil to the plant creature. If it has an Intelligence score of 
  3 or higher it can apply the oil itself as a standard action. 
  Crafting this item is a DC 25 Craft (alchemy) check.
  VITA-GROW
  Price 100gp; Weight –
  When this liquid fertilizer is applied to a plant creature 
  it begins to grow and repair itself more quickly. This 
  grants the plant creature  fast healing 2 for ten minutes. 
  It takes a full round to apply the oil to the plant creature. 
  If it has an Intelligence score of 3 or higher it can apply 
  the oil itself as a standard action. Crafting this item is a 
  DC 25 Craft (alchemy) check.
  Herbal Remedies
  Herbal remedies are mundane items that can be 
  harvested from normal plants. A Knowledge (nature) 
  or Survival check of the listed DC is required to find 
  and harvest the items.
  ALOE 
  Harvest DC 15; Price 10 gp; Weight 1 lb.
  The clear slime in this plant’s prickly leaves sooth 
  painful burns. When applied within 1 round of suffering 
  fire damage, one dose of this balm restores 1 hp of 
  damage to the injured character. Applying a dose of 
  aloe balm is a standard action that provokes an attack 
  of opportunity (similar to applying an oil). A new jar of 
  aloe balm contains 5 doses.
  CALENDULA  
  Harvest DC 12; Price 3 gp; Weight —
  These bright orange and yellow flowers can be eaten 
  fresh or steeped in a tea, and have a faint floral flavor. 
  A character that consumes calendula daily for at 
  least 1 week gains a +1 alchemical bonus to the first 
  Constitution check that he attempts in the next 24 
  hours to stabilize after falling unconscious. Afterward, 
  he must eat calendula daily for a week before he can 
  gain the benefits again.
  DANDELION  
  Harvest DC 10; Price 1 gp; Weight —
  The roots and greens of this vibrant yellow flower 
  are bitter but edible, helping cleanse the consumer’s 
  system. A character that has eaten the herb every 
  day for at least 1 week who contracts a disease adds 
  1 day to the frequency before having to make her 
  second save vs. the disease. Afterward, the disease’s 
  frequency returns to normal, and the character must 
  eat dandelions daily for a week before he can gain the 
  benefits again.
  DRAGONWORT PEPPERS  
  Harvest DC 16; Price 5 gp; Weight —
  These bright red, finger-length peppers are extremely 
  spicy; a character who eats one must succeed at a 
  DC 12 Fortitude save or be sickened for 10 minutes. 
  Regardless of whether she succeeds at the save or 
  not, during those 10 minutes, the character gains a +1 
  alchemical bonus to the first save she attempts vs. a 
  cold effect.
  
  GINSENG   
  Harvest DC 16; Price 25 gp; Weight —
  Slightly bitter with an underlying earthy sweetness, 
  ginseng root can be eaten fresh, dried or steeped in 
  a tea to boost memory. Any character who consumes 
  ginseng gains a +2 alchemical bonus for 24 hours vs. 
  any effect that would remove or modify her memory. 
  In addition, a spellcaster who prepares spells who eats 
  ginseng may make a concentration check (DC 25 + 
  double spell level) to retain the first spell of first to third 
  level he casts that day as if it hadn’t been cast; he may 
  gain this particular benefit only once per day.
  GRASPBERRIES 
  Harvest DC 14; Price 10 gp; Weight —
  These white berries, which grow on purplish vines, taste 
  sour and have a chalky texture when eaten raw. For 10 
  minutes after they are eaten, the berries absorb poison 
  in a character’s system. A character adds time equal to 
  the poison’s frequency to its onset time. If a character 
  is suffering from multiple poisons, determine randomly 
  which is affected by the graspberries. If the poison’s 
  frequency is greater than 10 minutes, graspberries have 
  no effect.
  LAVENDER  
  Harvest DC 12; Price 3 gp; Weight —
  These light purple flowers have a sweet, floral flavor, 
  making them popular in desserts. For one hour after 
  eating them, a character gain a +1 alchemical bonus on 
  the first saving throw she attempts to resist an effect 
  with the emotion descriptor.
  PEPPERMINT  
  Harvest DC 12; Price 3 gp; Weight —
  These strong-smelling green leaves help settle the 
  stomach. For one hour after eating peppermint, a 
  character gets a +1 alchemical bonus on the first saving 
  throw she attempts to resist an effect that would make 
  her sickened.
  Natural Items
  Natural Items are rare and unusual objects that 
  have been harvested from plants, animals, magical 
  beasts or other monsters. Typical natural items are 
  portions of a plant’s or creature’s anatomy that give 
  the creature its unusual powers or abilities, such as 
  the glowing glands of a fire beetle.
  Harvesting Natural Items
  Harvesting a natural item from a creature requires 
  a Knowledge skill check. The skill used is the same 
  Knowledge skill that is required to identify a creature 
  and its abilities, such as Knowledge (nature) for 
  plants and animals or Knowledge (arcana) for 
  magical beasts.  The DC to successfully harvest a 
  natural item is 10 + the CR of the creature.
  Using Natural Items
  Unless otherwise specified, using a natural item 
  is a standard action that provokes an attack of 
  opportunity in combat.
  Alchemical Preservation
  Many natural items are perishable and will quickly 
  decay and become useless after a short period of 
  time unless they are somehow preserved.  Luckily, 
  industrious alchemists have developed a process 
  for preserving such items. Alchemically preserving a 
  natural item costs 10 gp in reagents and requires a 
  DC 20 Craft (alchemy) check. Alchemically preserved 
  items  will last indefinitely.
  Natural Item Descriptions
  Each specific natural item has a description with 
  the following elements.
  Source and Harvest The creature from which the 
  item can be harvested and the skill and DC required.
  Yield The number of items or doses that can be 
  harvested from each source creature.
  Price and Weight The price and weight of the item.
  Description This is the description of the items 
  unusual properties.
  Natural Items
  ACCUSER DEVIL EYE
  Source Accuser Devil; Harvest Knowledge (planes) DC 
  13
  Yield 2 eyes; Price 50 gp; Weight —
  This fiend’s preserved eye can absorb visual information. 
  Once activated with a drop of blood, the accuser devil 
  eye remembers everything it “sees” for 24 hours, or 
  until held and activated again to end the effect early. 
  After this, the eye can be activated as a standard action 
  to mentally show whoever holds it everything the eye 
  has witnessed after its first activation. This takes 1 
  round for every hour the eye remembers.
  ACHAIERAI OIL  
  Source Achaierai; Harvest Knowledge (planes) DC 15
  Yield 1 pint; Price 300 gp; Weight 1 lb.
  Extracting oil from the plumage of an achaierai is an 
  unpleasant and painstaking process. Feathers plucked 
  nearest to the beak yield the most effective and potent 
  oil. Exposing a pint of achaierai oil to flame quickly 
  9
  Deadly Gardens
  
  10
  Deadly Gardens
  consumes the liquid in a dense cloud of noxious black 
  smoke that immediately fills a 10-foot-radius area. 
  All vision is blocked by the smoke, and creatures who 
  breathe the vapors must succeed on a DC 15 Fortitude 
  save or become nauseated for 1 round. This is a poison 
  effect.
  ADHERER TENDRILS
  Source Adherer; Harvest Knowledge (planes) DC 
  13
  Yield 10 tendrils; Price 10 gp; Weight —
  The tendrils of the Adherer retain their adhesive quality 
  after death, though they decay rapidly once removed, 
  so even though an Adherer is covered in thousands 
  of tendrils, only a few survive the harvesting process. 
  When 10 tendrils are mixed with the other ingredients 
  in a sovereign glue it lowers the requirements required 
  for the glue to be created, allowing the creator to make 
  twice as much sovereign glue for the same cost (not 
  including the price of the Adherer Tendrils).
  AMOEBA PROTOPLASM, GIANT
  Source Giant Amoeba; Harvest Knowledge 
  (dungeoneering) DC 11
  Yield 1d4 doses; Price 10 gp; Weight 0.10 lb.
  Giant Amoebas are creatures that have not evolved 
  like normal cells would, and this resistance to change, 
  beyond their gigantic size, is inherent in their bodily 
  fluid. These fluid can be harvested, if the body is 
  processed, squeezed and distilled into its most basic 
  components. When one of these doses is drunk, the 
  drinker gains a +1 to resistance bonus to their next save 
  within 24 hours.
  ANDROSPHINX VOICE BOX
  Source Androsphinx; Harvest Knowledge (arcana) DC 
  19
  Yield 1 voice box; Price 100 gp; Weight 0.5 lbs
  The roar of the Androsphinx is terrifyingly loud, often 
  carrying for miles. The voice box resonates with 
  acoustic power and the resonances can be channeled 
  by a knowledgeable user. When used as a material 
  component of any spell, effect or abilities that relies on 
  sound, the voice box amplifies the effect doubling the 
  effective range. Each voice box can only be used once 
  before becoming useless.
  ANKHEG SALIVA 
  Source Ankheg; Harvest Knowledge (arcana) DC 13
  Yield 1 flask; Price 30gp; Weight 1 lb.
  Ankheg Saliva is a potent acid. If placed in a flask it 
  can be used as a splash weapon which functions like 
  a normal acid flask except that a direct hit deals 4d4 
  points of acid damage and every creature within 5 feet 
  takes 2 points of acid damage from the splash.
  ASSASSIN VINE BITTERBERRIES 
  Source Assassin Vine; Harvest Knowledge (nature) DC 
  13
  Yield 5 bunches; Price  50 gp; Weight 1/4 lbs.
  The berries of an assassin vine resemble blackberries 
  and have a hearty, bitter flavor. Eating a bunch of 
  bitterberries while suffering from an ingested poison 
  causes the consumer to violently vomit and grants 
  them an immediate saving throw to attempt to cure the 
  poison. Failing this save does not cause the consumer 
  to suffer the effects of the poison nor does it reset 
  the number of consecutive saves required to cure the 
  poison. There is a 1% chance that any bunch of assassin 
  vine berries harvested is actually sweet instead of 
  bitter. These sweetberries  are delicious and nourishing 
  enough to feed one Medium size creature for 1 day.
    
  ARANEA BRAIN  
  Source Aranea; Harvest Knowledge (arcana) DC 14
  Yield 1 brain; Price 120 gp; Weight 5 lbs
  Aranea brains have the unusual ability to use magic as 
  inherently as other creatures breathe. Consuming an 
  aranea brain allows a creature to gain one spell (rolled 
  randomly) the aranea was capable of casting as an 
  spell-like ability usable once per day, this ability fades 
  after 24 hours.
  AXE BEAK ADRENAL GLAND
  Source Axe Beak; Harvest Knowledge (nature) DC 12
  Yield 1 gland; Price 300 gp; Weight 0.5 lb.
  The adrenal glands of the axe beak are powerful 
  stimulants, when applied to open wounds. If applied to 
  the wounds of a creature (one which has taken hit point 
  damage), resting will double the amount of hit points 
  gained per day. Furthermore for the next hour, the user 
  will gain a +1 bonus to attack rolls and a +1 dodge bonus 
  to AC and Reflex. 
  BASIDIROND TEA
  Source Basidirond; Harvest Knowledge (nature) DC 15
  Yield 1 dose; Price 40 gp; Weight 1 lb.
  This infusion of water and powdered basidirond spores 
  can be used as a medicine for treating any disease that 
  
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  deals Constitution damage or drain. Drinking basidirond 
  tea grants a +4 circumstance bonus on the next saving 
  throw a made to resist the effects of the disease.
  BASILISK BLOOD  
  Source Basilisk; Harvest Knowledge (arcana) DC 15
  Yield 1 dose; Price 250 gp; Weight 1/2 lbs.
  This flask of dark red liquid is the preserved and 
  concentrated blood of a basilisk.  Like fresh basilisk 
  blood, this concentrated liquid can restore a single 
  creature petrified by a basilisk from stone back to flesh.  
  In addition, when imbibed the concentrated blood will 
  provide a +2 alchemical bonus on saves against paralysis 
  or petrification for one hour.
  BEE SALIVA, GIANT
  Source Giant Bee; Harvest Knowledge (nature)
  Yield 5 doses; Price 30 gp; Weight 0.5 lbs
  Giant bee saliva is highly prized by alchemists for 
  its ability to assimilate pollens from a wide range of 
  different plants, and plant monsters. With a single dose 
  of giant bee saliva, an alchemist can craft the various 
  poisonous spores and pollens endemic to many of 
  these creatures into delicious treats. Crafting these 
  treats requires a Craft (alchemy) check with a DC equal 
  to the spore or pollen’s save DC and results in a honey 
  which can be used as an ingestible, delicious drug.  One 
  dose of the resulting drug provides nourishment for one  
  day and has the following characterics: type ingested; 
  addiction minor, Fortitude DC equal to spore or pollen 
  used; effect 1 hour, +2 morale bonus on saving throws; 
  damage equal to the effect of spore or pollen used.  
  BEHIR HORN POWDER
  Source Behir; Harvest Knowledge (arcana) DC 18
  Yield 5 doses + 1 dose for every 5  that the harvest skill 
  check exceeds the DC; Price 50 gp; Weight – lbs.
  The most effective powder can be harvested from 
  the tip of the behir horn, while skilled harvesters can 
  coax additional powder from other portions of the 
  horn. Alchemists or other classes with the bomb class 
  feature can add a single dose of behir horn powder to 
  the components of their bomb as a free action  to grant 
  an additional +2d6 points of electricity damage to that 
  bomb.  Multiple doses of behir horn powder do not 
  stack.
  BLACK PUDDING ACID
  Source Black Pudding; Harvest Knowledge 
  (dungeoneering) DC 17
  Yield 2 flasks; Price 40 gp; Weight 1 lb.
  Acid harvested from a black pudding is especially 
  potent.  Black pudding acid may be used as a splash 
  weapon that deals 2d6 points of acid damage on a 
  direct hit. On a direct hit the target’s clothing and armor 
  take the same amount of acid damage. A DC 16 Reflex 
  save prevents the damage to clothing and armor. Every 
  creature within 5 feet of the point where the acid hits 
  takes 2 points of acid damage from the splash. Black 
  pudding acid does not dissolve stone.  
  BLINDHEIM EYE
  Source Blindheim; Harvest Knowledge (arcana) DC 12
  Yield 2 eyes; Price 50 gp; Weight – 
  A freshly plucked blindheim eye can be a useful 
  adventuring tool when combined with magic. A 
  blindheim eye with a light spell cast upon it can be 
  thrown as a ranged attack with a range increment of 
  20 feet. Upon striking a surface the eye is destroyed in 
  a blinding flash. Each creature in a 5-foot-radius burst 
  must succeed on a DC 12 Fortitude save or be blinded 
  for 1d4 rounds. Blindheim eyes must be alchemically 
  preserved or they lose their potency after 1 week.
  BLINK DOG FUR
  Source Blink Dog; Harvest Knowledge (arcana) DC 12
  Yield 2d6 tufts; Price 250 gp; Weight — 
  Having a tuft of blink dog fur on your person will 
  prevent you from being unwillingly pulled into the 
  ethereal plane, as the tuft of fur is taken in your place 
  and destroyed in the process.
  BLOOD ROOT VITAE
  Source Blood Root; Harvest Knowledge (nature) DC 17
  Yield 1d4 vials plus 1 vial for every 10 that the harvest 
  skill check exceeds the DC; Price 500 gp; Weight – 
  This bloody sap can only be extracted from the heart of 
  a blood root. Drinking a vial of blood root vitae provides 
  the benefits of a lesser restoration as well as healing 
  1d8 points of damage. 
  BOGGARD TONGUE BUNGEE
  Source Boggard; Harvest Knowledge (nature) DC 12
  Yield 1 bungee; Price 25 gp; Weight ½ lb.
  When treated properly, the stong, elastic tongue of 
  a boggard can be made into a bungee. Usually fitted 
  with a hook on each end these cords are normally used 
  to secure cargo on a wagon or pack animal. However 
  enterprising adventurers can find numerous uses for 
  such a useful item. The foot-long cords can stretch up 
  to 10 feet and support 50 lbs.
  BRAIN OOZE GREY MATTER
  Source Brain Ooze; Harvest Knowledge 
  (dungeoneering) DC 17
  Yield 1 cup; Price 200 gp; Weight 1 lb.
  
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  Grey matter coming from the Brain Ooze grants a 
  measure of the Ooze’s prescience. When imbibed as 
  part of a hot drink, the drinker must succeed at a DC 
  17 Fortitude save or become nauseated for the next 5 
  minutes. For the next 10 minutes the imbiber cannot 
  be surprised and is not flat-footed before they act in 
  combat. 
  BULETTE MUSK POD
  Source Bulette; Harvest Knowledge (arcana) DC 17
  Yield 1 pod; Price 400 gp; Weight 2 lbs.
  Bulettes, commonly known as land sharks, possess 
  a unique scent used to mark the boundaries of their 
  territory; normally astringent-smelling, this musk 
  becomes extremely pleasant smelling during the 
  mating season. Musk pods extracted at the height of 
  their pungency must be quickly preserved lest the odor 
  degrade before it can be brought to market; this odor 
  grants a +5 circumstance bonus on diplomacy checks 
  to influence creatures which are sexually attracted 
  to them for 1 hour. Such musk pods are also in high 
  demand among perfumers, who can produce a very 
  expensive tincture from the smells within the pods 
  with a successful DC 25 Craft (alchemy) check; these 
  tinctures double the circumstance bonus on diplomacy 
  checks (to +10) against creatures sexually attracted to 
  them for 4 hours.
  BUNYIP SHRIEK BALL
  Source Bunyip; Harvest Knowledge (arcana) DC 13
  Yield 1 shriek ball; Price 50 gp; Weight 1 lb.
  This fist-sized ball made from bunyip leather has a small 
  slit lined with the creature’s vocal cords. As a standard 
  action, the holder can squeeze the ball to produce 
  a loud sound that imitates a bunyip’s roar. All other 
  creatures that can hear the sound must succeed at a DC 
  13 Will save or become panicked for 2d4 rounds.
  CATCHWEED THORNS
  Source Catchweed; Harvest Knowledge (nature) DC 20
  Yield 5 thorns + 5 thorns for every 5 that the harvest 
  skill check exceeds the DC; Price 1 gp; Weight —
  Catchweed Thorns are hollow and wickedly barbed. 
  Arrows (DC 17 Craft), crossbow bolts (DC 20 Craft)  or 
  darts (DC 17 Craft) that are crafted with catchweed 
  thorns as the tips cause 1 bleed damage when they 
  strike the target.
  CATOBLEPAS MUSK GLAND
  Source Catoblepas; Harvest Knowledge (arcana) DC 22
  Yield 2 glands; Price 1,000 gp; Weight 15 lbs
  Raw catoblepas musk is powerful enough to  sicken 
  most creatures, but with the proper alchemical 
  dilutions it makes for a powerful vermin repellent, and 
  a single gland can provide 200 applications of this useful 
  alchemical substance. Vermin repellent created from a 
  catoblepas musk gland acts as normal vermin repellant 
  except it has a duration of 12 hours. 
  Particularly brave, or foolish adventurers may 
  alternatively use a musk gland as a splash weapon with 
  a 20-ft. range increment; when used in this manner a 
  gland explodes in a 30-ft. radius cloud of poison gas, 
  affecting creatures caught within the area every round 
  as the catoblepas’ stench  ability (DC 23 Fortitude save, 
  sickened for 10 rounds), lasting for 10 minutes or until 
  dissipated by a moderate (1 minute), strong (5 rounds), 
  or severe (1 round) wind.
  CAVE FISHER ROPE
  Source Cave Fisher; Harvest Knowledge (nature) DC 12
  Yield 1 50 foot rope; Price 25 gp; Weight 5 lbs.
  Treating the sticky filaments of a cave fisher with 
  strong alcohol dissolves the adhesive leaving behind an 
  incredibly strong silk line. The cave fisher rope has 5 hit 
  points, DR 15/slashing and can be burst with a DC 28 
  strength check.
  CHARDA BILE
  Source Charda; Harvest Knowledge (nature) DC 17
  Yield 1 pack + 1 extra pack for every 5 the harvest skill 
  check exceeds the DC; Price 200 gp; Weight 1 lb.
  Charda bile is freezing cold, and cannot be warmed by 
  any natural means. It provides an excellent cold pack, 
  and, when held against the flesh or in a close pocket, 
  provides a +5 circumstance bonus on Fortitude saves 
  against exposure to hot weather. If submerged, charda 
  bile slowly freezes fresh water at a rate of 1 foot an hour 
  for up to 10 feet across. Charda bile retains its potency 
  for 30 days after being harvested.
  CHIMERA MANYMIND
  Source Chimera; Harvest Knowledge (nature) DC 17
  Yield 1 dose; Price 100 gp; Weight 1/2 lb.
  From each of the chimera’s three brains extends a 
  long brainstem, which wraps its way down each spine 
  to a nervous center at the top of its ribs. This small 
  blot of grey matter guides the heads, and makes 
  blanket decisions regarding survival and tactics. When 
  removed, prepared, and applied behind the ears, the 
  resulting mush emits weak neurological signals and 
  acts as a magnet for some effects. For one hour after 
  application, mind-affecting spells and effects targeting 
  the user have a 20% chance to fail. However, applying 
  the substance wreaks havoc with normal brain waves, 
  and each application inflicts 2 Intelligence damage.
  
  CHOKER TENTACLE 
  Source Choker; Harvest Knowledge (dungeoneering) 
  DC 12
  Yield 2 tentacles; Price 600 gp; Weight 2 lbs
  Choker tentacles are extremely supple and should be 
  alchemically preserved immediately upon removal. 
  Choker tentacles are valued by fine whip makers, who 
  use these items to grant their weapons the grapple 
  quality. When a creature is grappled using one of these 
  weapons, the tentacle instinctively seizes the victim 
  by its throat; this prevents the grappled creature from 
  speaking or casting spells with verbal components. 
  CHUPACABRA TONGUE
  Source Chupacabra; Harvest Knowledge (arcana) DC 
  13
  Yield 1 tongue; Price 75 gp; Weight 1 lb.
  When properly extracted, dried, and steeped in a jar of 
  animal blood, a chupacabra tongue can be consumed 
  to invigorate the body. As a standard action, you can 
  eat a chupacabra tongue to gain a 30 foot enhancement 
  bonus to the speed of all movement modes that you 
  possess (base, climb, swim, etc.), up to a maximum of 
  double the base speed for 10 rounds.
  CHUUL SLIME
  Source Chuul; Harvest Knowledge (dungeoneering) DC 
  17
  Yield 2 doses; Price 15 gp; Weight 1 lb.
  The paralytic slime collected from a Chuul’s tentacles 
  can be used as a numbing agent. Applying the slime 
  to a creature’s skin makes them feel pain less acutely.  
  This grants the user a +2 circumstance bonus on saves 
  against pain effects for 10 minutes.
  CINDERHEART
  Source Cinder-Heart Treant; Harvest Knowledge 
  (nature) DC 20
  Yield 1 heart; Price 1,200 gp; Weight 2 lbs.
  The heartwood of a cinder-heart treant will remain 
  glowing hot for up to a week after the creature’s 
  destruction.  Touching the cinderheart directly causes 
  1d6 points of fire damage per round. While it remains 
  hot, the cinderheart provides heat and light as a large 
  campfire and acts as a source of fire for any spell that 
  that requires one, such as pyrotechnics, but is not 
  extinguished by such spells.  A glowing cinderheart can 
  be used as a material focus for any spell with the fire 
  descriptor and treats the fire resistance of any creature 
  affected by that spell as 5 lower. 
  COCKATRICE TONGUE
  Source Cockatrice; Harvest Knowledge (arcana) DC 13
  Yield 1 tongue; Price 40 gp; Weight 1 lbs.
  Cockatrice tongue braised in garlic is considered 
  a delicacy in some cultures. However, the cooking 
  process destroys the unique properties of the meat. 
  Eating a cockatrice tongue raw grants the consumer a 
  +4 circumstance bonus on saves against petrification 
  and paralysis effects for 1 hour.
  CRIOSPHINX HORN POWDER
  Source Criosphinx; Harvest Knowledge (arcana) DC 17
  Yield 2 horns; Price 100 gp; Weight  0.25 lb.
  The lust of the criosphinx for the gynosphinx females 
  is the stuff of legends. Their horns have therefore 
  become linked with stories of fertility and virility, and 
  not without cause. When the tip of the criosphinx 
  horns is powdered and dissolved into a liquid and 
  ingested, it gives the imbiber a +2 circumstance bonus 
  to all Charisma-based checked related to the opposite 
  gender, for the next 24 hours.
  COUATL HEADDRESS
  Source Couatl; Harvest Knowledge (planes) DC 20
  Yield 1 headdress; Price 10,000 gp; Weight 2 lbs.
  Couatls are known for their wisdom, and part of the 
  secret of their memory is in their feathers. A creature 
  wearing a prismatic couatl feather headdress can benefit 
  from eidetic memory. Upon learning new information 
  or having a new experience, the wearer can commit the 
  memory to the headdress, thereafter it can be recalled 
  by the wearer perfectly. Spellcasters can also use the 
  headdress as a spellbook without any writing materials 
  costs. Anyone who wears the headdress can access any 
  of the memories stored within.
  CYCLOPS EYE, GREAT
  Source Cyclops, Great; Harvest Knowledge (nature) 
  DC 22
  Yield  1 eye; Price 1,000 gp; Weight 0.5 lbs.
  The eye of a Great Cyclops still contains some of the 
  miraculous oracular powers of that gigantic race. This 
  10 inch wide eye is useful in divination spells, where it 
  can serve as an extra focus granting a +1 to the effective 
  caster level of the user, which does not consume the 
  eye. It a can a lso serve as the focus of any divination 
  spell such as scrying or divination instead of the 
  materials listed in those spells, again without being 
  consumed. Finally, the eye itself can serve as the main 
  component of a crystal ball, where it lowers the cost by 
  5,000 gp. (This does not include the 1,000 gp price of 
  the eye).
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  CYCLOPS EYE SOUP
  Source Cyclops; Harvest Knowledge (local) DC 15
  Yield 1 serving; Price 100 gp; Weight 1 lb.
  A cyclops eye that is properly harvested can be prepared 
  into a gritty broth that tastes like dirt, but grants the 
  consumer a vision of how to seize glory that may come 
  to be. If the consumer threatens a critical hit in the 
  next 8 hours after eating the soup, it is automatically 
  confirmed and the soup’s magic for that consumer is 
  ended. A skilled chef can stretch the cyclops eye to 
  prepare multiple servings, creating 2 if they succeed a 
  DC 15 Profession (Cook) skill check, with an additional 
  serving for every 5 by which they exceed the DC. The 
  cyclops eye must be prepared into a soup and consumed 
  within a day of the death of the cyclops.
  DARKMANTLE EGGS
  Source Darkmantle; Harvest Knowledge (arcana) DC 11
  Yield 2d4 eggs; Price 50 gp; Weight – lbs.
  Eggs can only be harvested from female darkmantles 
  and there is a 50% chance any darkmantle is female. 
  Eating a darkmantle egg gives the consumer darkvision 
  with 60 foot range for 30 minutes. 
  DEATH WORM BILE  
  Source Death Worm; Harvest Knowledge (Arcana) DC 
  16
  Yield 1 bladder; Price 200 gp; Weight 1 lb
  Death worm bile is extremely corrosive, and magically 
  charged; death worm gall bladders must be preserved 
  immediately upon harvesting with a DC 20 Craft 
  (alchemy) check to prevent detonation with the 
  surrounding air. These bladders make for excellent 
  weapons when hurled, and explode in a 10-ft radius 
  burst which deals 2d6 acid, and 2d6 electricity damage; 
  a DC 17 Reflex save halves this damage.
  DECAPUS TENTACLE
  Source Decapus; Harvest Knowledge (dungeoneering) 
  DC 14
  Yield 1 tentacle; Price 5 gp; Weight 2 lbs.
  The crimson tips of decapus tentacles contain a 
  remnant of illusion magic. Anytime a decapus tentacle 
  is used in place of an octopus or squid tentacle as a 
  material component for the black tentacles spell, the 
  appearance of the resulting tentacles can be slightly 
  altered. The general size and shape of the tentacles 
  cannot be changed, but they could appear as green 
  serpents or even elephant trunks, for example. While 
  this has no mechanical effect on the spell, certain 
  creatures may be more or less inclined to enter the area 
  of the spell depending on how the tentacles manifest.
  DESTRACHAN HARMONIC FLASK
  Source Destrachan; Harvest Knowledge 
  (dungeoneering) DC 18
  Yield 1 flask + 1 extra detector for every 5 the harvest 
  skill check exceeds the DC; Price 120 gp; Weight 1 lb.
  The vocal chords of a destrachan can be preserved 
  in formaldehyde to prevent their screeching. If the 
  container is broken, however the chords emit one final 
  cry before shrivelling entirely. Treat a harmonic flask as 
  a splash weapon with a 30 foot range increment that 
  deals 4d6 points of sonic damage and 4 points of splash 
  damage.  The splash damage can be reduced to half 
  with a DC 14 Reflex save. 
  DIRE CORBY FEMUR
  Source Dire Corby; Harvest Knowledge (local) DC 11
  Yield 2 femurs; Price 50 gp; Weight 0.5 lbs.
  The femur bones of the dire corbies carry the legacy of 
  the species hatred for all things and their prophecies 
  of doom. When a bard plays a musical instrument, 
  typically a flute, made from the femurs of dire corbies, 
  they add +1 to the DC for saving throws against their 
  Distraction, Fascinate and Dirge of Doom abilities.
  DISENCHANTER TRUNK
  Source Disenchanter; Harvest Knowledge (arcana) DC 
  13
  Yield 1 trunk; Price 500 gp; Weight 25 lbs.
  In life the trunk of the disenchanter was the catalyst 
  for the magic-eating properties of this strange beast. 
  In death, the trunk slowly released the magic that the 
  creature consumed. If a magical charged item (such 
  as a wand) is placed next to a disenchanter trunk for 
  8 hours, the item has a 50% chance of getting back a 
  charge. Only one item can be charged in this manner at 
  a time, and the trunk cannot recharge items that have 
  been completely drained.
  DRAGONFLY WING
  Source Giant Dragonfly; Harvest Knowledge (nature) 
  DC 14
  Yield 4 wings; Price 25 gp; Weight 1/2 lb.
  Giant dragonflies are proof that big doesn’t mean 
  clumsy in flight. If a dragonfly wing is used as an 
  additional component in a spell or spell-like ability 
  that grants a fly speed, the maneuverability of that 
  flight speed is improved by one category: clumsy 
  to poor; poor to average; average to good, good 
  to perfect, for 1 hour (or the duration of the magic 
  granting the fly speed, whichever is shorter). If the 
  creature’s maneuverability is already perfect, it gains 
  no benefit from magic augmented by a dragonfly wing. 
  If the magic grants more than one creature a fly speed, 
  
  additional wings may be used in the casting to improve 
  the maneuverability of an additional creature per wing.
  DREAM WEED SNUFF     
  Source Dream Weed; Harvest Knowledge (nature) DC 
  20 
  Yield 6 doses; Price 400 gp; Weight —
  This pink-tinged fluff collected from the seed pod of a 
  dream weed is typically kept in a small box and remains 
  potent forever as long as it remains dry. For 1 hour after 
  inhaling dream weed snuff, any time the user is in a 
  psychic duel he gains 1 MP that may be used to create a 
  thought-form creature. 
  FIRE BEETLE GLAND  
  Source Fire Beetle; Harvest Knowledge (nature) DC 11
  Yield 2 glands; Price 25 gp; Weight 1 lbs.
  A glowing gland from a fire beetle can provide light 
  in a 10 foot radius. The gland has been alchemically 
  preserved and will continue to provide light for 30 days.
   FORLARREN HORN POWDER
  Source Forlarren; Harvest Knowledge (nature) DC 12
  Yield 2 horns; Price 100 gp; Weight 2 lbs.
  You can apply this fine, gray powder to a willing creature 
  as a standard action. That creature gains DR 5 / cold 
  iron for 1 hour, but the forlarren’s corrupted influence 
  also causes that creature to take a –2 penalty on saving 
  throws against spells and effects with the emotion 
  descriptor.
  FLY EYES
  Source Giant Fly; Harvest Knowledge (nature) DC 11
  Yield 1 pair of goggles; Price 200 gp; Weight 1 lb.
  The gigantic compound eyes of a fly can be crafted into 
  bizarre goggles (which take up the eye 
  slot).  While wearing them, the user 
  is sickened and suffers an additional 
  -2 penalty to attack rolls. However, 
  patterns emerge in the fractured 
  image, making complex visuals more 
  easy to read. The wearer ignores the 
  miss chance from blur, displacement, 
  and mirror image, and other miss 
  chance effects which may be overcome 
  by true seeing, except invisibility.
  FROGHEMOTH EYE
  Source Froghemoth; Harvest Knowledge 
  (dungeoneering) DC 23
  Yield 3 eyes; Price 1,000 gp; Weight 1 lb.
  Once per day a froghemoth eye can be empowered 
  to grant the holder all around vision for  10 minutes. 
  Empowering the eye takes a standard action and 
  expends a 1st level spell slot or 1 use of a 1st level spell-
  like ability. The eye must be held in the user’s hand in 
  order to gain this benefit.
  GAR SCALES, GIANT  
  Source Gar, Giant; Harvest Knowledge (nature) DC 16
  Yield 10 scales; Price 10 gp; Weight 1 lb.
  Giant gars are well armored in touch scales, and these 
  scales can be used for armoring humanoids as well. 10 
  scales is required to make a leather armor for a medium 
  sized humanoid (and 5 for a small character, the scales 
  are too big for smaller characters than that). A leather 
  armor made with Giant Gar scales counts as masterwork 
  and grants a +2 circumstance bonus to Swim checks.
  GELATINOUS SLIME BLADDER
  Source Gelatinous Cube; Harvest Knowledge 
  (dungeoneering) DC 13 or DC 18
  Yield 1 dose; Price 100 gp; Weight 1 lb.
  Extracting the anesthetizing slime from a gelatinous 
  cube is a relatively simple matter (DC 13) but preserving 
  a patch of the cube’s delicate membrane and fashioning 
  a bladder to contain the slime is a bit trickier (DC 18).  The 
  slime in a bladder can be used as a splash weapon (1d6 
  acid damage, 10 ft. range increment, DC 18 Fortitude 
  save or be paralyzed for 1d4 rounds) but without the 
  bladder it must be stored in a stone or metal container 
  and cannot be used as a splash weapon.
  GHOST ALE
  Source Ghost Spore Swarm; Harvest Knowledge 
  (nature) DC 21
  Yield 4 doses; Price 2,000 gp; Weight —
  Powder derived from a dead ghost spore swarm 
  wavers in and out of tangibility, so it must be placed 
  in an alchemically-derived solution 
  to force it to retain its effectiveness. 
  The amber coloration of the solution 
  gives ghost ale its name. A character 
  imbibing a dose of ghost ale becomes 
  incorporeal for 1 minute. The imbiber 
  gains a deflection bonus to AC equal 
  to her Charisma modifier (minimum 
  0) and must succeed at a DC 21 Will 
  save to retain weapons and armor 
  without the ghost touch ability. Such magic weapons 
  deal half damage to corporeal creatures, while armor 
  only provides protection against incorporeal creatures.
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  GIANT GECKO  GLUE
  Source Giant Gecko; Harvest Knowledge (nature) DC 
  11
  Yield 1d4 vials; Price 10 gp; Weight 0.25 lbs.
  Giant Gecko Lizards have sticky feet and are able to 
  climb even sheer walls. The glands at the bottom of 
  their feet produce an adhesive substance that allows 
  the to do this. These glands can be drained and the 
  substance used to enable climbers to go over even 
  the most difficult walls.  Anyone putting a vial of the 
  glue over their hands and feet gain a +4 circumstance 
  modifier to Climb checks and ignore the -5 penalty 
  when attempting to move at half speed. The strength of 
  the glue only lasts 1 minute after application and after 1 
  minute the effects wears off.
  GIANT SLUG TONGUE
  Source Giant Slug; Harvest Knowledge (nature) DC 
  18
  Yield 1 tongue; Price 350 gp; Weight 15 lbs.
  The long rasp-like tongue of a giant slug can be 
  harvested and alchemically treated and hardened in 
  order to fashion a masterwork longspear. A giant slug 
  tongue longspear has the fragile quality and the rasp-
  like barbs make it a particularly vicious weapon, giving 
  it a critical range of 19-20/x3.
  GIBBERING MOUTHER SPITTLE
  Source Gibbering Mouther; Harvest Knowledge 
  (dungeoneering) DC 15
  Yield 1 dose; Price 50 gp; Weight 1 lb.
  The spittle from a gibbering mouther can be harvested 
  and dried into a powder.  The powder can be used to 
  make a ranged touch attack (10 ft. range increment) on 
  a single target. The target is blinded for 1d4 rounds. A 
  DC 18 Fortitude negates the blindness.
  GIRALLON GUNK
  Source Girallon; Harvest Knowledge (arcana) DC 16
  Yield 1 dose; Price 200 gp; Weight – lbs.
  The girallon requires high levels of coordination and 
  finesse to accurately manage all four of its arms. The 
  secret is a special chemical found in its spinal column. 
  When ingested, girallon gunk bestows an improved 
  spatial and body awareness. For 10 minutes after 
  consumption, the user gains a +1 competence bonus 
  on attacks made with his off hand. However, ingesting 
  bestial matter has its drawbacks. During this time the 
  user suffers a –2 penalty to Will saves.
  GLACIER TOAD HIDE
  Source Glacier Toad; Harvest Knowledge (arcana) DC 
  16
  Yield 1 hide; Price 100 gp; Weight 10 lbs.
  Those who live in warmer climates rejoice when 
  adventurers return from the north with glacier toad 
  hides. A glacier toad’s hide retains a remnant of its 
  bitter cold aura for up to 2 months and is most often 
  fashioned into a large sack or bag. Corpses, food or 
  other perishable items (such as ingredients for natural 
  items) kept inside will not spoil or decompose. Clothing 
  crafted from the hide protects the wearer from hot 
  environments as the endure elements spell.
   
  GLOOMWING PATTERN
  Source Gloomwing; Harvest Knowledge (planes) DC 14
  Yield 1 pattern; Price 1,000 gp; Weight 10 lbs.
  The thin membrane in a gloomwing’s wings responsible 
  for its ever-shifting patterns can be crafted by skilled 
  artisans into a gloomwing robe; a body slot item 
  requiring a DC 20 Craft (clothing) or Profession 
  (seamstress) check to create.  Creatures viewing the 
  wearer of a gloomwing robe in dim light or darkness 
  suffer a –2 penalty on Will saving throws against mind-
  affecting effects. A single gloomwing pattern produces 
  enough material for a single robe.
  GORGON HORN, POWDERED
  Source Gorgon; Harvest Knowledge (arcana) DC 18
  Yield 2 doses; Price 250 gp; Weight 1 lb.
  Powdered gorgon horn is much sought after as an 
  alternate material component for magic items using 
  bull’s strength, stoneskin, flesh to stone, statue, 
  and similar magic. In addition, if used as a material 
  component for stone tell cast on a petrified creature, it 
  allows the spellcaster to communicate with the spirit of 
  the petrified creature as if using speak with dead.
  GORGON STEAK
  Source Gorgon; Harvest Knowledge (arcana) DC 18
  Yield 8 steaks; Price 25 gp; Weight 2 lbs.
  The meat of a gorgon is a bit tough but those who have 
  acquired a taste for it claim that it is richer and more 
  satisfying than normal beef.  For creatures with a natural 
  armor bonus, eating a gorgon steak will increase their 
  natural armor bonus by +1 for four hours.
  GRAY OOZE ACID
  Source Gray Ooze; Harvest Knowledge 
  (dungeoneering) DC 14
  Yield 1 flask; Price 25 gp; Weight 1 lb.
  The acid from a gray ooze can be treated to become a 
  viscous gel that clings to its target. Gray ooze acid may 
  be used as a splash weapon that deals 1d6 points of 
  acid damage on a direct hit. One round after a direct 
  hit, the gray ooze acid deals an additional 1d6 points 
  
  of damage to the target. Due to its viscous nature gray 
  ooze acid does not splash into adjacent squares. Gray 
  ooze acid does not dissolve stone.  
  GREEN HAG WIG
  Source Green Hag; Harvest Knowledge (nature) DC 15
  Yield 1 wig; Price 300 gp; Weight 2 lbs.
  Though not very stylish, wearing a newly scalped green 
  hag wig does have its benefits. A creature wearing a 
  green hag wig is able to change its appearance as the 
  alter self spell (CL 9th). No matter the form chosen, 
  the wearer always appears as a typically attractive 
  humanoid of that type. Most green hag wigs retain 
  enough of the hag’s essence to allow for only one such 
  transformation before dissolving into a stringy, moldy 
  mess. Wigs harvested from particularly powerful hags 
  may allow more transformations.
  GREENSCREAM  BLOSSSOM
  Source Greenscream Trumpet; Harvest Knowledge 
  (nature) DC 14
  Yield 1d4 blossoms; Price 100 gp; Weight —
  A crafty adventurer can safely retrieve a greenscream 
  trumpet’s blossoms without damaging their complex 
  structures. An undamaged flower functions as a 
  primitive megaphone – speaking through the base of 
  the flower quadruples the volume of one’s voice as well 
  as the distance it travels. The flower can also function as 
  a signal horn. Though the sound it produces can travel 
  up to a mile before losing volume, it requires a DC 15 
  Perform (wind instruments) to operate. A greenscream 
  blossom can last one day before wilting, each 
  subsequent day of preservation requires a Knowledge 
  (nature) check that starts at DC 15 and increases by 1 
  each day.
  GREY RENDER’S DEVOTION
  Source Grey Render; Harvest Knowledge (arcana) DC 
  18
  Yield 1 vial; Price 2,000 gp; Weight —
  This  alchemically derived substance is the result of 
  distilling the essence of a single grey render’s brain into 
  the fluid responsible for the deep, indestructible bond 
  they form with their chosen community. Imbibing the 
  substance causes the consumer  to form a lifelong bond 
  to a nearby creature it considers fondly unless they 
  succeed on a DC 17 Will save. While under the effects of  
  the grey render’s devotion, the subject will not willingly 
  stray from the object of their affection for more than a 
  week, runs to protect them from harm, and provides 
  simple offerings of friendship at least once each day. 
  The subject will not willingly harm the object of its 
  affection, and retreats in distress when mistreated; 
  if they are regularly abused, or forced to violate their 
  moral values by the subject of their affection, the 
  subject may attempt to break the effect once every 24 
  hours with a DC 17 Will save.
  GRIFFON CLOTHES
   
  Source Griffon; Harvest Knowledge (arcana) DC 14
  Yield 1 outfit; Price 100 gp; Weight 8 lbs.
  Griffon clothes are made from the shaggy mane and 
  massive feathers of the griffon. This outfit includes 
  a large coat, a fur cap, fur-lined pants, and fur boots. 
  Griffon clothes grant a +5 circumstance bonus on 
  Fortitude saving throws against exposure to cold 
  weather. The feathers on the outside of the outfit can 
  be used in the air, bestowing +2 circumstance bonus on 
  Flight checks and Acrobatics checks to make long jumps.
  GROVEMAKER SAP
  Source Grovemaker; Harvest Knowledge (nature) DC 20
  Yield 4 doses; Price 500 gp; Weight —
  Grovemaker Sap can be treated alchemically to reduce 
  it’s potency with a DC 20 Craft (alchemy) check. Once 
  treated it can be rubbed on the skin to gain a +4 
  alchemical bonus to natural armor. This bonus lasts for 
  30 minutes.  
  GRYPH OVIPOSITOR
  Source Gryph; Harvest Knowledge (arcana) DC 11
  Yield 1 ovipositor; Price 15 gp; Weight 3 lbs.
  Gryph ovipositors can sometimes harbor a residual egg 
  when removed, and should be thoroughly alchemically 
  treated before use lest one of these eggs be implanted 
  in your target upon use. An ovipositor can be attached 
  to a potion vial as a full-round action, allowing the user 
  to inject the vial’s contents into their target as a melee 
  touch attack; this use consumes the ovipositor.
  GUG WISHBONE
  Source Gug; Harvest Knowledge (dungeoneering) DC 
  20
  Yield 2 wishbones; Price 1,000 gp; Weight 10 lbs.
  A gug’s elbow splits into two arms, creating a wishbone. 
  This wishbone can be destroyed if two participants 
  each succeed on a DC 20 Strength check to break it. 
  The participant holding the bigger piece (a 50% chance) 
  gains a +1 luck bonus on all attack rolls, saving throws, 
  and skill checks for 24 hours. The wishbone can also 
  be broken by a single individual by succeeding a DC 
  30 Strength check, to ensure he is the one holding the 
  bigger piece.
  HARPY FEATHER FLETCHING
  Source Harpy; Harvest Knowledge (nature) DC 14
  Yield 1 feather + 1 feather for every 5 that the harvest 
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  Deadly Gardens
  
  18
  Deadly Gardens
  skill check exceeds the DC; Price 25 gp; Weight – lbs.
  Occasionally, a portion of magic from a harpy’s 
  Captivating Song will become infused in its feathers. 
  Each harvested feather can be used as fletching for 
  one piece of medium or smaller ammunition (such 
  as an arrow or bolt). Larger pieces of ammunition 
  may require additional feathers. The first time such 
  ammunition is fired, any creature within 5 feet of its 
  path must succeed on a DC 14 Will save or become 
  fascinated by the unique melody for 1 round. This is a 
  sonic mind-affecting charm effect.
  HIERACOSPHINX DEWCLAWS
  Source Hieracosphinx; Harvest Knowledge 
  (arcana) DC 15
  Yield 2 dewclaws; Price 10 gp; Weight 1 lb.
  Hieracosphinxes are the least intelligent of their 
  kind, but their claws are still strong and deadly. A 
  hieracosphinx dewclaw is long and strong enough to 
  be used as simple weapon similar to a dagger. The 
  dewclaw is a Medium light melee weapon that has the 
  following characteristics (1d6 damage, 19-20/x2 critical, 
  slashing).  The dewclaw is unbalanced and cannot be 
  thrown effectively. Anyone proficient with daggers or 
  simple weapons is proficient with the dewclaw.  
  HIPPOCAMPUS SWIM BLADDER
  Source Hippocampus; Harvest Knowledge (arcana) DC 
  11
  Yield 1 bladder; Price 20 gp; Weight 2 lbs
  The swim bladder gives the hippocampus part of it’s 
  ability to survive on both land and in the water. A 
  preserved swim bladder can be inflated with air and 
  allows a medium-sized creature to breathe underwater 
  for 10 minutes. A small creature would have enough air 
  for 20 minutes, but creatures smaller than that cannot 
  use it. After each use it must be re-inflated once more, 
  a process that takes 1 minute. For the swim bladder to 
  remain usable, it must be immersed in water for at least 
  an hour every day. If not immersed in this manner, the 
  swim bladder dries out and becomes useless.
  HIPPOGRIFF FEATHER
  Source Hippogriff; Harvest Knowledge (arcana) 12
  Yield 2d8 feathers; Price 50 gp; Weight —
  The feathers of the Hippogriff are visually striking and 
  they carry with them some of the innate magical nature 
  of the Hippogriff itself. Anyone wearing a talisman 
  (occupying a neck slot), made of at least 10 Hippogriff 
  feathers, gains a +5 circumstance bonus to Fly checks. 
  Each Hippogriff yields only a small amount of feathers 
  as only pristine feathers retain the magical qualities.
  HUNGRY PIT NECTAR
  Source Hungry Pit; Harvest Knowledge (nature) DC 
  16
  Yield 10 flasks; Price 20 gp; Weight 1 lb.
  Adventurers can harvest the acidic nectar of the hungry 
  pit provided they have glass or metal containers in 
  which to store the liquid. A flask of hungry pit nectar 
  acts as a normal acid flask, but also has the following 
  properties.  Its sticky and viscous nature means it will 
  stick to inclined surfaces, such as walls, doors, trees, 
  even ceilings, to which it is applied. Also its sweet aroma 
  will attract insects, birds and other small creatures. 
  HUNGRY PIT TOXIN
  Source Hungry Pit; Harvest Knowledge (nature) DC 
  16
  Yield 4 doses; Price 100 gp; Weight —
  Hungry pit toxin is a poison with the following 
  characteristics: Injury; save Fortitude DC 18; effect fall 
  unconscious for 1d4 rounds; frequency 1/round for 4 
  rounds; cure 2 saves;
  HYDRA BLOOD
  Source Hydra; Harvest Knowledge (arcana) DC 14
  Yield 1 vial per head; Price 500 gp; Weight –
  Drinking a vial of hydra blood grants the consumer 
  a portion of the hydra’s recuperative powers. The 
  consumer gains fast healing 5 for 1d4+4 rounds. 
  HYPNO-LOTUS PETAL
  Source Hypno-Lotus; Harvest Knowledge (nature) DC 
  20
  Yield 1 petal + 1 petal for every 5 you exceed the 
  harvest DC; Price 200 gp; Weight —
  Carefully pressed hypno-lotus petals retain some of 
  their psychic potency. As a full-round action, you can 
  present a hypno-lotus petal to a willing creature to 
  establish a mental bond. You gain telepathy with that 
  creature for 24 hours. Alternatively, you can spend a 
  standard action to concentrate on the patterns on a 
  petal to induce autohypnosis, which grants a +4 bonus 
  on saving throws against mind-affecting effects for 
  1 hour. These petals must be used within 2 days of 
  harvesting, otherwise they wilt and lose their power.
  ID OOZE POWDER
  Source Id Ooze; Harvest Knowledge (dungeoneering) 
  DC 16
  Yield 1 dose per 2 HD of Id Ooze; Price 50 gp; Weight 
  ½ lb.
  Inhaling id ooze powder protects the user from 
  unwanted telepathic contact for one hour. Any creature 
  attempting to telepathically communicate with the user 
  
  during this time must succeed on a DC 14 Will save or 
  become confused for one round. 
  INTELLECT DEVOURER JERKY
  Source Intellect Devourer; Harvest Knowledge 
  (dungeoneering) DC 18
  Yield 4 pieces of jerky + 1 piece for every 5 you exceed 
  the harvest DC; Price 240 gp; Weight ½  lb.
  The dried and preserved meat of an intellect devourer 
  can bestow some of the creature’s abilities upon the 
  consumer.  Eating a piece of intellect devourer jerky will 
  reduce the size of the consumer for 1 minute as if he 
  was the target of reduce person, even if he is a creature 
  type not normally affected by the spell. In addition, the 
  consumer may dismiss the reduce person effect and 
  cause a creature within 30 feet to become confused for 
  4 rounds. A DC 17 Will save negates the confusion.
  LAMIA MATRIARCH SCALE
  Source Lamia Matriarch; Harvest Knowledge (nature) 
  DC 18
  Yield 1 scale + 1 scale for every 5 that the harvest skill 
  check exceeds the DC; Price 400 gp; Weight – 
  After the arduous task of slaying a lamia matriarch, 
  wise adventurers can harvest special scales from the 
  serpentine corpse. When casting a compulsion spell, 
  a lamia matriarch scale can be used as a material 
  component in addition to any components the spell 
  usually has. Any creature that fails its save against such 
  a spell immediately suffers from 1 point of Wisdom 
  drain.
  LAMMASU CLAW POWDER
  Source Lammasu; Harvest Knowledge (arcana) DC 18
  Yield 4d4 claws; Price 5 gp; Weight 0.25 lb.
  Lammasu claws exude the same aura of goodness that 
  the creature possessed in life. Adding Lammasu claw 
  powder to the material components allows the caster 
  to expand the radius of a magical circle against evil by 
  5 feet for every powdered claw, up to a maximum of 4 
  claws for a 20 feet radius increase.
  LENG SPIDER EYE
  Source Leng Spider; Harvest Knowledge (arcana) DC 24
  Yield 1 eye; Price 1,000 gp; Weight 2 lbs.
  Enchanters and crafters of magical staves are ever 
  on the lookout for leng spider eyes. Spells cast from 
  a staff capped with a preserved leng spider eye can 
  be enhanced by consuming one additional charge. 
  Any  creature who fails its saving throw against such 
  an enhanced spell is assaulted with hallucinations of 
  horrific madness and must make a Will save with the 
  same DC as the original spell or become confused for 
  1d4 rounds. Spells without a saving throw cannot be 
  enhanced.
  LEUCROTTA MANDIBLE
  Source Leucrotta; Harvest Knowledge (arcana) DC 15
  Yield 1 mandible; Price 1,150 gp; Weight 8 lbs.
  Leucrotta bones are harder than steel, and those around 
  the jaw are particularly suited for use as weapons. 
  A single leucrotta mandible may be used to fashion 
  a single wooden-hafted weapon weighing 20 lbs or 
  less, or a single bladed weapon weighing 6 lbs or less 
  with an appropriate Craft (weapons) check. Weapons 
  fashioned from a leucrotta mandible are masterwork 
  bone weapons without the fragile weapon quality, and 
  bypass hardness 10 or less.
  MANDRAGORA ESSENCE TEA
  Source Mandragora; Harvest Knowledge (nature) DC 
  13
  Yield 1 dose; Price 25 gp; Weight 1/4 lb.
  A mandragora’s core can be shredded, dried, and 
  alchemically preserved, to later brew into a tea.  Up to 
  4 medium size or smaller creatures can be served the 
  bitter tea, or one large size creature.  Upon consuming 
  the tea, the creature’s voice becomes shriller and 
  harder to recognize for the next 8 hours, giving listeners 
  trying to ascertain the creature’s identity by sound 
  a -5 penalty. If a consumer of the tea succeeds on an 
  Intimidate skill check to demoralize within 8 hours of 
  drinking it, they can cause the demoralized creatures to 
  also be sickened for the duration of the shaken effect 
  caused by the intimidation check.  A consumer of the 
  tea cannot use this power to sicken a creature again for 
  the next 24 hours due to the stress caused to their vocal 
  chords.
  MANTICORE TAIL
  Source Manticore or any Manticore crossbreed; 
  Harvest Knowledge (arcana) DC 15
  Yield 1 flail; Price 58 gp or 358 gp for masterwork; 
  Weight 7 lbs
  The tail of a manticore or any manticore crossbreed 
  can be harvested and fashioned into a makeshift 
  flail.  A successful DC 25 Craft (weapons) check yields 
  a masterwork flail. A manticore tail functions in all 
  respects as a normal (or masterwork) flail (a one-
  handed martial melee weapon, 1d8 damage, x2 critical, 
  bludgeoning, with the disarm and trip special features). 
  In addition a manticore tail can be snapped like a whip, 
  causing it to fire a single spike as an attack action. The 
  spike counts as a thrown weapon (1d6 + Str damage, 20 
  foot range increment, maximum 5 range increments). 
  Masterwork manticore tails can be further enhanced 
  according to the magic item creation rules.
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  20
  Deadly Gardens
  MEDUSA’S HEAD  
  Source Medusa; Harvest Knowledge (nature) DC 17
  Yield 1 head; Price 2,500 gp; Weight 10 lbs.
  The head of a medusa may be preserved to retain its 
  potency to turn creatures to stone for a short period 
  of time. As a full round action, the bearer of the 
  medusa’s head may make a ranged touch attack against 
  a creature within 30 feet, in an attempt to show them 
  the medusa’s head.  On a successful touch attack, the 
  target must succeed at a DC 16 Fortitude save or be 
  turned to stone permanently.  Each time the medusa’s 
  head is used in this manner, the bearer must make a DC 
  14 Reflex save to avoid looking at the medusa’s head. 
  On a failed Reflex save, the bearer must make a DC 
  16 Fortitude save or be turned to stone permanently 
  himself. Transporting a medusa’s head is risky and it 
  must be kept in a bag or otherwise out of sight or each 
  round a random creature within 30 feet (including the 
  bearer) must make a DC 16 Fortitude save or be turned 
  to stone permanently. If the bearer of the medusa’s 
  head is turned to stone, then the medusa’s head is 
  turned to stone as well. The medusa’s head retains its 
  potency for 24 hours. Every 24 hours after that, another 
  successful Knowledge (nature) check is required for it 
  to remain potent. The DC of the check increases by +2 
  each day.
  MIMIC ADHESIVE  
  Source Mimic; Harvest Knowledge (dungeoneering) 
  DC 14
  Yield 1 dose + 1 dose for every 5 that the harvest skill 
  check exceeds the DC; Price 25 gp; Weight ½ lb. 
  Since mimic adhesive breaks down shortly after the 
  creature dies, it must be quickly preserved with a 
  Craft (alchemy) check or some other means such as a 
  specimen jar.  Mimic adhesive can be used as a glue 
  setting up in 1 round. It has hardness 3 and a single dose 
  has 5 hit points.  It will remain in place until destroyed 
  or dissolved with strong alcohol. 
  MOONFLOWER BLOSSOM
  Source Moonflower; Harvest Knowledge (nature) DC 
  18
  Yield 1 blossom pod + 1 blossom pod for every 5 that 
  the harvest skill check exceeds the DC; Price 500 gp; 
  Weight 1/2 lb.
  A moonflower’s blossoms remain photosensitive for a 
  week after death, emitting normal light for 10 feet, and 
  increasing the light level from darkness to dim light for 
  an additional 40 feet. The moonflower blossom can be 
  destroyed as a standard action to emit a bright pulse of 
  silver light, creatures that are within 20 feet that can 
  see the blossom must make a DC 18 Fortitude save or 
  be blinded for 1 round. Lycanthropes within 20 feet 
  must also make a DC 18 Will save or be forced to change 
  shape to their hybrid form on their next turn.  
  MOTHMAN POWDER
  Source Mothman; Harvest Knowledge (nature) DC 16
  Yield 1 jar; Price 500 gp; Weight –
  A mothman’s silver wing powder can be carefully 
  harvested into a jar, alchemically treated, and thereafter 
  applied as makeup to a creature. While wearing the 
  powder, the user appears as an agent of fate to others, 
  gaining a +2 alchemical bonus to Charisma-based skill 
  checks and a +2 to the DC for all saving throws against 
  the creature’s special abilities or spells which cause the 
  fascinated condition. This effect ends after 24 hours 
  pass or the makeup is removed, whichever occurs 
  sooner. A jar of mothman powder has five doses.
  MULCH ROT POWDER  
  Source Mulch Stalker; Harvest Knowledge (nature) DC 
  13
  Yield 1 dose; Price 25 gp; Weight –
  The tips of a mulch stalker’s talons may be harvested 
  and ground into a fine powder that smells faintly of 
  damp soil. Sprinkled over a corpse of up to huge size, it 
  rapidly decays the flesh and leaves a cleaned skeleton. 
  It can also be thrown at non-skeletal corporeal undead. 
  Treat this as a ranged touch attack with a 10 foot range 
  increment. Undead struck by mulch rot powder must 
  succeed on a DC 13 Fortitude save or be affected as the 
  spell decompose corpseUM.
  NECROPHIDIUS BONE MEAL
  Source Necrophidius; Harvest Knowledge (arcana) DC 
  13
  Yield 1 pound of bone meal + 1 pound for every 5 you 
  exceed the harvest DC; Price 25 gp; Weight 1 lb.
  When ingested as a standard action, this ground bone 
  meal grants a +5 alchemical bonus on saving throws 
  against effects that would daze or paralyze the user.
  NEOTHELID BILE
  Source Neothelid; Harvest Knowledge 
  (dungeoneering) DC 25
  Yield 4 doses; Price 500 gp; Weight –
  Neothelid bile can be burned over hot coals and the 
  smoke and fumes inhaled. Anyone inhaling these fumes 
  gains a +4 alchemical bonus on saves vs. mind affecting 
  effects for one hour. 
  OCHRE JELLY ACID
  Source Ochre Jelly; Harvest Knowledge 
  (dungeoneering) DC 15
  
  Yield 2 flasks; Price 15 gp; Weight 1 lb.
  When harvested, acid from an ochre jelly functions like 
  a normal acid flask except that the acid only dissolves 
  flesh but not other substances like wood, metal, leather 
  or plant matter. 
  OPHIDIAN VINE SAP  
  Source Lesser Ophidian Vine, Ophidian Vine, Greater 
  Ophidian Vine; Harvest Knowledge (nature) DC 11, 14 
  or 17
  Yield 2 doses;  Price 300, 500, or 800 gp; Weight –
  The sap of the ophidian vine is poisonous.  Poison—
  injury; save Fortitude DC 13, 15 or 19, frequency 1/
  round for 4 rounds; effect 1d3 Dex damage; cure 2 
  saves.
  OTYUGH LIVER  
  Source Otyugh; Harvest Knowledge (dungeoneering) 
  DC 14
  Yield 1 liver; Price 50 gp; Weight 1 lbs
  Otyugh liver tastes as vile as the creatures they’re 
  harvested from, tasting of whatever midden heap, 
  cesspool, offal pit, toxic swamp, or other sewage system 
  the otyugh most recently lived in. Those who can 
  overcome the liver’s foul taste, forcing the liver down 
  raw with a DC 15 Fortitude save, gain the creature’s 
  immunity to disease for 1 hour as the enzymes in the 
  creature’s liver spread through their body; this effect 
  removes any non-magical diseases the creature suffers 
  from, but not parasites. Failing the saving throw causes 
  a creature to vomit up the liver (ruining the liver), 
  and become sickened for 1 hour, and nauseated for 1 
  minute every 1d10 minutes for the same duration.
  OWLBEAR BEAK
  Source Owlbear; Harvest Knowledge (arcana) DC 14
  Yield 1 dose; Price 150 gp; Weight 2 lbs.
  An owlbear beak remains potent for a month after the 
  owlbear’s death, or it can be ground up into a powder 
  and alchemically preserved to remain potent until use. 
  If added to a potion containing a transmutation school 
  spell with a duration longer than instantaneous, the 
  owlbear beak melts and enhances the potion, making it 
  function at double its regular duration. However, if the 
  potion is not consumed within 8 hours of adding the 
  owlbear beak, the potion is spoiled. This effect does not 
  stack with other effects that would extend the duration 
  of the potion.
  PERYTON SHADOWPELT
  Source Peryton; Harvest Knowledge (arcana) DC 14
  Yield 1 pelt; Price 300 gp; Weight 7 lbs.
  A peryton’s pelt contains the beast’s shadow copying 
  abilities. If the pelt is worn or draped over a creature 
  that casts a shadow for at least one minute, that 
  creature’s shadow is stored within the pelt for one 
  week. While the pelt has a shadow stored within it, it or 
  any creature wearing it casts the stored shadow instead 
  of their own, and the pelt cannot copy new shadows 
  until the current one expires.
  PHASE NETTING
  Source Phase Spider; Harvest Knowledge (planes) DC 
  15
  Yield 1 net + 1 net for every 10 that the harvest skill 
  check exceeds the DC; Price 2,000 gp; Weight —
  Phase netting is found the the bloated abdomen of 
  a phase spider. The tangled mess can be used as an 
  incorporeal phase locking net. It works normally on 
  incorporeal and ethereal creatures, but has no effect 
  on corporeal creatures. Like other incorporeal objects, 
  corporeal spells and effects that do not cause damage 
  only have a 50% chance of affecting phase netting. 
  Force spells and abjuration effects affect phase netting 
  normally.
  PHOENIX BLOSSOM  
  Source Phoenix Lily; Harvest Knowledge (nature) DC 
  14
  Yield All live blossoms Price 75 gp; Weight 0 lbs.
  This orange-red trumpet shaped flower is harvested 
  from a phoenix lily plant and preserved alchemically. 
  When  holding a phoenix blossom , character can make 
  a DC 20 Knowledge (nature) check as a standard action 
  to cause the blossom to produce a single scorching ray. 
  This causes the blossom to wilt and die. The blossom 
  does not wilt after an unsuccessful check.
  21
  Deadly Gardens
  Harvesting Phoenix Blossoms
  Preserving Phoenix blossoms
  Harvesting Phoenix Blossoms
  Preserving Phoenix blossoms
  
  22
  Deadly Gardens
  PHOENIX FEATHER 
  Source Phoenix; Harvest Knowledge (arcana) DC 25
  Yield  1 feather; Price 2,500 gp; Weight – lbs.
  Harvesting a feather from a Phoenix must be done 
  very quickly as the body of the beast will immolate 
  within 1d4 rounds of dying. Since Phoenixes are good 
  creatures, there are stories of them willing gifting a 
  feather to a requester that can make a case for a worthy 
  cause. A single phoenix feather can be used  in place of 
  the 10,000 gp diamond as the material component for 
  a resurrection spell. However this will only work if the 
  body of the deceased creature was not destroyed by a 
  disintegrate spell.
  PURPLE WORM DYE 
  Source Purple Worm; Harvest Knowledge (Arcana) DC 
  22
  Yield 10 doses + 10 doses if the harvest skill check 
  exceeds the DC by 10; Price 500 gp; Weight –
  A purple worm’s chitin can be alchemically treated and 
  rendered into a royal purple dye which permanently 
  colors any non-organic substance it is applied to. This 
  property allows the dye to function on a wider range 
  of application than regular dyes which work best on 
  cloth. One dose of dye can color up to 5 square feet 
  of material, which is enough to coat a medium sized 
  creature’s armor. Regular use does not wear away 
  the dye, however it can be removed with the use of 
  Universal Solvent.
  QUICKWOOD ROOT STAKE
  Source Quickwood; Harvest Knowledge (nature) DC 18
  Yield 1 stake + 1 stake for every 10 that the harvest 
  skill check exceeds the DC; Price 2,000 gp; Weight 1 
  lb.
  When slain, if the quickwood had a spell absorbed, its 
  roots remain energized for one week per spell level. 
  During this time, stakes fashioned from the roots 
  function as +1 undead bane weapons. Additionally, 
  if the stake is driven through the heart of a creature, 
  both the creature’s body and the stake are instantly 
  destroyed as the stake erupts roots into the creature’s 
  body. This is the start of a swift growth process to 
  becoming a fully grown quickwood, which takes 3d4 
  hours.  A quickwood created this way has no loyalty to 
  its creator.
  RAZORLEAF SHURIKEN
  Source Razorleaf Swarm; Harvest Knowledge (nature) 
  DC 15
  Yield 1d4 shuriken + 1d4 extra shuriken for every 5 the 
  harvest skill check exceeds the DC; Price 1 gp; 
  Weight —
  Individual leaves from a razorleaf swarm can be 
  harvested and used as weapons. A razorleaf counts as a 
  masterwork shuriken that deals 1 damage and 1 bleed 
  damage and has a 30 ft. range increment.
  ROPER SALVE
  Source Roper; Harvest Knowledge (dungeoneering) DC 
  22
  Yield 1d6 doses; Price 250 gp; Weight –
  The strands extruded from a roper’s body are covered 
  in a powerful numbing agent that can be harvested 
  and used as a contact poison. Poison—contact; save 
  Fortitude DC 25, frequency initial effect only; effect 1d4 
  Str.
  RUST MONSTER ANTENNAE  
  Source Rust Monster; Harvest Knowledge 
  (dungeoneering) DC 13
  Yield 2 antennae; Price 400 gp; Weight –
  A rust monster antennae causes metal to rust and 
  corrode at a rapid rate. Touching a metal object or 
  making a melee touch attack against a metal creature 
  causes 1d6 points of damage against  the object or 
  creature ignoring DR and the hardness of the metal. 
  Making a melee touch attack with a rust monster 
  antennae against a metal object being held or worn by 
  a creature does not provoke an attack of opportunity. 
  A rust monster antennae can be used in this manner 5 
  times after which it crumbles to dust. A missed touch 
  attack does not consume a use from the antennae.
  SALAMANDER TONIC
  Source Salamander; Harvest Knowledge (planes) DC 16
  Yield 1 pint + 1 pint for every 5 that the harvest skill 
  check exceeds the DC; Price 200 gp; Weight 1 lb.
  This fiery tonic is comprised of blood and other vital 
  fluids harvested from a recently slain salamander. 
  Due to its perishable nature, it must be consumed 
  immediately or alchemically preserved for later use. A 
  creature that drinks 1 pint of salamander tonic gains 
  fire resistance 10 and vulnerability to cold for 1 hour, 
  during which time its skin slightly reddens and becomes 
  hot to the touch.
  SARD SAP
  Source Sard; Harvest Knowledge (nature) DC 29
  Yield 1 dose; Price 5,000 gp; Weight –
  Due to a sard’s death throes and its poisonous sap’s 
  tendency to transform into red lightning and dissipate 
  on prolonged exposure to air, harvesting it is a very 
  difficult task. The sap must be bottled within one round 
  of the creature’s death or it is lost, however enterprising 
  spellcasters may use time stop to extend the collection 
  
  period and gather additional doses. The sap can then 
  be used as the sard’s poison, or it can be alchemically 
  treated with Sovereign Glue to make the sap so sticky, 
  even life cannot escape its grasp. For 1 hour after 
  drinking the treated sap, a living creature becomes 
  immune to death effects and does not die regardless of 
  the negative hit point total or negative levels they may 
  reach. Once the duration expires, if the creature is still 
  mortally wounded, it dies normally.
  SARGASUMM FIEND PHEROMONES
  Source Sargassum Fiend; Harvest Knowledge (nature) 
  DC 19 or Survival DC 29
  Yield 1d6 bulbs; Price 500 gp;  Weight –
  The strange pheromone produced by a sargassum fiend 
  can be harvested from the numerous bulbs that grow 
  within the fiend’s body, but these bulbs rot quickly once 
  harvested. A fresh bulb lasts for 1 hour before becoming 
  useless, unless alchemically preserved which requires 
  a DC 45 Craft (alchemy) check. A fresh or alchemically 
  preserved bulb can be crushed as a standard action to 
  produce a mirage effect as detailed in the sargassum 
  fiend description.
  SCORPION CACTUS NECTAR
  Source Scorpion Cactus; Harvest Knowledge (nature) 
  DC 13
  Yield 2 drafts; Price 50 gp; Weight 1 lbs.
  The barrel shaped base of the scorpion cactus contains 
  a sweet liquid nectar that the plant stores for food.  
  Drinking this nectar removes fatigue and cures all non-
  lethal damage incurred as a result of heatstroke. In 
  addition, the drinker is protected by endure elements 
  for six hours, but only with respect to hot temperatures.
  SCORPION CACTUS RESIN
  Source Scorpion Cactus; Harvest Knowledge (nature) 
  DC 13
  Yield 1 dose + 1 extra dose for every 5 the harvest skill 
  check exceeds the DC; Price 100 gp; Weight 1/2 lbs.
  The resin from the needles of the scorpion cactus is a 
  potent poison. Poison—injury; save Fortitude DC 16; 
  frequency 1/round for 6 rounds; effect staggered for 1 
  round; cure 2 saves. 
  SEA ANEMONE TENTACLES, GIANT
  Source Sea Anemone, Giant; Harvest Knowledge 
  (nature) DC 12
  Yield 1d4 tentacles; Price 25 gp; Weight 1 lb
  The touch of the Giant Sea Anemone is poisonous, 
  but also carries a strong paralytic agent. Any creature 
  touched by the tentacle of a Giant Sea Anemone is 
  allowed a second saving throw with a +2 circumstance 
  bonus against any ongoing pain effects, such as pain 
  strike or symbol of pain.
  SEA SERPENT JAWBONE, DEEP
  Source Deep Sea Serpent; Harvest Knowledge (arcana) 
  DC 29
  Yield 2 jawbones; Price 1,000 gp; Weight 20 lbs.
  Deep sea serpents have incredibly strong jaws, capable 
  of destroying anything caught in them. A greatclub  
  fashioned from a deep sea serpent jawbone weighes 
  50% more than a greatclub of the same size, causes 
  bludgeoning, slashing and piercing damage and has 
  a critical damage of x3 instead of the normal x2 for a 
  greatclub.
  SEUGATHI SKIN GLOVES  
  Source Seugathi; Harvest Knowledge (dungeoneering) 
  DC 16
  Yield 1 pair of gloves; Price 1,000 gp; Weight 1 lb.
  Those who lack the skills  to activate magic items can 
  benefit greatly from a pair of gloves made from seugathi 
  skin. The skin must be harvested from the base of the 
  forked tentacles, and a DC 20 Craft (leatherworking) 
  check is required to create the gloves. Any creature 
  wearing a pair of gloves made from this skin is 
  automatically considered trained in Use Magic Device 
  and, once per day when using that skill, can treat its roll 
  as if the result were a natural 20.
  SHADOW MASTIFF EYES  
  Source Shadow Mastiff; Harvest Knowledge (planes) 
  DC 15
  Yield 2 eyes; Price 50 gp; Weight 0.25 lbs.
  Shadow Mastiffs are exceptionally good at disappearing 
  into the shadows, which carries on into their eyes. 
  When flung against the ground, causing them to shatter, 
  anyone within a 20 feet radius of the impact gains 
  partial concealment for 2 rounds and the light goes 
  down by one level (from bright to normal, to dim, to 
  darkness) for 4 rounds. The eyes have the same profile 
  as a sling stone, if used as a weapon.
  SHAMBLER WAFER  
  Source Shambling Mound; Harvest Knowledge 
  (nature) DC 16
  Yield 2 wafers + 2 additonal wafers for every 5 the 
  harvest skill check exceeds the DC; Price 200 gp; 
  Weight 1/4  lbs.
  This large green wafer is made from dried and pressed 
  vegetation from a shambling mound. Eating the wafer 
  provides the consumer with protection from electricity 
  for up to one hour. The next time the consumer takes 
  electrical damage this effect ends and  he instead 
  23
  Deadly Gardens
  
  24
  Deadly Gardens
  gains an equal amount of temporary hit points, up to 
  a maximum of 20 hit points. The temporary hit points 
  last for one hour. 
  SHANTAK SUIT
  Source Shantak; Harvest Knowledge (arcana) DC 18
  Yield 1 suit; Price 2,500 gp; Weight 4 lbs.
  Harvesting the wings from a shantak is a messy 
  endeavor. After cleaning off the slime and crust, the 
  wings can be sewn together to create a lightweight 
  full-body suit that provides some protection against 
  the void of outer space or similar harsh environments 
  for a limited time. Anyone wearing the suit no longer 
  needs to breathe and gains immunity to cold. A shantak 
  suit occupies the body and head slots, and ceases to 
  provide any benefits 60 days after its creation.
  SHOCKER HORN TRAP
  Source Shocker Lizard; Harvest Knowledge (arcana) DC 
  12
  Yield 2 horns; Price 20 gp; Weight 1/2 lb.
  Shocker lizard horns remain potent for harvest for 1d4 
  hours after the creature’s death, thereafter they can be 
  alchemically preserved into a rod that if stepped on, 
  deals 1d8 nonlethal electricity damage to creatures in 
  its square.  The shocker horn trap is destroyed after one 
  use.  A shocker horn trap can be concealed by using the 
  Survival skill for one minute, setting the Perception DC 
  to spot the shocker horn trap equal to the result of the 
  Survival skill check.
  SLIME MOLD SALAD
  Source Slime Mold; Harvest Knowledge 
  (dungeoneering) DC 12
  Yield 1 salad, plus 1 for every 5 that the harvest skill 
  check exceeds the DC; Price 7 gp; Weight 1 lb.
  For the discerning connoisseur there are few appetizers 
  more welcome than a slime mold garden salad. Best 
  served while the fungi still stir with life, this mushroom 
  salad has a refreshingly rich and earthy taste, and aids 
  gastric digestion, granting the gourmand a +2 bonus on 
  Fortitude saves against ingested poisons for 1 hour.
  SLURK GREASE
  Source Slurk; Harvest Knowledge (arcana) DC 12
  Yield 1 dose + 1 dose for every 5 that the harvest skill
  check exceeds the DC; Price 25 gp; Weight – 
  Grease from a slurk’s belly must be harvested within 
  10 minutes of its death and must be alchemically 
  preserved or kept in a sealed container or it becomes 
  crusty and useless. Anytime a single dose of slurk grease 
  is used in place of butter as a material component for 
  the grease spell, the Reflex save DC increases by +1 and 
  the circumstance bonus for wearing greased armor or 
  clothing increases to +12.
  STAR BLOSSOM PENDANT  
  Source Star Blossom; Harvest Knowledge (nature) DC 
  19
  Yield 1 pendant; Price 1,500 gp; Weight 1 lb.
  The core of the purple bloom from a star blossom is the 
  source of its spell resistance and can be preserved and 
  worn as an amulet to grant short-term spell resistance 
  to its wearer. The wearer gains spell resistance 20. This 
  resistance works against up to 14 spell levels (spells 
  bypassing the resistance don’t count toward this total), 
  at which point the pendant turns black. If the number of 
  spell levels from a spell exceeds the remaining total, the 
  resisted spell deals half damage or has a 50% chance of 
  working properly.
  STILETTO PALM SEED-SPIKE
  Source Stiletto Palm; Harvest Knowledge (nature) DC 
  19
  Yield 3 seed-spikes; Price 50 gp; Weight 1/2 lbs.
  A stiletto palm seed-spike functions as a wooden stake. 
  If it deals damage as a result of a successful  melee 
  or ranged attack, the targeted creature is subject to a 
  stiletto palm’s implant seed ability. Once a stiletto palm 
  seed-spike deals damage, it no longer functions as a 
  wooden stake. When used to make a ranged attack, a 
  seed-spike that misses its target has a 50% chance of 
  being destroyed.
  STIRGE POWDER
  Source Stirge; Harvest Knowledge (arcana) DC 11
  Yield 1 dose; Price 25 gp; Weight – 
  Removing the needle-like proboscis of a stirge and 
  grinding it into a fine powder is not a difficult process. 
  Adding a single dose of stirge powder to an injury 
  poison decreases the potency and lowers the save DC 
  by 1. However, any creature that fails its initial save 
  against the poison suffers from 1 point of bleed damage 
  in addition to any effects the poison normally has. The 
  bleed damage continues until stopped, even if the 
  effects of the poison have ended.
  SWARMHEART
  Source Any swarmhive creature; Harvest Knowledge 
  (nature) DC 10 + CR of swarmhive
  Yield 1 swarmheart; Price 100 * CR of swarmhive gp; 
  Weight 1 lb.
  The heart (or heartwood or analogous component) of 
  a swarmhive creature still holds sway over the type of 
  swarm with which it was bonded. As a full round action 
  the bearer of a swarmheart may make a Handle Animal 
  
  check (or Charisma check if untrained) with a DC of 
  10 + the swarm’s CR in order to make a swarm move 
  directly away from himself.  If unmolested the swarm 
  will continue to move in the same direction, avoiding 
  any dangerous obstacles,  for 1 minute. Attacking the 
  swarm immediately breaks this effect. A swarmheart 
  may only affect a swarm of same type that was part of 
  the swarmhive from which it was harvested and may 
  only affect the same swarm once per day.
  TATZLWYRM GLANDS
  Source Tatzlwyrm; Harvest Knowledge (arcana) DC 12
  Yield 2 glands; Price 20 gp;  Weight 1 lb.
  Taztlwyrms are one of the smallest and most degenerate 
  forms of dragonkind. Viewed with distaste by other 
  “true” dragons, the Tatzlwyrms are nonetheless 
  dangerous opponents, and carry with them some of 
  the resistance of dragonkind. When Tatzlwyrm glands 
  are ingested, this resistance carries over to the person 
  eating them. For 5 rounds after ingesting the glands, 
  the consumer gains a +2 resistance bonus against all 
  paralysis and sleep effects.
  TENDRICULOS BURL
  Source Tendriculos; Harvest Knowledge (nature) DC 16
  Yield 1 burl; Price 600 gp; Weight 50 lbs.
  A tendriculos grows numerous burls, ugly growths full 
  of the corruptive magics responsible for the tendriculos’ 
  bizarre form, over its bole during the course of its 
  life. When removed, these magics can be applied to 
  other plant-forms with a successful DC 20 Heal check. 
  Plant life affected in this way take on the qualities of 
  the tendriculos—growing to huge size, developing 
  carnivorous habits accentuated by cursory intelligence, 
  paralytic venoms, and the ability to swallow its prey 
  whole.
  TENEBROUS WORM PAINT BRUSH
  Source Tenebrous Worm; Harvest Knowledge (planes) 
  DC 18
  Yield 1 paint brush; Price 150 gp; Weight –
  A tenebrous worm’s shadowy bristles can be harvested 
  and formed into a paintbrush of the highest quality. 
  Care must be taken to assure that no poison remains 
  on the bristles and each paintbrush can be used to craft 
  only one painting before the bristles deteriorate. Dark 
  shadows in such a painting seem to writhe and swirl, 
  making for a unique piece of art. Using a tenebrous 
  worm paintbrush grants a +5 competence bonus on 
  Craft (painting) checks, and increases the value of the 
  painting by 50%.
  THUNDERBIRD PINION
  Source Thunderbird; Harvest Knowledge (arcana) DC 
  21
  Yield 2 feathers; Price 500 gp; Weight —
  The pinion feathers of a thunderbird are abnormally 
  large and strong, designed to withstand a lifetime 
  surrounded by severe wind and storms. When used as a 
  material component in flight-related spells thunderbird 
  pinions allow the spell to ignore weather-related 
  penalties, allowing the spell caster to soar through 
  storms as effortlessly as a thunderbird.
  TROGLODYTE STENCH GLANDS
  Source Troglodyte; Harvest Knowledge 
  (dungeoneering) DC 11
  Yield 1 stink bomb; Price 15 gp; Weight 1 lb.
  The stench glands of a troglodyte can be harvested 
  and packed in a glass vial to create a makeshift stink 
  bomb. Treat this item as a splash weapon with a 10 
  foot range increment. When thrown the vial shatters 
  and all creatures within 20 feet must succeed on a DC 
  13 Fortitude save or become sickened for 1d4 rounds. 
  This is considered a poison effect and does not affect 
  creatures that are immune to poison.
  TROLL CRANIAL FLUID, JOTUND
  Source Jotund Troll; Harvest Knowledge (local) DC 25
  Yield 1 cup; Price 100 gp; Weight 1 lb
  With its 9 heads, a Jotund Troll is a difficult foe to affect 
  with mind-bending magic, as its many minds combat 
  this effect. By draining the cranial fluids of the 9 heads 
  and drinking it, the drinker gains some of this ability. 
  When drinking the fluid, a drinker must succeed on a 
  Fortitude save DC 19 or be nauseated for one round. If 
  the save is successful then the on the next Will save, the 
  drinker rolls 2 saves and takes the best result. This only 
  affects the next Will save within 24 hours.
  TROLLHOUND HEART
  Source Trollhound; Harvest Knowledge (arcana) DC 13
  Yield 1 heart; Price 100 gp; Weight 2 lbs.
  Trollhounds, like Trolls, have remarkable healing 
  abilities. Eating the heart of a Trollhound conveys some 
  of these powers on the eater. Eating a Trollhound Heart 
  is a full round action that causes attacks of opportunity. 
  Upon eating a Trollhound Heart, the eater gains Fast 
  Healing 2 for 10 rounds.
  TWIGJACK SHAFT
  Source Twigjack; Harvest Knowledge (nature) DC 13
  Yield 1 shaft + 1 shaft for every 5 that the harvest skill 
  check exceeds the DC; Price 5 gp; Weight – 
  The sticks that make up a twigjack’s body are mostly 
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  Deadly Gardens
  
  26
  Deadly Gardens
  gnarled and crooked, but a sharp-eyed harvester can 
  usually find a few sticks that are suitable as shafts for 
  ammunition such as arrows or bolts. Anytime such a 
  piece of ammunition strikes a target (dealing damage 
  as normal), the shaft immediately shatters in a barrage 
  of splinters, dealing 1d4 points of piercing damage 
  to adjacent creatures. A successful DC 13 Reflex save 
  halves this damage.
  VIPER VINE ESSENCE
  Source Viper vine; Harvest Knowledge (nature)
  Yield 1 stamen; Price 250 gp; Weight 4 lbs.
  Viper vine essence quickly degrades after death, and 
  must be alchemically preserved to ensure full potency. 
  When rubbed over a creature’s body, viper vine 
  essence causes animals which bite, or otherwise ingest 
  that creature to become captivated by them unless 
  they succeed on a DC 24 Will save. Once so captivated, 
  a creature takes no actions for 1d4 rounds as though 
  dazed; this is a mind-affecting effect. One application 
  of viper vine essence remains potent for 2 hours, or 
  until it is washed away.
  WANDERING SUNDEW SEEDPOD
  Source Wandering Sundew; Harvest Knowledge 
  (nature) DC 28
  Yield 1 seedpod; Price 1,000; Weight 3 lbs.
  A wandering sundew seedpod that is planted and 
  carefully nurtured will grow into a immature wandering 
  sundew. Nurturing the seedpod requires a successful 
  DC 28 Knowledge (nature) check each week for six 
  weeks. When the seedpod sprouts, any character with 
  the ability to have a plant companion may take the 
  immature wandering sundew as their companion.
  WOLF-IN-SHEEP’S-CLOTHING TENDRILS
  Source Wolf-in-sheep’s-clothing; Harvest Knowledge 
  (dungeoneering) DC 18
  Yield 1 bundle; Price 100 gp; Weight 1lb
  Wolves-in-sheep’s-clothing’s tendrils are used to create 
  a semblance of life in a corpse, a trait that it carries 
  on in death. When the tendrils of a Wolf-in-sheep’s-
  clothing are used as a material component in spells to 
  create undead, the undead become stronger and faster. 
  An undead created with animate dead using a bundle 
  of tendrils gains a permanent +1 circumstance bonus 
  to Initiative and an extra hit dice. Further, any zombies 
  raised using tendrils are no longer affected by the 
  staggered quality. Using the Wolf-in-sheep’s-clothing’s 
  Tendrils as part of an animate dead spell increases the 
  casting time to a full-round action.
  WYVERN ADRENAL GLAND
  Source Wyvern; Harvest Knowledge (arcana) DC 16
  Yield 4 glands; Price 240 gp; Weight 1/4 lbs.
  Wyvern adrenal glands degrade quickly upon harvest, 
  and must be preserved to maintain potency. Snorting 
  the adrenaline in a gland as a standard action grants 
  the imbiber a +4 alchemical bonus to Fortitude saving 
  throws against sleep and paralysis effects, and a +2 
  alchemical bonus to their Str and Con scores for 1 
  minute.
  XACARBA RUNE
  Source Xacarba; Harvest Knowledge (planes) DC 25
  Yield 1 rune; Price 7,500 gp; Weight 3 lbs.
  When used to cover a spellbook, a runed patch of 
  xacarba skin can imbue a spellbook with special 
  properties. Harvesting a single xacarba rune requires 
  a delicate touch, and once skinned, all other runes on 
  the corpse lose their magic. A non-good, non-lawful 
  spellcaster that prepares spells from a spellbook bound 
  with a xacarba rune gains the benefit of the Bouncing 
  Spell metamagic feat.
  XTABAY SPORES
  Source Xtabay; Harvest Knowledge (nature) DC 10
  Yield 2 pods; Price 20 gp; Weight 1 lb.
  Since untreated xtabay spores will grow into a new 
  xtabay within whatever container they are placed in, 
  they should be alchemically preserved in a sealed jar 
  to prevent any unfortunate accidents. Xtabay pods 
  function as splash weapons with a range increment of 
  20 feet, which explode in a cloud of soporific pollen 
  upon use, causing all creatures within a 10-ft. radius 
  burst to fall asleep for 1d3 minutes unless they succeed 
  on a DC 14 Will save. This is a mind-affecting sleep 
  effect.
  YETH HOUND FANGS
  Source Yeth Hound; Harvest Knowledge (planes) DC 13
  Yield 2 fangs; Price 100 gp; Weight –
  Once extracted, yeth hound fangs can be used in place 
  of normal spikes on weapons such as spiked gauntlets 
  or flails. The resulting weapons can be a frightening 
  and sinister sight. Any spiked weapon crafted with 
  2 or more yeth hound fangs grants the wielder a +2 
  circumstance bonus on Intimidate checks made to 
  demoralize. Furthermore, such weapons  also grant a 
  +2 circumstance bonus on attack rolls made to confirm 
  critical hits against foes suffering from fear effects.
  YRTHAK TEARS
  Source Yrthak; Harvest Knowledge (arcana) DC 19
  Yield 1 vial; Price 2000 gp; Weight —
  Yrthak tears contain traces of the potent chemical 
  
  compound responsible for the beast’s malformed eyes 
  and heightened auditory senses. When imbibed, these 
  tears grant the user temporary synesthesia lasting 1 
  hour which allows them to visualize sounds, granting 
  60 ft. blindsight; this blindsight is lost whenever the 
  subject’s hearing is impaired.
  Natural Poisons
  There are many venomous plants and creatures 
  in the wild. A resourceful explorer can harvest these 
  poisons from such creatures using the natural item 
  rules. However harvesting poisons carries the risk 
  of exposure to the poison. Rolling a natural 1 on a 
  skill check to harvest a natural poison exposes the 
  harvester to the poison. Harvesters with the poison 
  use class feature do not risk poisoning themselves 
  when harvesting natural poisons. Natural poisons 
  must be harvested from a source creature and may 
  not be created using a Craft (alchemy) check as 
  detailed in the normal rules for poison.
  Natural Poisons List
  In the following table we present a complete list, 
  from ant to wyvern, of all the natural poisons that can 
  be harvested from creatures found in the Pathfinder 
  Roleplayng Game Bestiary. In addition we include the 
  additional size variations of centipedes, scorpions 
  and spiders from subsequent bestiaries.  
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  Deadly Gardens
  Poison
  Type
  Fort
  Frequency
  Effect
  Cure
  Cost
  Source
  Knowledge
  DC
  Yield
  Ant Drone, Giant 
  injury
  16
  1/round for 4 rounds
  1d2 Str
  1 save
  300 gp
  Giant Ant Drone
  nature
  13
  1 dose
  Ant Queen, Giant 
  injury
  18
  1/round for 4 rounds
  1d2 Str
  1 save
  500 gp
  Giant Ant Queen
  nature
  14
  1 dose
  Ant, Giant 
  injury
  14
  1/round for 4 rounds
  1d2 Str
  1 save
  100 gp
  Giant Ant
  nature
  12
  2 doses
  Centipede Swarm 
  injury
  13
  1/round for 6 rounds
  1d4 Dex
  1 save
  250 gp
  Centipede Swarm
  nature
  14
  1 dose
  Centipede, Giant 
  injury
  13
  1/round for 6 rounds
  1d3 Dex
  1 save
  200 gp
  Giant Centipede
  nature
  11
  2 doses
  Centipede, Giant Whiptail
  injury
  17
  1/round for 6 rounds
  1d4 Dex
  1 save
  600 gp
  Giant Whiptail Centipede
  nature
  13
  3 doses
  Centipede, Great Forest 
  injury
  19
  1/round for 6 rounds
  1d4 Dex
  2 saves
  800 gp
  Great Forest Centipede
  nature
  16
  3 doses
  Centipede, Hissing 
  injury
  15
  1/round for 6 rounds
  1d3 Dex
  1 save
  400 gp
  Hissing Centipede
  nature
  11
  2 doses
  Centipede, House  
  injury
  11
  1/round for 2 rounds
  1 Dex
  1 save
  50 gp
  House Centipede
  nature
  10
  1 dose
  Centipede, Sewer 
  injury
  11
  1/round for 4 rounds
  1 Dex
  1 save
  90 gp
  Sewer Centipede
  nature
  10
  2 doses
  Centipede, Titan
  injury
  24
  1/round for 6 rounds
  1d6 Dex
  2 saves
  1000 gp
  Titan Centipede
  nature
  19
  3 doses
  Couatl 
  injury
  16
  1/min. for 10 min.
  1d4 Str
  2 saves
  400 gp
  Couatl
  planes
  20
  1 dose
  Demon, Quasit 
  injury
  13
  1/round for 6 rounds
  1d2 Str
  2 saves
  125 gp
  Quasit
  planes
  12
  1 dose
  Devil, Bone 
  injury
  20
  1/round for 6 rounds
  1d3 Str
  2 saves
  500 gp
  Devil, Bone
  planes
  19
  2 dose
  Devil, Imp 
  injury
  13
  1/round for 6 rounds
  1d2 Dex
  1 save
  140 gp
  Devil, Imp
  planes
  12
  1 dose
  Devil, Pit Fiend 
  injury
  32
  1/round for 10 rounds
  1d6 Con
  3 saves
  5000 gp
  Devil, Pit Fiend
  planes
  30
  3 doses
  Drider 
  injury
  18
  1/round for 6 rounds
  1d2 Str
  1 save
  650 gp
  Drider
  dungeoneering
  17
  2 doses
  Ettercap 
  injury
  15
  1/round for 10 rounds
  1d2 Dex
  2 saves
  325 gp
  Ettercap
  dungeoneering
  13
  2 doses
  Frog, Poison 
  injury
  10
  1/round for 6 rounds
  1d2 Con
  1 save
  150 gp
  Poison Frog
  nature
  11
  1 dose
  Homunculus 
  injury
  13
  1/min. for 60 mins.
  sleep for 1 min.
  1 save
  450 gp
  Homunculus
  arcana
  11
  1 dose
  Leech Swarm 
  injury
  15
  1/round for 2 rounds
  1d4 Dex
  1 save
  180 gp
  Leech Swarm
  nature
  14
  1 dose
  Linnorm, Crag 
  injury
  24
  1/round for 10 rounds
  1d4 Con drain
  2 saves
  4200 gp
  Crag Linnorm
  arcana
  24
  3 doses
  Linnorm, Ice 
  injury
  28
  1/round for 10 rounds
  4d6 cold and 1d6 
  Con drain
  3 saves
  8000 gp
  Ice Linnorm
  arcana
  27
  3 doses
  Linnorm, Tarn 
  injury
  32
  1/round for 10 rounds
  6d6 acid and 1d8 
  Con drain
  3 saves
  9500 gp
  Tarn Linnorm
  arcana
  30
  3 doses
  Lizard, Monitor 
  injury
  14
  Onset 1 min., 1/hour 
  for 6 hours
  1d2 Dex
  1 save
  80 gp
  Monitor Lizard
  nature
  12
  2 doses
  Natural Poisons
  
  28
  Deadly Gardens
  Natural Power 
  Components
  Similar to alchemical power components, a natural 
  power component is a natural item used as a material 
  component or focus for a spell in order to alter or 
  augment the spell’s normal effects. Spells followed 
  by an (M) expend the natural item as a material 
  component; those followed by an (F) use the item as 
  a focus and do not expend it. In both cases, the item 
  does not have its normal effect and does not affect 
  any other parameters of the spell. You cannot use the 
  same item as both a focus and a material component 
  at the same time. The following is a list of  natural 
  items that can be used as power components.
  Poison
  Type
  Fort
  Frequency
  Effect
  Cure
  Cost
  Source
  Knowledge
  DC
  Yield
  Medusa 
  injury
  18
  1/round for 6 rounds
  1d3 Str
  2 saves
  450 gp
  Medusa
  nature
  17
  2 doses
  Naga, Dark 
  injury
  19
  1 round
  sleep for 2d4 min.
  1 save
  360 gp
  Dark Naga
  dungeoneering
  18
  2 doses
  Naga, Guardian poison
  c o n t a c t , 
  injury
  21
  1/round for 6 rounds
  1d4 Con
  2 saves
  900 gp
  Guardian Naga
  dungeoneering
  20
  2 doses
  Naga, Spirit 
  injury
  20
  1/round for 6 rounds 
  1d4 Con
  1 save
  800 gp
  Spirit Naga
  dungeoneering
  19
  2 doses
  Octopus 
  injury
  13
  1/round for 6 rounds
  1 Str
  1 save
  110 gp
  Octopus
  nature
  11
  2 doses
  Octopus, Giant 
  injury
  19
  1/round for 6 rounds
  1d3 Str
  2 saves
  475 gp
  Giant Octopus
  nature
  18
  2 doses
  Phase Spider 
  injury
  18
  1/round for 8 rounds
  1d2 Con
  2 saves
  550 gp
  Phase Spider
  arcana
  15
  2 doses
  Pseudodragon 
  injury
  14
  1/min for 10 mins.
  sleep for 1 min.
  1 save
  95 gp
  Pseudodragon
  arcana
  11
  1 dose
  Purple Worm 
   injury
  25
  1/round for 6 rounds
  1d4 Str
  2 saves
  700 gp
  Purple Worm
  arcana
  22
  3 doses
  Scorpion, Black 
  injury
  27
  1/round for 6 rounds
  1d4 Str, 1d4 Dex, 
  1d4 Con
  3 saves
  2200 gp
  Black Scorpion
  nature
  25
  3 doses
  Scorpion, Giant Emperor 
  injury
  22
  1/round for 6 rounds
  1d4 Str, 1d4 Dex
  2 saves
  1200 gp
  Giant Emperor Scorpion
  nature
  21
  3 doses
  Scorpion, Deadfall 
  injury
  20
  1/round for 6 rounds
  1d4 Str
  1 save
  600 gp
  Deadfall Scorpion
  nature
  18
  3 doses
  Scorpion, Giant 
  injury
  17
  1/round for 6 rounds
  1d2 Str
  1 save
  200 gp
  Giant Scorpion
  nature
  13
  2 doses
  Scorpion, Cave 
  injury
  12
  1/round for 4 rounds
  1d2 Str
  1 save
  90 gp
  Cave Scorpion
  nature
  11
  2 doses
  Scorpion, Ghost 
  injury
  13
  1/round for 4 rounds
  1 Str
  1 save
  80 gp
  Ghost Scorpion
  nature
  11
  2 doses
  Scorpion, Greensting 
  injury
  10
  1/round for 6 rounds
  sickened for 1 rd.
  1 save
  40 gp
  Greensting Scorpion
  nature
  10
  1 dose
  Snake (Black Adder)
  injury
  11
  1/round for 6 rounds
  1d2 Con
  1 save
  120 gp
  Venomous Snake (S)
  nature
  10
  2 doses
  Snake 
  injury
  13
  1/round for 6 rounds
  1d2 Con
  1 save
  240 gp
  Venomous Snake (M)
  nature
  11
  2 doses
  Spider, Goliath
  injury
  23
  1/round for 6 rounds
  1d6 Str and 
  paralysis 1 round
  2 saves
  1400 gp
  Goliath Spider
  nature
  21
  3 doses
  Spider 
  injury
  11
  1/round for 2 rounds
  1d2 Str
  1 save
  60 gp
  Spider Swarm
  nature
  10
  1 dose
  Spider, Giant Trantula 
  injury
  24
  1/round for 6 rounds
  1d6 Str
  2 saves
  1100 gp
  Giant Tarantula
  nature
  18
  3 doses
  Spider, Ogre 
  injury
  18
  1/round for 6 rounds
  1d4 Str, 1d4 Dex
  1 save
  675 gp
  Ogre Spider
  nature
  15
  3 doses
  Spider, Giant Black 
  Widow
  injury
  17
  1/round for 6 rounds
  1d3 Con, 
  staggered
  2 saves
  800 gp
  Giant Black Widow
  nature
  13
  2 doses
  Spider, Giant
   injury
  14
  1/round for 4 rounds
  1d2 Str
   1 save
  150 gp
  Giant Spider
  nature
  11
  2 doses
  Spider, Giant Crab
  injury
  14
  1/round for 4 rounds
  1d2 Str
  1 save
  150 gp
  Giant Crab Spider
  nature
  11
  2 doses
  Spider, Scarlet
  injury
  10
  1/round for 4 rounds
  1 Str
  1 save
  25 gp
  Scarlet Spider
  nature
  10
  1 dose
  Vargouille 
  injury
  12
  Once
  *
  1 save
  225 gp
  Vargouille
  planes
  12
  2 doses
  Violet 
  contact
  13
  1/min. for 6 mins.
  1d2 Str, 1d2 Con
  1 save
  350 gp
  Violet Fungus
  nature
  13
  1 dose
  Wasp 
  injury
  13
  1/round for 4 rounds
  1 Dex
  1 save
  140 gp
  Wasp Swarm
  nature
  13
  1 dose
  Wasp, Giant 
   injury
  18
  1/round for 6 rounds
  1d2 Dex
  1 save
  210 gp
  Giant Wasp
  nature
  13
  2 doses
  Wyvern 
   injury
  17
  1/round for 6 rounds
  1d4 Con
  2 saves
  3000 gp
  Wyvern
  arcana
  16
  2 doses
  * Damage can only be healed with magic if spellcaster suceeds on a DC 20 caster level check.
  
  Basilisk Blood
  The special properties of basilisk blood can be 
  applied to spells related to transforming stone.
  Flesh to Stone (M): The DC of the spell’s Fortitude 
  save is increased by +2.
  Soften Earth and Stone (M): Increase the spell’s 
  area by 1d4 10 foot squares.
  Stone to Flesh (F): The target of the spell gets a +2 
  bonus on the Fortitude save required to survive the 
  process.
  Stoneskin (M):  The target of the spell gains DR that 
  is increased to DR 15/adamantine but is also slowed. 
  Blink Dog Fur
  Blink dog fur can enhance some teleportation spells.
  Blink (M): For the duration of the spell, the caster can 
  roll a percentage chance caused by its effects twice and 
  choose which result to use. This applies to the chance 
  for your own attacks and spells to affect the material 
  plane and to pass through solid material, but not the 
  miss chance for creatures to attack you.
  Dimension Door (F): The damage taken from being 
  shunted into a free space is reduced by 1d6.
  Hypno-Lotus Petal
  These patterned petals can enhance one’s own ability 
  to infiltrate and confuse minds.
  Hypnotism (M): The spell lasts for 1d4 additional 
  rounds.
  Mass Suggestion (M): The spell affects 1 additional 
  creature.
  Murderous Command (F): The target of the spell gains 
  a +1 morale bonus on attacks if it is affected.
  Suggestion (M): Add 1 hour to the spell’s duration.
  Phoenix Blossom
  Phoenix blossoms can be used as power components 
  for a number of fire related spells.
  Burning Hands (F): The area of the spell is a 20 foot 
  line instead of a 15 foot cone.
  Fireball (M): The spell deals +1d6 points of damage.
  Flaming Sphere (M): The DC of the spell’s Reflex 
  save is increased by +1.
  Protection from Energy (M): If fire is chosen as 
  the energy type, then the spell absorbs +10 points of 
  damage before discharging. 
  Scorching Ray(M):  You get one more extra ray than 
  normal.
  Special Material
  Woodstone
  Made from petrified wood by a hamadryad and 
  an earth elemental working together in an ancient 
  ritual, this dark-green material is neither metal, nor 
  wood, nor stone. Yet, it exhibits certain qualities of all 
  of those materials at once.
  Flexible like wood and even harder than stone, 
  woodstone can be made into any item that can 
  normally be made of steel. Working with the rare 
  material, however, requires great skill and finesse. 
  The DC to craft an item out of woodstone is 10 higher 
  than that of a steel item.
  Woodstone items weigh the same as similar items 
  made of steel, and have the same hardness and hit 
  points, but do not count as metal for the purposes 
  of any ability or effect that specifically affects metal, 
  such as the spell heat metal or a rust monster’s rust 
  ability. Because woodstone armor isn’t made of 
  metal, druids can wear it without penalty. Otherwise, 
  weapons and armor made from woodstone function 
  as if they were made of steel.
  Woodstone is uniquely affected by transmutation 
  magic. For the purposes of any spell or ability that 
  specifically affects wood or stone, such as the 
  spells wood shape or stone shape, woodstone and 
  woodstone objects count as both wood and stone 
  (but not metal).
  Finally, woodstone is intrinsically connected to the 
  Plane of Earth, plants and nature. When cast from a 
  staff or wand made primarily of woodstone, spells 
  with the earth descriptor and spells that specifically 
  affect, target or summon plants or plant creatures 
  are treated as if their caster level were 1 higher. 
  Weapons and armor made from woodstone are 
  always of masterwork quality; the masterwork cost 
  is included in the prices given in the above table.
  29
  Deadly Gardens
  Woodstone Item
  Item Price Modifier
  Ammunition 
  +15 gp per item
  Light armor 
  +750 gp
  Medium armor 
  +1,500 gp
  Heavy armor 
  +2,250 gp
  Weapon 
  +600 gp
  Shield 
  +600 gp
  Staff 
  +1,500 gp
  Wand 
  +600 gp
  Other items 
  +375 gp/lb.
  
  30
  Deadly Gardens
  Magic Items
  Some magic items are designed to interact with 
  plants and the natural world.
  Woodland Armor Special Ability
  The wearer of armor with this ability gains 
  woodland stride (as per the druid class ability), or 
  his existing woodland stride ability improves to 
  include magically manipulated briars, thorns, and 
  overgrowth. The armor provides a natural armor 
  bonus equal to its enhancement bonus for up to 
  30 minutes per day. This duration doesn’t need 
  to be continuous, but must be used in 10-minute 
  increments. Only non-metal armor can have this 
  ability.
  Moderate abjuration and divination; CL 9th; Craft 
  Magic Arms and Armor, barkskin, commune with 
  nature; Price +1 bonus 
  ACCURSED THORNS  
  Aura faint necromancy; CL 5th
  Slot none; Price 500 gp; Weight 3 lbs.
  DESCRIPTION
  This burlap sack is filled with small clusters of pointy 
  thorns stuck together with sap. When dumped and 
  scattered on the ground, the thorns cover an area 5 feet 
  square and function like caltrops (Pathfinder Roleplaying 
  Game Core Rulebook), except that the first creature 
  damaged by the thorns must immediately succeed on a 
  DC 14 Will save or be cursed with a deformed foot. The 
  cursed creature’s land speed is reduced by half for 24 
  hours, or until the curse is removed with a remove curse 
  spell or similar magic.
   CONSTRUCTION
  Requirements Craft Wondrous Item, bestow curse; 
  Cost 250 gp
  ALLURING EVERBLOOM CROWN 
  Aura moderate enchantment; CL 7th
  Slot head; Price 50,240 gp; Weight 1 lb.
  DESCRIPTION
  This crown woven from bright flowers never wilts or 
  withers. The wearer of the alluring everbloom crown 
  can affect plant creatures with any of their mind-
  affecting abilities. This also allows the wearer to affect 
  mindless plant creatures.
  In addition, three times per day the wearer can use the 
  crown to cast charm monster (DC 16), but only to affect 
  plant creatures. Once these daily uses are expended, 
  the alluring everbloom crown fades to a more subdued 
  color, but its other abilities still function and its color 
  returns the next day.
  CONSTRUCTION
  Requirements Craft Wondrous Item, charm monster or 
  command plants; Cost 25,120 gp
  AMBUSHER’S CAPE
  Aura faint illusion; CL 5th
  Slot shoulders; Price 4,500 gp; Weight 4 lbs.
  DESCRIPTION
  A colony of living lichen covers the outer surface of 
  this long cape. The lichen’s color and texture changes 
  continually, approximating the appearance of its 
  immediate surroundings. In forest and swamp terrains, 
  the cape grants a +5 competence bonus on Stealth 
  checks when its wearer isn’t moving. The wearer can 
  adjust the cape’s position to improve the camouflage 
  it provides by spending 2 full-round actions. This 
  increases the bonus the cape grants to +10 until the 
  wearer moves.
  In the same types of terrain, whenever the wearer has 
  concealment as a result of dim light or undergrowth 
  (see environment section in the Pathfinder Roleplaying 
  Game Core Rulebook), the miss chance for the wearer 
  to avoid being struck increases by 10%.
  CONSTRUCTION
  Requirements Craft Wondrous Item, create water, 
  hide campsite, creator must have 5 ranks in Stealth; 
  Cost 2,250 gp
  ANGRY HORNET
  Aura faint evocation; CL 4th
  Slot none; Price 366 gp; Weight —
  DESCRIPTION
  This +1 blowgun dart is made from the preserved husk 
  of a 4-inch-long hornet, with the hornet’s stinger serving 
  as the dart’s pointy tip. When fired from a blowgun at 
  a target within 2 range increments, an angry hornet 
  that misses its target buzzes and flies around the target 
  instead of continuing in a straight line. At the start of 
  the shooter’s next turn, the dart swoops in, making a 
  second attack at the same target using the same attack 
  bonus as the first attack it made. For this second attack, 
  the target gains no benefit from cover relative to the 
  dart’s shooter. While flying around its target, an angry 
  hornet occupies the target’s space, following the target 
  up to a maximum of 30 feet (a target that moves more 
  than 30 feet on its turn is not subject to the dart’s 
  second attack). The target can attempt to swat the dart 
  away by attempting a DC 16 Reflex save as a standard 
  action. A successful save destroys the dart and prevents 
  its second attack. Any amount of damage from an area 
  affect destroys an angry hornet, preventing it from 
  making its second attack. An angry hornet’s second 
  attack takes a –2 penalty in strong winds, and it cannot 
  make its second attack at all in severe or stronger winds.
  CONSTRUCTION
  
  Requirements Craft Magic Arms and Armor, ricochet 
  shot; Cost 186 gp
  ANGRY HORNET, FESTERING
  Aura faint evocation and necromancy; CL 5th
  Slot none; Price 1,106 gp; Weight —
  DESCRIPTION
  This wicked blowgun dart functions as an angry hornet, 
  except that a creature struck by the dart takes a –2 
  penalty on its initial save against any poison delivered 
  by the dart, and if the target fails its initial save, it 
  immediately takes 2 points of Constitution damage in 
  addition to the poison’s normal effects.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, pernicious 
  poison, poison, ricochet shot; Cost 556 gp
  BLACKTHORN GLOVES
  Aura moderate transmutation; CL 7th
  Slot hands; Price 28,000 gp; Weight 1 lb.
  DESCRIPTION
  The tip of a sharp black thorn protrudes from each 
  fingertip of these moss-covered gloves. Whenever their 
  wearer succeeds on a melee touch attack to deliver a 
  touch spell, the thorns on the hand used to deliver the 
  spell momentarily surge in length, immediately dealing 
  1d3 points of piercing damage to the target (DC 16 
  Reflex negates). Each point of piercing damage that the 
  thorns deal increases the delivered spell’s save DC by 1 
  and reduces the target’s spell resistance (if any) against 
  the spell by 1.
  Twice per day, upon completing a touch spell, the 
  gloves’ wearer can immediately shoot forth a 15-foot 
  cone of needle-sharp thorns instead of attempting to 
  deliver the spell by touch. Creatures within the burst 
  must succeed at a DC 16 Reflex saving throw or take 
  1d6 points of piercing damage. Each creature damaged 
  by the thorns is targeted by the touch spell as if touched 
  by the wearer, even if the spell is normally limited to 
  a single target (determine the spell’s result separately 
  for each target). A spell completed in this manner 
  gains no benefit from the Bouncing Spell or Reach Spell 
  metamagic feats, and the spell’s charge cannot be held, 
  even if the spell normally allows multiple touch attacks.
  CONSTRUCTION
  Requirements Craft Wondrous Item, Persistent Spell, 
  Piercing Spell, thorn body; Cost 14,000 gp
  BURROWCORN
  Aura faint transmutation; CL 5th
  Slot none; Price 15,000 gp; Weight 1 lb.
  DESCRIPTION
  Various roots sprout from this acorn and seek purchase 
  on living flesh. A burrowcorn can be thrown at a target 
  or used as a sling stone. If the seed hits a target (dealing 
  1 point of piercing damage), it latches onto the target 
  and grows roots. The roots deal 1d6 points of damage 
  each round the seed is attached. Removing the seed 
  requires a standard action for a DC 20 Strength check, 
  which deals 2d6 points of damage regardless of success. 
  Alternatively, as a full round action a successful DC 20 
  Heal check removes the seed with no damage; failure by 
  less than 5 on the check inflicts 1d6 points of damage, 
  while failure by 5 or more inflicts 2d6 points of damage. 
  Any spell or effect that specifically deals damage to 
  plants (such as blight) destroys the seed. If a victim 
  is reduced to fewer than 0 hp, the roots destroy the 
  creature and a sapling grows from the remains. After 24 
  hours, the sapling produces a single new burrowcorn.
  CONSTRUCTION
  Requirements Craft Wondrous Item, plant growth; 
  Cost 7,500 gp
  CLOAK OF FALLEN LEAVES
  Aura faint illusion; CL 3rd
  Slot shoulders; Price 2,000 gp; Weight 1 lb.
  DESCRIPTION
  This cloak is made from dried, fallen leaves collected 
  from the forest floor. When the wearer of the cloak of 
  fallen leaves moves, the leaves swirl around her as if 
  they were caught in an autumn wind. The swirling leaves 
  obscure the wearer’s form and grant her concealment 
  (20% miss chance) against attacks of opportunity 
  provoked by movement.
  CONSTRUCTION
  Requirements Craft Wondrous Item, blur, gust of wind; 
  Cost 1,000 gp
  DAISY BANDOLIER
  Aura strong divination and transmutation; CL 9th
  Slot chest; Price 27,000 gp; Weight 1/2 lbs.
  DESCRIPTION
  This bandolier comprised of entwined vines from which 
  20 daisies sprout. The bandolier grants its wearer a +1 
  natural armor bonus for every 5 daisies attached to 
  the bandolier (maximum +3). Each day, the bandolier 
  replenishes 1d6 daisies. A fresh daisy plucked from the 
  bandolier acts as a masterwork shuriken. A daisy that 
  has been on the bandolier for 24 hours acts as a +1 
  shuriken, while a daisy that has been on the bandolier 
  for a week acts as a +1 seeking shuriken.
  The bandolier requires two hours of sunlight and a 
  gallon of water per day to remain fresh. If it does not 
  receive one requirement, it does not replenish daisies. 
  If it misses both requirements, it loses 1d6 daisies. A 
  bandolier that loses all its daisies becomes permanently 
  nonmagical.
  CONSTRUCTION
  31
  Deadly Gardens
  
  32
  Deadly Gardens
  Requirements Craft Wondrous Item, barkskin, greater 
  magic weapon, true seeing; Cost 13,500 gp
  FECUND TOTEM
  Aura moderate transmutation; CL 7th
  Slot none; Price 86,000 gp; Weight 50 lbs.
  DESCRIPTION
  These medium sized totems are normally constructed 
  of wood and draped in ripe fruits and vegetables.  There 
  is also a prominent symbol carved into the totem, which 
  is often the symbol of a religion, organization or deity 
  associated with nature.  Vegetation within a 600 foot 
  radius of the totem becomes overgrown as if affected 
  by plant growth. Creatures with the plant type gain the 
  advanced simple template when within 100 feet of the 
  totem. Additionally they will not attack anyone who 
  bears the symbol that is carved on the totem unless 
  provoked.  The fecund totem must be placed in contact 
  with freshly turned soil and remain undisturbed for one 
  month before it activates and these effects begin. Once 
  activated the totem grows roots and cannot be moved 
  without destroying the totem.
  CONSTRUCTION
  Requirements Craft Wondrous Item, command plants, 
  plant growth; Cost 43,000 gp
  FOLIATE MASK
  Aura faint transmutation; CL 3rd
  Slot head; Price 15,000 gp; Weight 2 lbs.
  DESCRIPTION
  Bare twigs bound together form the rough shape of a 
  face in this simple mask. When donned, the branches 
  burst into bloom, covering the wearer’s visage with 
  verdant foliage that appears to grow from her skin. The 
  wearer gains an affinity with plants, taking on some 
  aspects of their nature gaining a +2 racial bonus to 
  saving throws vs. all mind-affecting effects, paralysis, 
  poison, polymorph, sleep effects, and stunning.
  In addition, the wearer may command the mask to 
  cover her entire body with vines and shoots, granting 
  her a +4 enhancement bonus to her existing natural 
  armor bonus and a +4 bonus on Stealth checks in areas 
  with natural foliage. She may use this ability for up to 5 
  minutes per day; this duration need not be continuous, 
  but must be used in 1-minute increments.
  CONSTRUCTION
  Requirements Craft Wondrous Item, barkskin, 
  treeshape; Cost 7,500 gp
  FROG’S EYE IOUN STONE
  Aura strong; CL 12th
  Slot none; Price 24,000 gp; Weight –
  DESCRIPTION
  These crystalline stones always float in the air and must 
  be within 3 feet of their owner to be of any use. When 
  a character first acquires a stone, she must hold it and 
  then release it, whereupon it takes up a circling orbit 
  1d3 feet from her head. Thereafter, a stone must be 
  grasped or netted to separate it from its owner. The 
  owner may voluntarily seize and stow a stone (to keep 
  it safe while she is sleeping, for example), but she loses 
  the benefits of the stone during that time. Ioun stones 
  have AC 24, 10 hit points, and hardness 5.
  This two inch glassy orb looks like a frog’s eye preserved 
  in stone. It grants the user all around vision.  When 
  placed in a wayfinder, the the stone’s resonance power 
  is a +2 insight bonus on Perception checks to avoid 
  being surprised.
  CONSTRUCTION
  Requirements Craft Wondrous Item, countless eyes, 
  flesh to stone, levitate,  creator must be 12th level, 
  Froghemoth Eye; Cost 12,000 gp
  FUNGUS SHIELD
  Aura faint conjuration and necromancy; CL 5th
  Slot shield; Price 3,153 gp; Weight 5 lbs.
  DESCRIPTION
  This shield made from the cap of a large, sturdy 
  mushroom has the same properties as a +1 light wooden 
  shield. A variety of mushrooms cover the front of the 
  shield. When a creature strikes the shield, by making 
  a melee attack that misses the wielder by 2 or less, it 
  kicks up a cloud of spores. If the creature used a non-
  reach attack, it must attempt a DC 14 Fortitude save or 
  become sickened for 1d6 rounds. This is a poison effect. 
  Additionally, the first metal weapon to strike the shield 
  each day causes specialized fungi to release metal-
  oxidizing spores. The wielder must succeed at a DC 14 
  Reflex save to avoid its weapon taking 3d6 points of 
  damage that bypasses hardness.
  The back of the shield produces enough edible 
  mushrooms to provide up to three meals per day to a 
  Medium creature.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, create 
  food and water, fungal infestationUM; Cost 1,653 gp
  GARLAND OF PLANT FRIENDSHIP
  Aura strong transmutation; CL 7th
  Slot headband; Price 56,000 gp; Weight —
  DESCRIPTION
  Festooned with a wild variety of flowers, a garland 
  of plant friendship protects the wearer from attacks 
  by plant creatures. Additionally, plant creatures must 
  succeed at a DC 16 Will save to be able to attack any 
  of the wearer’s allies within 30 feet of the wearer. 
  
  Finally, once per day, the wearer can control a single 
  plant creature for 10 rounds; intelligent plant creatures 
  receive a DC 16 Will save resist the control or can 
  negotiate a favor owed by the wearer. A controlled 
  plant creature ignores obviously harmful orders.
  If the garland’s wearer or one of the wearer’s protected 
  allies kills a plant creature, the garland withers away 
  instantly, losing all its magic.
  CONSTRUCTION
  Requirements Craft Wondrous Item, command plants; 
  Cost 28,000 gp
  GARLAND OF SWEET SCENTS
  Aura faint transmutation; CL 5th
  Slot neck; Price 16,000 gp; Weight 1 lb.
  DESCRIPTION
  This garland of meadow greenery and budding flowers 
  never wilts or withers. Whenever its wearer would 
  become nauseated, one of the garland’s many flower 
  buds immediately springs open in a burst of color and 
  fragrance, and the wearer becomes sickened instead.
  As a move action, the garland’s wearer can cause all of its 
  flower buds to bloom in unison. This immediately ends 
  the garland’s usual protection (as described above), but 
  the fresh flowers send forth sweet and soothing scents 
  for 1 minute, during which time the garland’s wearer 
  and creatures within 10 feet ignore any penalties for 
  being sickened or nauseated (this does not prevent or 
  remove those conditions). At the end of this duration, 
  the flowers fall to the ground and the garland ceases to 
  function. Afterwards, new flower buds begin to sprout, 
  and after 24 hours of growth, the garland functions 
  once again. This period of regrowth is reduced by 6 
  hours for every hour the garland is exposed to direct 
  sunlight.
  CONSTRUCTION
  Requirements Craft Wondrous Item, plant growth, 
  remove sickness; Cost 8,000 gp
  GLOVES OF THE WOMBAT
  Aura faint transmutation; CL 5th
  Slot hands; Price 42,000 gp; Weight 1 lb.
  DESCRIPTION
  These brown gloves look like broad paws tipped with 
  powerful digging claws. When worn, gloves of the 
  wombat grant 20 ft. burrowing speed and allow the 
  wearer to make 2 claw attacks (1d4 damage for Medium 
  wearers, 1d3 for Small wearers). The gloves make it 
  difficult to hold manufactured weapons, imposing a –2 
  penalty on attack and damage rolls. Both gloves must 
  be worn to gain the burrow speed, but a single glove 
  grants a claw attack.
  CONSTRUCTION
  Requirements Craft Wondrous Item, burrowUM, greater 
  magic fang; Cost 21,000 gp
  GREEN MAN ORNAMENT
  Aura faint transmutation; CL 3rd
  Slot none; Price 12,000 gp; Weight 5 lbs.
  DESCRIPTION
  This stone sculpture features an open-mouthed visage, 
  typically though not always an older man’s. When 
  placed against the exterior of a building, a green man 
  ornament attaches itself, as if it were always a part of 
  the structure, and branches and vines sprout from its 
  ears, eyes, mouth and nose.
  The structure within 30 feet of the green man ornament 
  heals damage to itself, at a rate of 1 hit point per hour, 
  even repairing breaks and regrowing missing pieces. This 
  ability functions as long as the area is not completely 
  destroyed (reduced to 0 hp). Additional ornaments may 
  cover other parts of the building, though their effects 
  do not stack if their areas overlap. If used on a building 
  sacred to a nature god, a green man ornament heals 
  the structure at twice its normal rate.
  Once placed, a green man ornament cannot be removed 
  from the structure without destroying it.
  CONSTRUCTION
  Requirements Craft Wondrous Item, make whole; Cost 
  6,000 gp
  GULLET STONE
  Aura moderate conjuration; CL 7th
  Slot none; Price 2,975 gp; Weight 1 lbs.
  DESCRIPTION
  As a precaution against being swallowed whole by 
  ravenous monsters, adventuring spellcasters have 
  developed the gullet stone. When inside the stomach 
  of some great beast a gullet stone can be activated as a 
  standard action, teleporting you outside of the creature 
  to any spot within 100 ft. This effect counts as dimension 
  door and ends your turn. Additionally a gullet stone is 
  actually a Medium sized boulder that has be shrunken 
  down to a Tiny stone and activating it returns the 
  boulder to its original size.  While the boulder remains in 
  the creature’s stomach it is sickened. The creature may 
  take a standard action to vomit up the boulder. A gullet 
  stone is a single use item and activating it removes all of 
  its magical properties. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, dimension door, 
  shrink item; Cost 1,488
  HIDEAWAY LOG
  Aura faint transmutation; CL 5th
  Slot none; Price 1,400 gp; Weight —/250 lbs
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  DESCRIPTION
  Covered in moss and showing signs of decay, this small 
  twig resembles a hollow log. When the twig is laid 
  flat on the ground and its command word is spoken 
  (as a standard action), it instantly transforms into a 
  large, decomposing log with a hollow interior. The 
  log occupies a 5-foot-by-10-foot space, stands 3-1/2 
  feet high, and weighs 250 lbs. If insufficient room is 
  available, the transformation fails and the twig remains 
  at its original size.
  Up to 2 Medium or Small creatures can fit within the 
  log’s interior, but Medium creatures must squeeze 
  into the space. Entering and exiting the log is as simple 
  as moving in or out through one of its open ends 
  (squeezing if necessary). Except for its open ends, 
  which provide only partial cover, the log functions as 
  a solid barrier, providing its occupants with total cover 
  (and blocking line of sight and line of effect). The log’s 
  occupants can attack targets outside of the log as long 
  as there is line of sight to the target through the log’s 
  open ends. The log has hardness 4 and 30 hit points, 
  and if it is destroyed, so is the hideaway log from which 
  it grew.
  While in log form, speaking a hideaway log’s command 
  word from outside the log causes it to instantly shrink 
  back to the size of a twig. Speaking its command word 
  from inside the log causes the log to explode in a burst 
  of spores and splinters with a 10-foot radius centered 
  on the log. The burst does not harm the log’s occupants, 
  but other creatures within the burst are blinded for 
  1 round and take 2d6 points of piercing damage. A 
  successful DC 14 Reflex save halves the damage and 
  negates the blinded condition. After detonating the 
  log it is reduced to 0 hit points and it may not be used 
  again until its hit points are fully restored.  Every hour 
  that a hideaway log remains in its original, small size, 
  it regains 1 hit point (to its maximum of 30 hit points).
  CONSTRUCTION
  Requirements Craft Wondrous Item, plant growth, 
  wood shape; Cost 700 gp
  MANTICORE TAIL FLAIL  
  Aura faint conjuration; CL 5th
  Slot none; Price 3,358 gp; Weight 7 lbs.
  DESCRIPTION
  This wickedly spiked +1 flail has been crafted from the 
  tail of a manticore. As a standard action a manticore tail 
  flail can fire a volley of up to  four spikes, which count 
  as  thrown weapon attacks (1d6 + Str damage each, 20 
  foot range increment, maximum 5 range increments). 
  The wielder makes a separate attack roll for each spike 
  and all targets must be within 30 feet of each other.  A 
  manticore tail flail can fire a total of 24 spikes each day.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, abundant 
  ammunition, Manticore Tail; Cost 1,858 gp
  MOWING SCYTHE
  Aura moderate transmutation; CL 6th
  Slot none; Price 68,318 gp; Weight 10 lbs.
  DESCRIPTION
  The etching on the steel blade of this +2 plant bane 
  scythe depicts a triumphant humanoid surveying a well 
  kept homestead. A green tint along the edge of the 
  blade resembles a grass stain.
  The first attack the wielder of the mowing scythe 
  makes in a round can target every plant creature she 
  threatens. The wielder makes single attack roll and 
  compares it to the armor class of each target. She can 
  only use this function of the mowing scythe if all the 
  wielder’s targets are plant creatures.
  In addition, three times per day, the wielder can strike 
  the ground with the mowing scythe, summoning a line 
  of blades that erupt from the earth. The wielder makes 
  an attack against all creatures in a 30-foot line, making 
  separate attack rolls against each one.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, diminish 
  plants, summon monster I; Cost 34,318 gp
  NETTLE NET
  Aura faint conjuration, divination, and transmutation; 
  CL 5th
  Slot none; Price 14,320 gp; Weight 7 lbs.
  DESCRIPTION
  This +1 distance net, crafted from entwined strands of 
  poisonous nettles, allows any wielder with 5 or more 
  ranks in Knowledge (nature) to use it proficiently. When 
  the net strikes a target, it deals 1d6 points of piercing 
  damage (1d4 for a Small net) as the poisonous nettles 
  elongate and dig into the target’s flesh. Additionally, the 
  net poisons the target (nettle poison: Nettle net—injury; 
  save Fortitude DC 14; frequency 1/round for 4 rounds; 
  initial effect sickened for 1d4 rounds; secondary effect 
  paralyzed for 1d6 rounds; cure 1 save). The net deals an 
  additional 1d6 points of damage (1d4 for a Small net) 
  for each round the target is entangled in it, but it does 
  not subject the target to additional doses of poison. 
  A target caught in the net can attempt to escape it as 
  per any other net, but it takes 2d6 points of damage 
  regardless of the attempt’s success.
  A nettle net can only poison a target once per day.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, 
  clairaudience/clairvoyance, sickening entanglementACG, 
  wall of thorns; Cost 7,320 gp
  
  PETRIFIED WOOD CLUB
  Aura moderate transmutation; CL 11th
  Slot none; Price 62,305 gp; Weight 8 lbs.
  DESCRIPTION
  Any creature proficient with a club is also proficient 
  with this +2 impact greatclub, seemingly made of 
  stone except for the obvious tree-like rings seen at the 
  greatclub’s ends. When a petrified wood club confirms a 
  critical hit, the target must succeed at a DC 19 Fortitude 
  save or turn to stone; this effect also applies to plant 
  creatures.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, flesh to 
  stone, giant form I; Cost 31,305 gp
  PUNGENT ONION
  Aura faint conjuration; CL 5th
  Slot none; Price 600 gp; Weight 1 lb.
  DESCRIPTION
  This large white onion reeks like a barrel full of rotting 
  onions, but never rots itself. Its stench is immediately 
  noticeable to creatures coming within 30 feet of it, even 
  if the stinking bulb is stashed away—only an airtight 
  vessel can contain its odor. Any creature that comes 
  within 5 feet of the onion or its bearer is sickened for 
  as long as it remains within the area and for 1d4 rounds 
  thereafter. A DC 12 Fortitude save negates the effect. 
  A creature that successfully saves is immune to the 
  onion’s effects for 24 hours.
  The onion is edible despite its awful odor, but due to its 
  crunchy texture and powerful taste, eating it is a full-
  round action that provokes attacks of opportunity. For 1 
  hour after eating a pungent onion, the consumer emits 
  an odor even more foul than that of the onion itself. 
  During this time, the creature is treated as if it were 
  carrying the onion as described above, except that the 
  malodorous range increases to 10 feet and the DC to 
  resist the sickening smell increases to 16. The onion’s 
  odor is a poison effect.
  A pungent onion’s possessor is immune to its sickening 
  effect, as are creatures without a sense of smell.
  CONSTRUCTION
  Requirements Craft Wondrous Item, nauseating trail; 
  Cost 300 gp
  QUICKGROW BEANS
  Aura faint conjuration; CL 4th
  Slot none; Price 200 gp; Weight –
  DESCRIPTION
  This trio of shiny green beans contain a surprising 
  potential. Throwing the beans on the ground (a standard 
  action) causes a 40 foot tall beanstalk to immediately 
  grow on that spot as climbing beanstalk. The beanstalk 
  can be climbed with a DC 5 Climb check. Using the 
  beans to create the beanstalk destroys the beans.
  CONSTRUCTION
  Requirements Craft Wondrous Item, climbing 
  beanstalk; Cost 100 gp
  ROD OF THE WINDS
  Aura moderate varied; CL 11th
  Slot none; Price 95,000 gp; Weight 3 lbs.
  DESCRIPTION
  Stylized motifs of wind swirls cover this rod, which 
  strikes as a +1/+1 quarterstaff. The wielder is unaffected 
  by wind speed, allowing her to harmlessly walk or fly 
  through even hurricane force winds. Additionally, as a 
  standard action she can change the wind strength in a 
  40-foot radius around her by up to three levels (calm–
  strong–severe–windstorm–hurricane) for 1 round. 
  Three times per day, when the wielder strikes an 
  opponent with the rod, she gains a free bull rush 
  attempt, with a +4 enhancement bonus, that does not 
  provoke attacks of opportunity as a blast of wind shoots  
  from the rod.
  The rod’s wielder can invoke spirits of the winds to 
  produce each of the following effects once per day, 
  as if cast by an 11th-level caster: North—cone of cold, 
  East—insect plague, South—sirocco, West—break 
  enchantment.
  CONSTRUCTION
  Requirements Craft Rod, break enchantment, cone 
  of cold, control winds, gust of wind, insect plague, 
  siroccoAPG; Cost 47,500 gp
  SILVERED APPLE  
  Aura moderate conjuration; CL 7th
  Slot none; Price 750 gp; Weight 1/2 lb.
  DESCRIPTION
  Harvested by the light of the full moon and preserved 
  with alchemical silver, this grey-tinted apple never 
  bruises or shrivels, remaining juicy and flavorful until it 
  is eaten or otherwise destroyed. Whenever it is within 
  60 feet of a creature with the lycanthrope template, the 
  apple glows with moonlight (casting light as a torch). A 
  lycanthrope that sees a glowing silvered apple at night 
  is treated as if the full moon were visible, even if it is not 
  (see lycanthrope entry in the Pathfinder Roleplaying 
  Game Bestiary).
  Eating a silvered apple is a full-round action that 
  provokes attacks of opportunity. Upon eating the 
  apple, a creature’s arms and hands (or other forelimbs) 
  become infused with silver for 1 hour, during which 
  time the creature can make natural attacks or unarmed 
  strikes (that do not provoke attacks of opportunity) that 
  count as both magical and silver attacks. For the same 
  duration, the creature also gains a +4 alchemical bonus 
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  on saving throws against disease.
   CONSTRUCTION
  Requirements Craft Wondrous Item, remove disease, 
  versatile weapon, creator must have 5 ranks in Craft 
  (alchemy); Cost 375 gp 
  SPECIMEN JAR
  Aura faint necromancy; CL 3rd
  Slot none; Price 6,000 gp; Weight 2 lbs.
  DESCRIPTION
  A specimen jar is a thick glass jar that is able to hold 
  1/2 a cubic foot of material.  Organic material such as 
  samples from plants, animals or other creatures that 
  are placed within the jar will not decay and will remain 
  as fresh as when they were placed in the jar.  Adding 
  or removing an item from a specimen jar is a standard 
  action that provokes an attack of opportunity.
  CONSTRUCTION
  Requirements Craft Wondrous Item, gentle repose; 
  Cost 3,000 gp
  SPRING TOTEM
  Aura moderate conjuration; CL 7th
  Slot none; Price 56,000 gp; Weight 35 lbs.
  DESCRIPTION
  These medium sized totems are normally constructed 
  of wood and draped with garlands woven of  reeds, 
  lilies and other aquatic plants.  There is also a prominent 
  symbol carved into the totem, which is often the symbol 
  of a religion, organization or deity associated with 
  nature. The spring totem must be placed in contact 
  with freshly turned soil amd remain undisturbed for 
  one week before it activates and a clear fresh water 
  spring erupts from the ground at the base of the totem. 
  The water from the spring is clean and pure and will 
  remain so as long as the totem stands. Within a week a 
  small grove of trees grows around the spring providing 
  shade and shelter from the elements. Once activated 
  the totem grows roots and cannot be moved without 
  destroying the totem. If the totem is destroyed there is 
  a 5% cumulative chance per week that the spring will 
  dry up. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, grove of respite; 
  Cost 28,000 gp
  STRANGLEWHIP
  Aura faint transmutation; CL 5th
  Slot none; Price 7,301 gp; Weight 2 lbs.
  DESCRIPTION
  Created from an assassin vine corpse, this +1 whip (which 
  deals lethal damage, even to creatures with armor 
  bonuses) attempts to wrap around its target’s neck on 
  a successful strike. The wielder uses his character level 
  as the base attack bonus and gains a +1 enhancement 
  bonus to determine the CMB for the grapple check. 
  If the whip succeeds in grappling a victim, it deals its 
  base damage (no modifiers for Strength) again as it 
  constricts. The wielder may release the whip, which 
  continues to maintain the grapple. For each round it 
  succeeds, it deals its base damage. If the whip fails its 
  grapple attempt and it is no longer wielded, it falls to 
  the ground. While a foe is grappled, it cannot speak or 
  cast spells with verbal components. The whip is treated 
  as having a CMD equal to 10 + its CMB.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, strangling 
  hairUM; Cost 3,801 gp
  STURDY WALNUT
  Aura faint transmutation; CL 3rd
  Slot none; Price 600 gp; Weight —
  DESCRIPTION
  This exceptionally hard walnut appears to be nothing 
  more than a perfect specimen of its kind. However, 
  when its possessor speaks a command word, the 
  walnut splits into two halves, each half growing and 
  transforming into a piece of equipment. One half 
  becomes a masterwork buckler, complete with arm 
  straps, while the other half becomes a masterwork 
  dwarven boulder helmet (see Pathfinder Roleplaying 
  Game Advanced Race Guide), complete with a chin 
  strap. Both halves retain the composition and general 
  appearance of a walnut shell, but otherwise function as 
  typical items of their kind. Enhancement bonuses and 
  special abilities can be added to either or both items 
  according to the normal rules for creating magic armor 
  or weapons.
  Holding the buckler and helmet against each other 
  and speaking another command word causes the two 
  halves to immediately join, shrinking and transforming 
  back into a pristine walnut.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, Craft 
  Wondrous Item, barkskin, masterwork transformation; 
  Cost 300 gp
  TEMPTING RAWHIDE  
  Aura faint enchantment; CL 5th
  Slot none; Price 500 gp; Weight 2 lbs.
  DESCRIPTION
  This tough piece of leather shaped like a large bone 
  smells faintly of meat. As a standard action, the rawhide 
  can be thrown up to 20 feet away. The four nearest 
  animals within 30 feet of the location of the rawhide 
  must succeed at a DC 15 Will save or become compelled 
  to chew on the object. The rawhide lasts for 5 minutes 
  (divide the duration by the number of animals chewing 
  
  on it). Animals affected by tempting rawhide defend 
  themselves normally (ignoring the rawhide afterwards) 
  if attacked.
  CONSTRUCTION
  Requirements Craft Wondrous Item, calm animals; 
  Cost 250 gp
  TREANTSEED
  Aura moderate transmutation; CL 11th
  Slot none; Price 3,300 gp; Weight 1 lb.
  DESCRIPTION
  As a full-round action that provokes attacks of 
  opportunity, the bearer of a treantseed plants the 
  item in an area containing at least one inch of soil. 
  The seed produces a rapidly growing oak tree. At the 
  beginning of the planter’s next turn, the tree animates 
  and acts as a treant with the young creature template. 
  The treant follows the planter’s orders, except for 
  obviously suicidal commands. At the beginning of the 
  planter’s next turn, the treant grows enough to lose the 
  young creature template. The creature remains for 10 
  additional rounds before taking root and turning into 
  an ordinary oak tree.
  CONSTRUCTION
  Requirements Craft Wondrous Item, liveoak; Cost 
  1,650 gp
  TWIGMAN FETISH
  Aura faint transmutation; CL 3rd
  Slot none; Price 300 gp; Weight 1/4 lbs.
  DESCRIPTION
  A twigman fetish is a tiny man-shaped figurine made 
  out of twigs and bound together with grass or strips 
  of bark.  When activated as a standard action, the 
  twigman fetish quickly grows to Medium size wooden 
  construct (AC 12, hp 10, hardness 5, speed 20 ft.). As 
  a move or swift action the activator of the fetish can 
  direct the construct to move and attack (1 slam +3 
  (1d6+2 damage)). Unless directed the construct will 
  stand idly.  After four rounds, or if reduced to zero hit 
  points, the construct collapses into a pile of sticks. A 
  twigman fetish can only be used once and then loses 
  its power.
  CONSTRUCTION
  Requirements Craft Wondrous Item, wilderness 
  soldiers; Cost 150 gp
  URCHIN STAR
  Aura moderate transmutation; CL 7th
  Slot none; Price 20,308 gp; Weight 6 lbs.
  DESCRIPTION
  The head of this driftwood-hafted +1 seaborne 
  morningstar is an alchemically hardened sea urchin with 
  3-inch-long spines. Three times per day, upon striking 
  and damaging a living creature with the weapon, the 
  wielder can poison the target with a pain-inducing 
  venom as a free action. When poisoning a target in this 
  manner, the spines on the weapon’s head momentarily 
  surge in length. This deals an extra 1d6 points of piercing 
  damage and imposes a –2 penalty on the target’s initial 
  saving throw to resist the weapon’s poison (the extra 
  damage is not multiplied on a critical hit).
  Urchin star venom: Injury; save Fort DC 14; frequency 
  1/round for 6 rounds; effect 1d2 Str and staggered for 1 
  round; cure 1 save.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, freedom 
  of movement, poison, touch of the sea, creator must 
  have 5 ranks in Craft (alchemy); Cost 10,308 gp
  VERMIN BAIT FLASK
  Aura faint transmutation; CL 5th
  Slot none; Price 500 gp; Weight 2 lbs.
  DESCRIPTION
  This fragile crystal flask contains an enchanted mixture 
  of molasses, mealworms and broth that vermin find 
  irresistible. Treat the flask as a splash weapon with a 
  range increment of 10 feet and a splash radius of 5 feet. 
  Any creature or square that takes a direct hit is covered 
  in the putrid mixture, as are any squares or creatures 
  within the splash radius (on a hit or miss). Creatures in 
  the splash radius that succeed on a DC 14 Reflex save 
  avoid being covered. Removing the sticky substance 
  from a creature is a full-round action that provokes 
  attacks of opportunity.
  Once exposed, the mealworms in the foul-smelling 
  mixture wriggle and squirm for 1 minute. During this 
  time, creatures with the vermin type that come within 
  30 feet of any square or creature covered in the flask’s 
  contents must succeed on a DC 14 Will save or be 
  fooled into treating the covered area or creature as if it 
  were an easy-to-get, nutritious meal. This is not a mind-
  affecting effect—the mixture simply fools the senses 
  of creatures with the vermin type. For the duration, an 
  affected vermin moves toward and attacks the nearest 
  square or creature covered with the flask’s contents, 
  though it avoids any obvious danger along the way and 
  defends itself normally. Each round that an affected 
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  vermin attacks and fails to damage a living creature 
  with at least 1 Hit Die, it receives a new saving throw to 
  end this effect at the end of its turn.
  CONSTRUCTION
  Requirements Craft Wondrous Item, stench of prey, 
  creator must have 5 ranks in Craft (alchemy); Cost 250 
  gp
  VEST OF THE SEASONS
  Aura moderate abjuration and evocation; CL 9th
  Slot chest; Price 21,000 gp; Weight 4 lbs.
  DESCRIPTION
  Leaves cover the entirety of a vest of the seasons and 
  change color depending on the current season. The 
  leaves are a vibrant green during spring, switch to 
  a darker shade in summer, transition to a panoply of 
  yellows, oranges, and red during autumn, and finally 
  curl up and take on a dark brown shade in winter. Except 
  for wintertime, the vest must be exposed to at least 1 
  hour of sunlight and receive a quart of water. If it misses 
  one day of either, it goes dormant until it receives the 
  requisite sun and water. 
  The vest’s wearer gains 10 points of resistance 
  to energy based on the current season (spring—
  electricity, summer—fire, autumn—acid, winter—
  cold). Additionally, once per day, with a command 
  word the wearer can unleash the leaves in a burst that 
  deals 2d8 damage plus 2d8 energy damage (as per the 
  energy protection) to all creatures in a 20-foot radius 
  centered on the wearer (excluding the wearer). A DC 17 
  Reflex save halves the damage.
  CONSTRUCTION
  Requirements Craft Wondrous Item, detonateAPG, resist 
  energy; Cost 10,500 gp
   WASP DART
  Aura strong conjuration; CL 7th
  Slot none; Price 2,801 gp; Weight 0.5 lbs.
  DESCRIPTION
  This +1 dart is banded yellow and black and makes a 
  strong buzzing sound when thrown. A target struck by 
  the dart is affected by giant wasp poison. When thrown, 
  the dart has a 10% chance of instead transforming into 
  a giant wasp which attacks the target, but becomes 
  uncontrolled after it kills the target; the wasp disappears 
  after 7 rounds. A spellcaster capable of casting summon 
  nature’s ally IV (who is not required to have the spell 
  memorized) can transform the dart into a giant wasp 
  and control its actions for its 7-round duration. The dart 
  may only transform into a giant wasp once per day.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, summon 
  nature’s ally IV; Cost 1,551 gp
  WILD CHARM
  Aura faint enchantment; CL 1st
  Slot neck; Price 2,000 gp; Weight 1 lb.
  DESCRIPTION
  This rustic charm allows the wearer to attract dozens 
  of small animals to the area to aid the wearer. Once 
  per day as a standard action while in a natural outdoor 
  setting, the wearer designates a target for the animals 
  and chooses one of the following effects:
  The rush of animals threatens to sweep the target off its 
  feet or batter a weapon out of the target’s hand. The 
  CMB for the trip or disarm attempt is +2.
  The animals distract the target, inflicting a –2 penalty 
  on all ability checks, skill checks, and attack rolls 
  for 1 round. There is no save for this effect, but 
  creatures immune to mind-affecting effects ignore 
  the distraction.
  The animals deal 1d6 points of damage to the target 
  (DC 12 Reflex negates) as they bite and claw at it.
  CONSTRUCTION
  Requirements Craft Wondrous Item, call animalAPG; 
  Cost 1,000 gp
  WOOD MASK
  Aura strong abjuration; CL 1st
  Slot head; Price 17,600 gp; Weight 2 lbs.
  DESCRIPTION
  This mask, made from coarse, knotted bark, has holes for 
  the wearer’s eyes, nose, and mouth. The expressionless 
  mask grants the wearer a +4 enhancement bonus on 
  Bluff checks. Additionally, the mask provides a portion 
  of plant traits, granting a +4 enhancement bonus on 
  saves against mind-affecting effects, paralysis, poison, 
  polymorph, sleep, and effects that cause the wearer to 
  become stunned.
  CONSTRUCTION
  Requirements Craft Wondrous Item, resistance; Cost 
  8,800 gp
  
  BESTIARY
  39
  Deadly Gardens
  
  40
  Deadly Gardens
  Blood Root
  The gnarled, woody stem of this plant is topped by a 
  ring of large, pointed petals that surround a thorny 
  maw.
  BLOOD ROOT 
   
   
   
           CR 7
  XP 3,200
  N Large plant 
  Init +1; Senses low-light vision, tremorsense (within 
  tendril network); Perception +9
  DEFENSE
  AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 
  size)
  hp 85 (10d8+40)
  Fort +11, Ref +4, Will +3 
  DR 5/Slashing; Immune plant traits
  OFFENSE
  Speed 15 ft., burrow 30ft., earth glide (within tendril 
  network)
  Melee bite +11 (1d8+5 plus 1d6 bleed), 2 vines +11 
  (1d6+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks thorn blast
  Spell-Like Abilities (CL 10th; concentration +12)
  1/day—sickening entanglement (DC 14)
  STATISTICS
  Str 21, Dex 15, Con 18, Int 9, Wis 10, Cha 14
  Base Atk +7; CMB +13; CMD 25
  Feats Combat Reflexes, Following Step, Power Attack, 
  Step Up, Step Up and Strike
  Skills Perception +8, Stealth +9
  SQ heart root, tendril network
  ECOLOGY
  Environment any temperate
  Organization Solitary, pair or tangle (3-6) 
  Treasure standard
  SPECIAL ABILITIES 
  Heart Root (Ex) A blood root plant contains a thick, 
  barrel-like root buried at the center of it’s tendril 
  network. If a blood root is killed a new plant will grow 
  from this heart root within 1 week unless it is uprooted 
  and destroyed as well. The heart root contains a thick  
  red sap that is derived from the drained blood of the 
  plant’s victims.
  Tendril Network (Ex) A blood root plant includes an 
  extensive network of roots and ground covering vines 
  that cover the blood root’s hunting territory.  This 
  network is symbiotic plant, but not actually part of 
  the blood root itself. While within a tendril network 
  a blood root gains tremorsense and earth glide. The 
  tendril network covers a 60 foot radius area, although 
  sometimes this area is not a perfect circle due to the 
  surrounding terrain. When more than a single blood 
  root is encountered, each will have its own tendril 
  network. These networks do not overlap, instead they 
  grow adjacent to one another. This expands the blood 
  roots effective hunting grounds since the plants are 
  able cross over and share their tendril networks.
  Thorn Blast (Ex) As a standard action, a blood root 
  can shoot a 30-foot cone of thorns from its maw. 
  Any creature in the area of effect takes 3d6 piercing 
  damage and 1d6 bleed. A successful DC 16 Reflex save 
  halves the damage and negates the bleed. 
  The plant creature known as a blood root is 
  actually two symbiotic plants. The blood root plant 
  creature itself consists of a mobile  hunting stalk 
  which is often referred to as a “root” because of the 
  plant’s burrowing ability and the nourishing heart 
  root which always remains buried.  The second plant 
  in this symbiotic relationship is the ground cover 
  plant known as the tendril network. The tendril 
  network is just a normal plant, not a plant creature.  
  However the blood root can sense vibrations through 
  the tendril network giving it tremorsense in the area 
  covered by the tendril network, much like a spider 
  sensing insects stuck in its web. The extensive roots 
  of the tendril network also keep the underlying soil 
  soft, allowing the blood root to use earthglide.  In 
  addition, the tendril network funnels the blood of 
  the blood root’s victims back to the heart root and 
  ensures that there is always enough vegetation in 
  the area for the blood root’s sickening entanglement 
  ability. Tangles of blood roots and their tendril 
  networks can grow to cover large areas, especially in 
  more isolated locations.  
  
  Blood Rose Swarm 
  A mass of white roses with pink tipped petals covers 
  the surrounding area like a blanket.
  BLOOD ROSE SWARM  
   
   
          CR 2  
  XP 600
  N Diminutive plant (swarm)
  Init +3; Senses low-light vision; Perception +0
  DEFENSE
  AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
  hp 19 (3d8+6); 
  Fort +5, Ref +4, Will +1 
  Defensive Abilities camouflage, swarm traits; Immune 
  mind-affecting effects, plant traits, weapon damage; 
  OFFENSE
  Speed 10 ft., plant stride 30 ft. 
  Melee swarm (1d6 plus blood thinner)
  Space 10 ft.; Reach 0 ft.
  Special Attacks alluring scent (DC 13), blood thinner 
  (DC 13), distraction (DC 13)
  STATISTICS
  Str 1, Dex 16, Con 15, Int —, Wis 10, Cha 2
  Base Atk +2; CMB —; CMD —
  ECOLOGY
  Environment warm forest, jungle or swamp
  Organization solitary, pair or field (3–6 swarms)
  Treasure incidental
  SPECIAL ABILITIES
  Alluring Scent (Ex) A blood rose swarm can release an 
  invisible cloud of pollen as a 
  standard action. All creatures 
  within 30 ft. must make a 
  Will save or be fascinated 
  for 1d4 rounds. A fascinated 
  creature will move equal to 
  their speed directly towards 
  the blood rose swarm.  This 
  will not cause the fascinated 
  creature to move into any 
  obvious dangers. The save 
  DC is Constitution–based.
  Blood Thinner (Ex) Poison—
  injury; save Fortitude DC 
  13; frequency 1/round for 
  4 rounds; effect 1d2 Con 
  damage; cure 1 save. The 
  save DC is Constitution–
  based.
  Camouflage 
  (Ex) 
  When 
  a blood rose swarm is 
  stationary within an area of  
  thick vegetation, it appears 
  as part of the surrounding 
  plant life. A DC 20 Perception or Knowledge (Nature) 
  check is required to recognize it as a threat.
  Plant Stride (Su) If there is vegetation covering any 
  solid surface, the blood rose swarm can move across it 
  at a speed of 30 ft., even up vertical surfaces or along 
  a ceiling. In addition, the blood rose swarm ignores 
  any movement modifiers or penalties from vegetation 
  such as undergrowth or entanglement.  
  Found mostly in temperate or tropical rainforests 
  and jungles, blood rose swarms are groups of 
  diminutive carnivorous plants that each sport a 
  single rose blossom atop a small clump of thorny 
  tendrils.  Blood roses are mobile but relatively slow 
  to move across open ground.  However, they possess 
  the ability to move very quickly over and around 
  other vegetation. As a result, they tend to be found in 
  areas with thick vegetation.
  The fragrance of a blood rose swarm is a pleasant, 
  slightly intoxicating smell. Those that are overcome 
  by the scent often walk 
  straight into the heart of the 
  swarm before they realize 
  it’s true nature. Blood rose 
  swarms feed on the blood 
  of the creatures that they 
  can catch. As they feed their 
  petals  turn from white to a 
  deep blood red
  The thorns of  a blood 
  rose swarm are covered 
  with a secreted oil that thins 
  the blood of their prey and 
  prevents it from clotting.  
  Carefully harvesting of  the 
  oil is possible from the 
  individual plants if they 
  can be isolated.  A DC 12 
  Knowledge (nature) check 
  is required to successfully 
  harvest the oil from a single 
  plant and four plants must 
  be harvested to produce a 
  single dose of the poison.
  41
  Deadly Gardens
  NEW POISON
  BLOOD ROSE OIL
  NEW POISON
  BLOOD ROSE OIL
  
  42
  Deadly Gardens
  Catchweed 
  This rough ball of tough, twisted vines and stalks is 
  covered in long, wickedly barbed thorns.
  CATCHWEED  
   
   
   
        CR 10  
  XP 9,600
  N Large plant
  Init +3; Senses low-light vision; Perception +7
  DEFENSE
  AC 21, touch 13, flat-footed 17 (+3 Dex, +1 dodge, +8 
  natural, -1 size)
  hp 127 (15d8+60)
  Fort +13, Ref +8, Will +4 
  DR 10/slashing; Immune plant traits; Resist cold 10, 
  fire 10
  OFFENSE
  Speed 40 ft.
  Melee 2 slams +16 (1d8+5/19-20 plus grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks blood drain (1d2 Constitution), 
  constrict (1d8+5), ensnaring trample (1d8+7, DC 22)
  STATISTICS
  Str 21, Dex 16, Con 19, Int 2, Wis 8, Cha 9
  Base Atk +11; CMB +17 (+21 grapple); CMD 30
  Feats Bleeding Critical, Critical Focus, Dodge, Improved 
  Critical (slam), Improved Natural Attack (slam), 
  Mobility, Power Attack, Spring Attack
  Skills Acrobatics +8 Perception +7, Stealth +11 
  ECOLOGY
  Environment any arid plains or deserts
  Organization solitary or pairs
  Treasure standard 
  SPECIAL ABILITIES
  Engulfing 
  Grapple 
  (Ex) 
  When 
  the 
  catchweed successfully starts a grapple 
  against a creature at least one size 
  category smaller than itself, the creature 
  is pulled inside the catchweed. The 
  creature gains the grappled condition, but 
  the catchweed does not and the creature 
  is carried along inside the catchweed 
  when it moves. The catchweed can carry 
  up to four creatures that are one size 
  category smaller than itself or sixteen 
  creatures that are two size categories 
  smaller in this manner. It is a free action 
  for the catchweed to maintain the grapple 
  against any creatures contained within it 
  but it may only maintain the grapple and 
  not damage or pin the creature, however 
  it’s constrict and blood drain abilities still 
  apply.  Make a single combat maneuver 
  check to maintain the grapple against all 
  engulfed creatures. 
  Ensnaring Trample (Ex) The catchweed can ensnare 
  creatures that it tramples.  As a free action the 
  catchweed can make combat maneuver check to 
  grapple creatures that it trampled over that elected to 
  take an attack of opportunity or failed the reflex save 
  against the trample. 
  Regrowth (Su) For each point of Constitution damage 
  the catchweed inflicts with its blood drain ability, it 
  heals five points of damage or gains five temporary hit 
  points if it is not damaged.  The temporary hit points 
  last for one hour.
  Rough Ride (Ex) A creature that starts its turn inside a 
  catchweed must succeed on a DC 16 Fortitude save or 
  be nauseated for one round from the spinning motion 
  of the rolling catchweed. The catchweed must have 
  moved at least 20 feet on its last turn for this ability to 
  take effect. The save DC is Charisma-based. 
  Catchweeds can be found predominately in dry 
  plains and grasslands where they hunt any Small 
  or Medium creatures that they can catch.  These 
  carnivorous plants are made up of a ball of tough, 
  thorn-covered roots and stalks. They move by rolling 
  across the open ground which they achieve by 
  shifting their internal mass and moving their center 
  of gravity.  When they catch their prey, they feed by 
  draining the creature’s blood through their hollow, 
  barbed thorns.
  
  Cinder-Heart Treant
  The still burning heartwood of this fire ravaged tree 
  glows cherry red through the outer husk of ash covered 
  charcoal.  
  CINDER-HEART TREANT   
   
          CR 10
  XP 9,600
  CN Huge plant (fire)
  Init +0; Senses low-light vision; Perception +17
  Aura heat (5 ft., 1d6 fire, DC 18)
  DEFENSE
  AC 24, touch 8, flat-footed 24 (+16 natural, –2 size) 
  hp 128 (15d8+60)
  Fort +13, Ref +7, Will +6
  DR 10/slashing; Immune fire, plant traits
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 30 ft. 
  Melee 2 slams +19 (2d6+9 plus 1d6 fire/19-20)
  Ranged rock +9 (2d6+13)
  Space 15 ft.; Reach 15 ft.
  Special Attacks breath weapon (60-ft. cone, 6d6 fire 
  damage, Reflex DC 21 for half, usable every 1d4 
  rounds); death throes, ranting treespeech, rock 
  throwing (180 ft.), trample (2d6+13, DC 26)
  STATISTICS
  Str 29, Dex 10, Con 19, Int 12, Wis 8, Cha 13
  Base Atk +11; CMB +22 (+24 sunder); CMD 
  32 (34 vs. sunder)
  Feats Cleave, Improved Critical (slam), 
  Improved Sunder, Intimidating Prowess, 
  Iron Will, Lightning Reflexes, Power Attack, 
  Weapon Focus (slam)
  Skills Intimidate +25, Knowledge (nature) +9, 
  Perception +17, Stealth +2
  Languages Common, Sylvan, Treant
  ECOLOGY
  Environment any forest, usually in or near 
  burned areas
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Death Throes (Su) When a cinder-heart treant 
  slain, its body explodes in a blast of fire. All 
  creatures within  20-feet of the cinder-heart 
  treant take 12d6 fire damage. A successful 
  DC 21 Reflex save reduces the damage by 
  half. The save is Constitution-based.
  Double Damage Against Objects (Ex) A 
  cinder-heart treant that makes a full attack 
  against an object or structure deals double 
  damage.
  Heat Aura (Su) Any creature within 5 feet 
  of a cinder-heart treant takes 1d6 fire damage. A DC 
  18 Fortitude save negates this damage. The save is 
  Charisma-based.
  Ranting Treespeech(Ex) Cinder-heart treants still have 
  the continual ability to speak with plants, but in their 
  pain and insanity they are rarely able to form coherent 
  thoughts. As a standard action a cinder-heart treant 
  can deliver a ranting tirade that causes any plant 
  creatures that hear it to become confused for 2d4 
  rounds. A successful DC 18 Will save negates this effect. 
  Due to the cinder-heart treant’s ability to speak with 
  plants, this ability will affect plants which are immune 
  to mind-affecting effects. The save is Charisma-based.
   
  The leaves and bark of the cinder-heart treant 
  have been burned away, leaving its scorched body as 
  bits of blackened charcoal surrounding a center of 
  red hot cinders. The cinder-heart treant has not only 
  been consumed by fire by also by the pain and rage 
  that it has suffered by being burned alive. Driven 
  irrevocably insane by its ordeal, the cinder-heart 
  treant strikes out in fury at any living creatures that 
  it encounters. Worst of all the cinder-heart treant 
  continues to spread fiery destruction in its wake. In 
  an attempt to quell the fire in its chest, the cinder-
  heart uses flaming breath as often as possible.
  43
  Deadly Gardens
  
  44
  Deadly Gardens
  Deathcap Fungus
  Deathcap Fungus is a small, black mushroom that is 
  infused with negative energy. They grow in decaying 
  plant matter or animal carcasses. When they chance 
  to grow on the body of an undead creature, the 
  undead is able to draw upon the negative energy of 
  the fungus.
  Creating a Deathcap Creature
  “Deathcap Creature” is an acquired template that 
  can be applied to any corporeal undead creature. 
  A deathcap creature retains the base creature’s 
  statistics and special abilities except as noted below.
  Challenge Rating: Same as the base creature +1. 
  Defensive Abilities:  A deathcap creature gains resist 
  positive energy 5.
  Melee: A deathcap creature adds 1d6 negative energy 
  damage on its melee attacks made with natural 
  weapons, unarmed strikes or manufactured weapons.
  Special Attacks:  A deathcap creature gains death 
  throes. 
  Special Abilities
  Death Throes (Su) When a deathcap creature is 
  destroyed it releases a burst of negative energy.  Any 
  living creatures within 30 feet of the deathcap creature 
  are dealt 1d6 negative energy damage per 2 HD of 
  the deathcap creature.  A DC (10 + ½ HD + Charisma 
  modifier) Will save will reduce the damage by half. The 
  save DC is Charisma–based.
  Deathcap Crypt Thing
  Shreds of leathery flesh and tiny black mushrooms 
  cling to this skeletal figure’s body, while twin motes of 
  fiery light glow deep in its eye sockets.
  DEATHCAP CRYPT THING  
   
            CR 6
  XP 2,400
  NE Medium undead
  Init +6; Senses darkvision 60 ft., low-light vision; 
  Perception +15
  Aura fear (10 ft., frightened for 1d4 rounds, Will DC 16 
  negates)
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+2 Dex, +1 dodge, +6 
  natural)
  hp 52 (8d8+16)
  Fort +4, Ref +6, Will +8
  Defensive Abilities channel resistance +2; DR 10/
  bludgeoning or magic; Immune undead traits; Resist 
  positive energy 5
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +10 (1d8+4 plus 1d6 negative energy)
  Special Attacks death throes, teleporting burst
  Spell-Like Abilities (CL 8th; concentration +10)
  3/day—quickened dimension door
  STATISTICS
  Str 19, Dex 14, Con —, Int 13, Wis 14, Cha 15
  Base Atk +6; CMB +10; CMD 23
  Feats Alertness, Dodge, Improved Initiative, Lightning 
  Reflexes
  Skills Bluff +6, Intimidate +13, Knowledge (arcana) +6, 
  Knowledge (dungeoneering) +5, Knowledge (history) 
  +3, Perception +15, Sense Motive +15, Stealth +9
  Languages Common
  ECOLOGY
  Environment any underground
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Death Throes (Su) When a deathcap crypt thing is 
  destroyed it releases a burst of negative energy.  Any 
  living creatures within 30 feet of the deathcap crypt 
  thing are dealt 4d6 negative energy damage.  A DC 16 
  Will save will reduce the damage by half. The save DC 
  is Charisma–based.
  
  Teleporting Burst (Su) Once per day, a crypt thing can 
  teleport all creatures within 50 feet of it to randomly 
  determined locations. The crypt thing can only affect 
  creatures of which it is aware and to which it has line 
  of sight. A successful DC 16 Will save negates this 
  effect. An affected creature is teleported in a random 
  direction (roll 1d8, with 1 indicating north and the 
  other numbers indicating compass going clockwise) 
  and a random distance (1d10 × 100 feet) away from 
  the crypt thing; determine each creature’s direction 
  randomly. A teleported creature arrives in the closest 
  open space to the determined destination, but must 
  appear on a solid surface capable of supporting its 
  weight. If there is no appropriate destination in that 
  direction, the creature does not teleport at all. The 
  save DC is Charisma-based.
  Crypt things are undead creatures found guarding 
  tombs, graves, and crypts. Necromancers and other 
  spellcasters create them to guard such areas, and 
  the crypt things never leave their appointed lairs, 
  even to pursue enemies. Their warded area may be 
  a single room or passage, an entire grave complex, 
  or even a city-sized necropolis. Though naturally 
  solitary, multiple crypt things may guard a common 
  area, often in conjunction with constructs or other 
  undead.
  A crypt thing only initiates combat if it is attacked 
  or if the object or crypt it is guarding is touched or 
  entered. Until this condition is met, a crypt thing is 
  content to remain motionless—it may even answer 
  questions or otherwise interact with visitors if 
  its master has directed it to do so. Rumors exist of 
  variant crypt things that do not teleport their foes, 
  but instead paralyze opponents and turn them 
  invisible, leaving victims to helplessly watch their 
  allies being torn apart by the angry guardian.
  Deathcap Ghoul
  This humanoid creature has long, sharp teeth, and its 
  pallid flesh is stretched tightly over its starved frame. 
  Its back is covered with tiny black mushrooms.
  DEATHCAP INCREASED HD GHOUL   
            CR 4
  XP 1,200
  CE Medium undead
  Init +2; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+3 Dex, +1 dodge, +4 
  natural)
  hp 26 (4d8+8)
  Fort +3, Ref +4, Will +6
  Defensive Abilities channel resistance +2; Immune 
  undead traits; Resist positive energy 5
  OFFENSE
  Speed 30 ft.
  Melee bite +6 (1d6+1 plus 1d6 negative energy and 
  disease and paralysis) and 2 claws +6 (1d6+1 plus 1d6 
  negative energy and paralysis)
  Special Attacks death throes, paralysis (1d4+1 rounds, 
  DC 14, elves are immune to this effect)
  STATISTICS
  Str 13, Dex 16, Con —, Int 13, Wis 14, Cha 14
  Base Atk +3; CMB +4; CMD 17
  Feats Dodge, Weapon Finesse
  Skills Acrobatics +6, Climb +8, Perception +9, Stealth 
  +9, Swim +5
  Languages Common
  ECOLOGY
  Environment any land
  Organization solitary, gang (2–4), or pack (7–12)
  Treasure standard
  SPECIAL ABILITIES
  Death Throes (Su) When a deathcap ghoul is destroyed 
  it releases a burst of negative energy.  Any living 
  creatures within 30 feet of the deathcap ghoul are 
  dealt 2d6 negative energy damage.  A DC 14 Will 
  save will reduce the damage by half. The save DC is 
  Charisma–based.
  Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 14; 
  onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 
  45
  Deadly Gardens
  
  46
  Deadly Gardens
  Dex damage; cure 2 consecutive saves. The save DC is 
  Charisma-based. A humanoid who dies of ghoul fever 
  rises as a ghoul at the next midnight. A humanoid 
  who becomes a ghoul in this way retains none of the 
  abilities it possessed in life. It is not under the control 
  of any other ghouls, but it hungers for the flesh of the 
  living and behaves like a normal ghoul in all respects. A 
  humanoid of 4 Hit Dice or more rises as a ghast.
  Ghouls are undead that haunt graveyards and 
  eat corpses. Legends hold that the first ghouls were 
  either cannibalistic humans whose unnatural hunger 
  dragged them back from death or humans who in life 
  fed on the rotting remains of their kin and died (and 
  were reborn) from the foul disease—the true source 
  of these undead scavengers is unclear.
  Ghouls lurk on the edges of civilization (in or near 
  cemeteries or in city sewers) where they can find 
  ample supplies of their favorite food. Though they 
  prefer rotting bodies and often bury their victims for 
  a while to improve their taste, they eat fresh kills if 
  they are hungry enough. Though most surface ghouls 
  live primitively, rumors speak of ghoul cities deep 
  underground led by priests who worship ancient 
  cruel gods or strange demon lords of hunger. These 
  “civilized” ghouls are no less horrific in their eating 
  habits, and in fact the concept of a well-laid ghoul 
  banquet table is perhaps even more horrifying than 
  the concept of taking a meal fresh from the coffin.
  Deathcap Zombie
  This walking corpse wears only a few soiled rags, its 
  rotting flesh covered in tiny black mushrooms as it 
  stumbles forward, arms outstretched.
  DEATHCAP HUMAN ZOMBIE 
   
            CR 1
  XP 400
  NE Medium undead
  Init +0; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 12, touch 10, flat-footed 12 (+2 natural)
  hp 12 (2d8+3)
  Fort +0, Ref +0, Will +3
  DR 5/slashing; Immune undead traits; Resist positive 
  energy 5
  OFFENSE
  Speed 30 ft.
  Melee slam +4 (1d6+4 plus 1d6 negative energy)
  Special Attacks death throes
  STATISTICS
  Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10
  Base Atk +1; CMB +4; CMD 14
  Feats Toughness
  Special Qualities staggered
  ECOLOGY
  Environment any
  Organization any
  Treasure none
  SPECIAL ABILITIES
  Death Throes (Su) When a deathcap zombie is 
  destroyed it releases a burst of negative energy.  Any 
  living creatures within 30 feet of the deathcap zombie 
  are dealt 1d6 negative energy damage.  A DC 11 Will 
  save will reduce the damage by half. The save DC is 
  Charisma–based.
  Zombies are the animated corpses of dead 
  creatures, forced into foul unlife via necromantic 
  magic like animate dead. While the most commonly 
  encountered zombies are slow and tough, others 
  possess a variety of traits, allowing them to spread 
  disease or move with increased speed.
  Zombies are unthinking automatons, and can do 
  little more than follow orders. When left unattended, 
  zombies tend to mill about in search of living 
  creatures to slaughter and devour. Zombies attack 
  until destroyed, having no regard for their own safety.
  Although capable of following orders, zombies are 
  more often unleashed into an area with no command 
  other than to kill living creatures. As a result, zombies 
  are often encountered in packs, wandering around 
  places the living frequent, looking for victims. Most 
  zombies are created using animate dead. Such 
  
  Dream Weed
  Spiky crimson-veined leaves surround the base of 
  this plant. The pattern on the dark seed pod at the 
  end of its long stalks bears an eerie resemblance to a 
  screaming face.
  DREAM WEED 
   
   
   
         CR 10  
  XP 9,600
  NE Medium plant 
  Init +4; Senses low-light vision, thoughtsense 60 ft.; 
  Perception +19
  DEFENSE
  AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural 
  armor)
  hp 127 (15d8+60)
  Fort +13, Ref +9, Will +9
  DR 10/bludgeoning or slashing; Immune plant traits; 
  Resist fire 10
  OFFENSE
  Speed 20 ft., swim 10 ft.
  Melee 3 gores +15 (1d6–2 plus invasive), 2 slams +15 
  (1d4–2/19–20)
  Spell-Like Abilities (CL 15th; concentration +20)
  At will—mind thrust IIOA (DC 17)
  STATISTICS
  Str 6, Dex 18, Con 19, Int 14, Wis 19, Cha 21
  Base Atk +11; CMB +9; CMD 23 (29 vs. trip)
  Feats Alter Binary MindscapeOA, Bleeding Critical, 
  Critical Focus, Improved Critical (slam), Psychic 
  CombatantOA, Psychic DefenderOA, Psychic 
  SensitivityOA, Weapon Finesse, Third EyeOA
  Skills Perception +19, Sense Motive +15, Stealth +19, 
  Survival +16, Swim +18
  Languages Common (can’t speak)
  SQ pernicious, spiky leaves
  ECOLOGY
  Environment any land 
  Organization solitary, pair, or 
  stand (3–6)
  Treasure incidental
  SPECIAL ABILITIES
  Invasive 
  (Su) 
  Whenever 
  a 
  dream weed hits with a gore 
  attack, it plants a psychic 
  seed, plunging the target (but 
  not the dream weed) into a 
  psychic duel with a creature 
  from its worst nightmares, as 
  instigate psychic duelOA (DC 
  22 Will negates). The psychic 
  seed functions as a thought-
  form creature with the extra 
  attacks and increase damage 
  augmentations. It acts on the dream weed’s turn, 
  but functions independently, and causes no psychic 
  backlash if it is defeated. If the thought-form creature 
  slays a target, it spawns as a new dream weed in 1d4 
  days. The dream weed’s manifesting level is equal to 
  one-half its hit dice. The save DC is Charisma-based.
  A dream weed’s invasive thought-form creature has 
  the following statistics: AC 22; touch AC 14; hp 63; 
  Attack 2 slams +12; Damage 1d10+5; Fort +13, Ref +9, 
  Will +9
  Pernicious (Su) After defeating a dream weed’s psychic 
  seed, a target must succeed at a DC 22 Will save 
  to fully root out the mental invader. If it fails, the 
  thought-form creature slowly reconstitutes itself in 
  the recesses of the target’s mind over 1d4 days. After 
  that period, the next time the target enters combat, 
  the thought-form creature, at full-strength, attacks 
  again after 1 full round, instigating a psychic duel as if 
  the target had been hit by the dream weed’s attack. If 
  it is defeated, the target may against attempt a DC 22 
  Will save to fully root it out. This is a curse effect. The 
  save DC is Charisma-based.
  Spiky Leaves (Ex) A dream weed’s slam attacks do 
  slashing damage.
  Rarely, doomed victims of sleep-inducing plants 
  such as xtabay (Pathfinder Roleplaying Game: Bestiary 
  2) realize their fate and are plagued with nightmares 
  from which they can’t awake as they die. From these 
  dark visions emerge dream weeds, psychic parasites 
  that slip into the Material Plane as the dreamer takes 
  his last breath.
  With little desire other than to spread as much 
  as possible, a dream weed proves difficult to cull 
  once it has established itself. 
  It targets living creatures that 
  cross its path with its invasive 
  ability, resorting to its mind 
  thrust only when it can’t reach 
  its prey.
  Because of how they’re 
  spawned, dream weeds may 
  be found almost anywhere, 
  but it prefers to make its home 
  in temperate wetlands, such 
  as swamps and at the edge of 
  ponds and rivers. It typically 
  uses dowsing to make its way 
  to those locations, though 
  powerful 
  practitioners 
  of 
  occult lore sometimes coerce 
  it with promises of regular 
  feeding 
  into 
  becoming 
  a 
  garden guardian.
  47
  Deadly Gardens
  
  48
  Deadly Gardens
  Faerie Circle Stalker
  A ring of toadstools crowns this dirt-encrusted woody 
  mass. The ring’s center opens into a wide maw 
  wreathed in tangled vines. 
  FAERIE CIRCLE STALKER 
   
   
         CR 14
  XP 38,400
  CE Huge plant (extraplanar)
  Init +0; Senses low-light vision, tremorsense 60 ft.; 
  Perception +17
  DEFENSE
  AC 21, touch 4, flat-footed 21 (–4 Dex, +17 natural, –2 
  size)
  hp 210 (20d8+120)
  Fort +18, Ref +2, Will +12
  Defensive Abilities subterranean; Immune plant traits
  OFFENSE
  Speed 10 ft., burrow 20 ft. 
  Melee bite +23 (2d6+9 plus grab), 5 tentacles +20 
  (1d8+4)
  Space 15 ft.; Reach 5 ft. (20 ft. with tentacles)
  Special Attacks fast swallow, pull (tentacle, 10 ft.), 
  swallow whole (8d6 bludgeoning damage plus digest 
  magic, AC 18, 21 hp)
  Spell-Like Abilities (CL 20; concentration +22)
  Constant—detect magic
  STATISTICS
  Str 28, Dex 3, Con 22, Int 7, Wis 18, Cha 15
  Base Atk +15; CMB +27 (+31 grapple); CMD 33 (can’t 
  be tripped)
  Feats Critical Focus, Eldritch ClawsAPG, Improved 
  Initiative, Improved Iron Will, Iron Will, Multiattack, 
  Power Attack, Skill Focus (Stealth), Staggering 
  Critical, Weapon Focus (bite)
  Skills Perception +17, Stealth 
  +7
  Languages Sylvan
  SQ freeze (toadstool ring), no 
  breath
  ECOLOGY
  Environment temperate 
  forest
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Digest Magic (Su) A faerie 
  circle stalker drains magic 
  from 
  living 
  creatures 
  it 
  swallows. Any creature in a 
  faerie circle stalker’s stomach 
  at the start of the creature’s 
  turn must succeed at a DC 22 
  Will save or have the number 
  of spells it can cast per day reduced by 1 per each 
  spell level (for casters who prepare spells, determine 
  randomly which spell is lost). If this reduces the 
  number to 0, a target may only cast spells of that level 
  if its spellcasting stat allows bonus spells of that level. 
  An affected creature receives a new saving throw each 
  day to regain 1 spell per day  at each level. If a creature 
  has no spell levels, the faerie circle stalker instead 
  drains magic from exposed magic items (items being 
  held or occupying a slot); these items must succeed 
  at a DC 22 saving throw as if they were unattended 
  or have their magic completely suppressed. They may 
  make a new saving throw each day to regain their 
  normal function. The save DC is Charisma-based.
  Subterranean (Ex) A faerie circle stalker typically lurks 
  just below the ground’s surface, giving it improved 
  cover, total concealment, and immunity to precision-
  based damage. If a creature that has been swallowed 
  whole cuts its way out of a faerie circle stalker using 
  this ability, the creature is considered buried, as if it 
  were caught in a cave-in. Drag attempts to pull a faerie 
  circle stalker out of the ground suffer a –10 penalty 
  due to the weight of the ground, though spells such as 
  create pitAPG, move earth, or stone shape can remove 
  the ground cover. 
  A ring of toadstools is the only above-ground 
  manifestation of these refugees from the otherwordly 
  realm of the fey. Lurking underground, they wait 
  for creatures to enter their toadstool lure before 
  swallowing them whole and feeding on their magic. If 
  its ambush fails, a faerie circle stalker pulls creatures 
  to its waiting maw. Faced with harm from targets it 
  can’t reach, it retreats deeper underground and finds 
  a new hunting ground.
  Faerie circle stalkers have a single-minded focus 
  
  on satisfying their voracious appetite, but can be 
  bribed into serving other creatures with promises 
  of steady food. They prefer to feed on fey creatures 
  or spellcasters. Some theorize that their search for 
  new prey brought the invasive species to the Material 
  Plane though others believe they ended up here as a 
  result of attempts to weed them out of their native 
  soil.
  If slain, a faerie circle stalker’s ring of toadstools 
  retain some of the creature’s magic — a single 
  conjuration (teleportation) spell cast on the ring 
  within 1 day of the stalker’s demise becomes 
  permanent, transporting anyone who steps within 
  the ring to the location determined when the spell 
  was cast. 
  Ghost Spore Swarm
  This cloud of spores catches the light in such a way it 
  takes on an otherworldly appearance.
  GHOST SPORE SWARM 
   
   
        CR 11
  XP 12,800
  N Fine plant (incorporeal, swarm)
  Init +9; Senses low-light vision; Perception +16
  DEFENSE
  AC 26, touch 26, flat-footed 20 (+2 deflection, +5 Dex, 
  +1 dodge, +8 size)
  hp 136 (16d8+64)
  Fort +14, Ref +12, Will +10
  Defensive Abilities incorporeal, swarm traits; Immune 
  plant traits
  Weaknesses vulnerability to plant-targeted spells
  OFFENSE
  Speed fly 60 ft. (good)
  Melee swarm (4d6 plus distraction and fade out)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 22), fade out (DC 20), 
  incorporeal dissolution (DC22)
  STATISTICS
  Str —, Dex 20, Con 19, Int 7, Wis 16, Cha 15
  Base Atk +12; CMB —; CMD —
  Feats Dodge, Improved Initiative, Improved Lightning 
  Reflexes, Iron Will, Lightning Reflexes, Mobility, Skill 
  Focus (Knowledge [nature]), Skill Focus (Stealth)
  Skills Fly +17, Knowledge (nature) +7, Perception +16, 
  Stealth +24
  ECOLOGY
  Environment any
  Organization solitary, pair, or cloud (3–8)
  Treasure none
  SPECIAL ABILITIES
  Fade Out (Su) A corporeal creature that takes damage 
  from a ghost spore swarm must succeed on a DC 20 
  Will save or become incorporeal for 2d6 rounds. If 
  the creature does not have ghost touch weapons or 
  armor, it loses them, unless it succeeds on a second 
  DC 20 Will save, in which case the character can attack 
  incorporeal creatures with its weapons and retains its 
  armor bonuses against incorporeal creatures. The save 
  DCs are Charisma-based.
  Incorporeal Dissolution (Ex) A ghost spore swarm 
  deals 4d6 acid damage to incorporeal creatures within 
  its space (in addition to it’s normal swarm attack). A 
  creature reduced to less than 0 hp must succeed at 
  a DC 22 Fortitude save or die. One round after the 
  creature dies as a result of taking damage from this 
  ability, the corpse has a 90% chance of dissolving into 
  an additional ghost spore swarm. In the rare case the 
  corpse does not spawn a new swarm, it reverts to its 
  corporeal form and destroys the swarm as it serves as 
  fertilizer for offspring of the originating plant. The save 
  DC is Constitution-based.
  Vulnerability to Plant-Targeted Spells (Ex) Despite a 
  ghost spore swarm’s incorporeal nature, spells that 
  specifically target plant creatures affect it 100% of 
  the time. Damage-dealing spells that target plant 
  creatures do full damage to the swarm and may target 
  the swarm even if they affect individual creatures 
  instead of an area.
  Many creatures undergoing a traumatic death 
  leave a negative imprint of themselves on the world 
  in the form of ghosts, spectres, and other incorporeal 
  undead. These creatures seek to finish an important 
  task, avenge a wrong, or lash out at the living in a 
  rage. Powerful plant creatures can undergo the same 
  49
  Deadly Gardens
  
  50
  Deadly Gardens
  transmogrification, 
  but those who wish 
  to propagate their 
  species 
  instead 
  create a swarm of 
  spores bridging a 
  gap between life 
  and death. These 
  spores 
  become 
  incorporeal 
  and 
  spawn 
  other 
  spores from their 
  victims, 
  but 
  the 
  spores are still alive 
  and damaged by 
  negative 
  energy. 
  While the swarm 
  has 
  a 
  hive-like 
  intelligence making 
  it more self-aware 
  than other plants, 
  it hasn’t learned 
  to use its apparent 
  undead 
  state 
  to 
  fool victims into 
  healing it. As plant 
  creatures, 
  the 
  spores still react to 
  spells and effects that target plants; these spells and 
  effects bypass the inherent protection provided by 
  their incorporeality. The swarm’s strange affliction 
  makes it difficult to effectively complete the task it 
  set out to do, and its spawning of additional swarms 
  is a byproduct of its attempt to attach to a corporeal 
  creature from which it can reseed. Unfortunately, even 
  this process results in the death of the host creature. 
  Creatures capable of controlling or befriending 
  a ghost spore swarm employ them to destroy 
  incorporeal undead, since the swarm is uniquely 
  equipped to effectively combat them. However, 
  as a side effect of this, a swarm which reverts an 
  incorporeal undead creature to a corporeal form and 
  takes root in it produces plants with an unholy bent.
  Green Man
  Verdant foliage obscures most of this disembodied 
  visage’s features, leafy shoots sprouting from around 
  its eyes and mouth.
  GREEN MAN 
   
   
   
          CR 8  
  XP 4,800
  N Tiny plant (incorporeal)
  Init +2; Senses low-light vision; Perception +14
  DEFENSE
  AC 17, touch 17, 
  flat-footed 14 (+2 
  deflection, +2 Dex, 
  +1 dodge, +2 size)
  hp 114 (12d8+60)
  Fort +13, Ref +6, 
  Will +7
  Defensive Abilities 
  incorporeal; 
  Immune plant traits
  OFFENSE
  Speed fly 20 ft. 
  (good)
  Melee  incorporeal 
  touch +13 (foliating 
  touch)
  Space 2-1/2 ft.; 
  Reach 0 ft.
  Spell-Like 
  Abilities (CL 12th; 
  concentration +14)
  Constant—speak 
  with plants
  1/day—entangle 
  (DC 14), warp wood 
  (DC 15), plant 
  growth
  2/day—transport via plants (self only)
  STATISTICS
  Str —, Dex 15, Con 21, Int 10, Wis 17, Cha 15
  Base Atk +9; CMB +9; CMD 21 (can’t be tripped)
  Feats Ability Focus (possess plants), Dodge, Flyby 
  Attack, Hover, Mobility, Spell Focus (transmutation)
  Skills Fly +10, Knowledge (nature) +16, Perception 
  +14, Survival +11; Racial Modifiers +8 Knowledge 
  (nature)
  Languages Sylvan 
  SQ possess plants
  ECOLOGY
  Environment any forest
  Organization solitary, pair, or crowd (3–6)
  Treasure incidental
  SPECIAL ABILITIES
  Foliating Touch (Su) A green man can cause vegetation 
  to grow in any corporeal creature it touches. Shoots 
  and vines inside the creature cause 2d6 points of 
  damage each round for 1d6 rounds. In addition, the 
  target must succeed at a DC 18 Fortitude save each 
  round on its turn or suffer one of the following effects:
  1-2 Take 1d2 points of Constitution damage.
  3 Be blinded as shoots grow out of its eyes.*
  4 Be deafened when sprigs grow out of its ears.*
  5 Be unable to speak as foliage spills out of its mouth.*
  
  6 Be unable to get air through a throat clogged with 
  flora (it may hold its breath to avoid immediately 
  beginning to suffocate). A DC 25 Heal or Survival 
  check as a standard action can clear enough foliage 
  to allow the creature to breathe again.*
  * If the target is already suffering from this condition, 
  it instead suffers 1 point of Constitution damage.
  Additional touches add to the effect’s duration. Spells 
  such as blight or diminish plants immediately end any 
  effects from foliating touch. Plant growth causes the 
  target to immediately suffer 2d6 points of damage and 
  one of the foliating touch’s random effects, with a –4 
  penalty to its Fortitude save. The save DC is Charisma-
  based.
  Possess Plants (Su) A green man may merge with an 
  adjacent plant to take control of it as a standard action. 
  This ability functions as greater possession (Pathfinder 
  Roleplaying Game: Occult Adventures) when used 
  against a plant creature (DC 20 Will save negates; 
  the save DC is Charisma-based). When used against 
  any other plant, the green man can make it move as 
  if it were an animated object of its size (including a 
  number of Construction Points appropriate for its size; 
  see Pathfinder Roleplaying Game Bestiary). While 
  possessing a plant, the green man’s visage appears on 
  the target and it suffers one-quarter of any damage 
  dealt to the plant. In addition, its foliating touch ability 
  is added to the effect of any attacks of the host plant. 
  A green man may leave a plant as a free action, or is 
  expelled into the closest empty space if the host plant 
  dies.
  These nature spirits safeguard the balance 
  between man and nature, ensuring both exist in 
  harmony. Each green one tends its duties as it sees 
  fit, interfering if either side gets out of balance. 
  Worshipped by some primitive cultures, which they 
  adopt, green men protect them from threats they 
  view as non-natural, but stand aside against dangers 
  they see as part of the natural order of things (such as 
  a flood or wildfire). In combat, a green one possesses 
  other plants, putting their power to its own purposes. 
  Green Men can be male or female, though place 
  little importance on gender. Scholars believe new 
  green ones arise from the body of victims consumed 
  by a foliating touch.
  Possessed Tree
  This tree comes to life as a wizened face pushes out 
  from the surface of the bark.
  Huge Animated Object 
   
   
          CR 7
  XP 3,200
  N Huge construct
  Init -2; Senses low-light vision; Perception -5
  DEFENSE
  AC 15, touch 6, flat-footed 15 (-2 Dex, +9 natural, -2 
  size)
  hp 78 (7d10+40)
  Fort +2, Ref +0, Will -3
  Defensive Abilities hardness 5; Immune construct 
  traits
  OFFENSE
  Speed 30 ft.
  Melee 3 slams +15 (2d6+10)
  Space 15 ft.; Reach 15 ft.
  Special Attacks trample (2d6+15, DC 23)
  STATISTICS
  Str 30, Dex 6, Con —, Int —, Wis 1, Cha 1
  Base Atk +7; CMB +19; CMD 27
  ECOLOGY
  Environment any
  Organization solitary, pair, or group (3-12)
  Treasure none
  Greenscream Trumpet
  Pendulous green flowers shaped like little trumpets 
  and stuffed to bursting with needle-thin stamen 
  festoon this beautiful shrub.
  GREENSCREAM TRUMPET  
   
           CR 4
  XP 1,200
  N Medium plant
  Init +6; Senses blindsight 30 ft., low-light vision; 
  Perception +7
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
  hp 47 (5d8+25)
  Fort +8, Ref +3, Will +1
  Immune plant traits, sonic
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 5 ft. 
  Space 5 ft.; Reach 0 ft.
  Special Attacks greenscream (30-ft. burst, 2d6 sonic 
  plus deafened, DC 15 Fortitude), focused scream 
  (60-ft. Line, 4d6 sonic plus deafened, DC 15 
  Fortitude)
  STATISTICS
  Str 9, Dex 14, Con 19, Int 2, Wis 12, Cha 16
  Base Atk +3; CMB +2; CMD 14
  Feats Improved Initiative, Skill Focus (perception), 
  Toughness
  Skills Perception +9, Stealth +5, (+15 when amongst 
  angel trumpet plants)
  ECOLOGY
  51
  Deadly Gardens
  
  52
  Deadly Gardens
  Environment warm 
  forests, jungles, and 
  rivers
  Organization solitary or 
  grove (3–5)
  Treasure incidental
  SPECIAL ABILITIES
  Greenscream 
  (Ex) 
  A 
  greenscream trumpet 
  activates its namesake 
  ability as a standard 
  action as soon as it 
  feels 
  endangered. 
  Each 
  flower’s 
  many 
  stamen vibrate as the 
  stems swell with air 
  to be released in a 
  high-pitched 
  scream. 
  Creatures within a 30-
  foot radius take 2d6 
  sonic 
  damage 
  and 
  are deafened for 1d4 
  minutes. A successful 
  DC 15 Fortitude save 
  halves 
  the 
  sonic 
  damage and negates the deafening. Prolonged 
  exposure to a greenscream can significantly damage 
  a creature’s hearing. If a creature fails a save against 
  a greenscream while already deafened, the deafening 
  effect is prolonged by 1d4 hours. The save DC is 
  Charisma-based.
  Focused Scream (Ex) Three times per day as a full-
  round action a greenscream trumpet can focus all of 
  its flowers towards a  particularly threatening target, 
  releasing a thunderous blast of sonic force striking 
  all targets in an 60–foot line. The targets take 4d6 
  sonic damage and become permanently deafened. 
  A successful DC 15 Fortitude save halves the sonic 
  damage and negates the deafening. The save DC is 
  Charisma-based.
  Ultrasonic (Su) A greenscream trumpet’s sonic abilities 
  can be powerful enough to penetrate even magical 
  silence. Targets within an area of a silence or similar 
  spell have a 50% chance to be affected by the plant’s 
  greenscream or focused scream abilities.
  Though greenscream trumpets lack the extreme 
  toxicity of their close cousin, the angel trumpet, they 
  have devised their own unique method of self-defense 
  – releasing high volume sonic bursts as well as far 
  more devastating beams of pure sound. It does this 
  by gathering air in its stems with a unique pseudo-
  lung and expelling it through the flowers, the stamen 
  use the airflow to generate extremely rapid vibration 
  and subsequently; deafening screams. Greenscreams 
  are usually as harmless as any ordinary flowering 
  bush and possess no innate malevolence, though 
  they are easily triggered into aggression. These 
  tendencies have made them a favorite of vindictive 
  horticulturalists in need of a very noisy, and quick to 
  anger, guardian. Greenscream trumpets attack any 
  creature that make sudden movements within 30 feet 
  of it or that directly interact with the plant. Curiously, 
  greenscreams are able to distinguish between other 
  creatures and those it relies upon to pollinate and 
  reproduce: hummingbirds and insects. Greenscream 
  trumpets can only survive in warm climes, wilting if 
  the temperature ever drops below 40°F.
  Grovemaker
  This tree features a riot of different colored flowers in 
  full bloom; an incongruous pair of vines dangle from 
  its lower branches.
  GROVEMAKER 
   
   
   
          CR 10
  XP 9,600
  N Large plant
  Init –1; Senses low-light vision; Perception +17
  DEFENSE
  AC 24, touch 8, flat-footed 24 (–1 Dex, +16 natural, –1 
  size)
  hp 127 (15d8+60)
  Fort +13, Ref +4, Will +9
  
  DR 10/slashing; Immune electricity, plant traits
  OFFENSE
  Speed 30 ft.
  Melee slam +17 (3d6+7/19–20), 2 vines +18 (2d6+7 
  plus arboreal conversion plus grab)
  Space 10 ft.; Reach 10 ft. (15 ft. with vines)
  Special Attacks alluring scent, rise of trees
  Spell-Like Abilities (CL 15th; concentration +17)
     Constant—speak with plants
  STATISTICS
  Str 25, Dex 8, Con 19, Int 11, Wis 18, Cha 14
  Base Atk +11; CMB +19 (+21 bull rush, +23 grapple); 
  CMD 28 (30 vs. bull rush)
  Feats Alertness, Bull Rush StrikeAPG, Cleave, Improved 
  Bull Rush, Improved Critical (slam), Intimidating 
  Prowess, Power Attack, Weapon Focus (vine)
  Skills Intimidate +19, Knowledge (nature) +10, 
  Perception +14 (+22 in forests), Sense Motive +13 
  (+21 in forests), Stealth -5 (+11 in forests); Racial 
  Modifiers +8 Perception in forests, +8 Sense Motive 
  in forests, +16 Stealth in forests
  Languages Common, Sylvan
  ECOLOGY
  Environment any forest
  Organization solitary, pair, or grove (3–6)
  Treasure incidental
  SPECIAL ABILITIES
  Alluring Scent (Ex) A grovemaker can release an invisible 
  cloud of pollen as a standard action. All creatures in a 
  150–foot radius are fascinated for 2d4 rounds.  A DC 
  19 Will save negates the effect. A fascinated creature 
  will move equal to their speed directly towards 
  the grovemaker.  This will not cause the fascinated 
  creature to move into any obvious dangers. The save 
  DC is Charisma–based.
  Arboreal 
  Conversion 
  (Ex) 
  A 
  creature taking damage from a 
  grovemaker’s vine attack becomes 
  infested with a sticky sap, unless it 
  succeeds at a DC 21 Reflex save. 
  On a failed save, the victim must 
  succeed at a DC 21 Fortitude save 
  each round or take 1d6 points of 
  Dexterity damage as it becomes 
  more treelike. A victim taking 
  damage in this way gains the 
  benefits of barkskin, as per the 
  spell (CL equals grovemaker’s HD). 
  A spell or effect that specifically 
  damages plants ends this effect, 
  as does a fire-based attack that 
  deals at least 10 points of damage 
  to the victim. A victim reduced to 
  0 Dexterity physically becomes a 
  tree, losing all movement modes and abilities relying 
  on physical movement (requiring break enchantment 
  or a more powerful effect to reverse). Immediately, 
  and every 24 hours afterward, the victim must 
  attempt a DC 21 Will save or become a mindless plant 
  (requiring wish or miracle to reverse). The save DCs 
  are Constitution-based.
  Rise of Trees (Su) A grovemaker can establish 
  rudimentary control trees within 150 feet. As a 
  standard action, it can command trees to force their 
  roots out of the ground, creating difficult terrain in 
  the area for 1d6 rounds. Alternatively as a standard 
  action, it can call on two trees within range to make 
  slam attacks using the same attack and damage rolls 
  as the grovemaker.
  Springing up in dying forests, or placed there by 
  powerful treants, grovemakers repopulate their 
  homes with replacements drawn from humanoids, 
  usually those who originated the destruction. 
  Grovemakers resemble trees in their native biomes, 
  but they always produce flowers (or colorful cones in 
  primarily coniferous forests). They use their alluring 
  pollen to draw in potential humanoid victims. When 
  victims arrive, the creatures assess them for their 
  destructive capabilities and desires. Grovemakers 
  err on the side of caution if they are uncertain 
  about a visitor’s truthfulness. They attack perceived 
  and actual threats, preferring to use their vines to 
  convert hostile creatures into replacement trees, 
  but possessing the capability to destroy resistant 
  creatures physically.
  Grovemakers stand 12 feet tall, have 1-foot-
  diameter trunks, and can live for 200 years. 
  53
  Deadly Gardens
  
  54
  Deadly Gardens
  Hungry Pit
  A plant with large leafy fronds covers the ground.
  HUNGRY PIT  
   
   
   
           CR 6
  XP 2,400
  N Huge plant
  Init –2; Senses low-light vision, tremorsense 60 ft.; 
  Perception –2
  DEFENSE
  AC 18, touch 6, flat-footed 18 (–2 Dex, +12 natural, –2 
  size)
  hp 76 (9d8+36)
  Fort +10, Ref +1, Will +1  
  Defensive Abilities ground cover; DR 5/slashing; 
  Immune acid, plant traits
  OFFENSE
  Speed 0 ft.
  Melee sting +12 (1d8+8 plus 
  poison), 2 tentacles +10 (1d8+4 
  plus 1d6 acid and pull)
  Space 15 ft.; Reach 25 ft. (sting 
  can only reach creatures inside 
  the pit)
  Feats MultiattackB
  Special Attacks acidic nectar, 
  feeder tentacles, poison, pull 
  (tentacle, 15 feet)
  STATISTICS
  Str 26, Dex 7, Con 19, Int —, Wis 
  7, Cha 6
  Base Atk +6; CMB +16; CMD 
  24 (can’t be tripped, can’t be  
  moved or repositioned by any 
  combat maneuver while buried 
  in the ground)
  SQ living pit
  ECOLOGY
  Environment any tropical forest, 
  jungle or swamp
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Acidic Nectar (Ex) The bottom of a hungry pit is filled 
  with several feet of sticky acidic nectar that the plant 
  uses to digest its prey. Any creature inside the pit takes 
  1d6 acid damage per round and for 2 rounds after they 
  exit the pit. 
  Camouflage (Ex) A hungry pit has large leafy fronds that 
  it uses to cover the pit-opening and disguise its true 
  nature. It requires a DC 16 Knowledge (nature) or DC 
  26 Perception check to recognize the danger a hungry 
  pit represents before it attacks. 
  Feeder Tentacles (Ex) When using the pull ability with 
  its tentacles, a hungry pit can pull creatures into its 
  own space causing them to fall into its internal pit. 
  Ground Cover (Ex)  Since most of the hungry pit is 
  buried under the ground, it counts as being prone 
  against ranged attacks that originate from outside of 
  the pit and gains a +4 bonus to its AC against such 
  attacks.
  Living Pit (Ex)  A hungry pit is a huge omnivorous plant 
  that is almost entirely buried in the ground. It has a 
  10-foot diameter and 20-foot-deep internal hollow 
  that is open to the air that it uses to trap and digest 
  its prey. Due to the liquid nectar filling the bottom of 
  the pit, creatures that fall or are pulled into the pit 
  suffer only 1d6 falling damage despite the pit’s depth. 
  Climbing out of the pit requires a DC 25 Climb check 
  and creatures must climb 20 feet to reach the top. 
  Poison (Ex) A hungry pit has several poisoned stingers 
  that can reach creatures inside 
  the pit. Hungry pit toxin: Sting—
  injury; save Fort DC 18; effect 
  unconsciousness for 1d4 rounds; 
  frequency 1/round for 4 rounds; 
  cure consecutive 2 saves.
  Hungry pits are giant-sized 
  cousins of the common pitcher 
  plants that use nectar filled 
  pitcher traps to catch and 
  devour insects. The hungry 
  pit’s internal pit or “pitcher” 
  structure is too large to support 
  its own weight, so it has evolved 
  to grow underground for the 
  structural 
  support. 
  It 
  has 
  numerous roots that grow into 
  the surrounding soil to help 
  anchor it in place. 
  A 
  hungry 
  pit 
  relies 
  on 
  its 
  tremorsense 
  to 
  detect 
  approaching prey, and then uses 
  its feeder tentacles to surprise 
  and 
  pull 
  the 
  unsuspecting 
  creature into its internal pit which functions much 
  like an animal’s stomach. The pit will try to sting 
  its prey into submission so it can digest its meal at 
  leisure. 
  Hydra Vine
  This writhing mass of tangled vines is crowned by 
  three purple pods that each contain a vicious, snapping 
  maw.
  HYDRA VINE  
   
   
   
          CR 15
  XP 51,200
  N Large plant
  
  Init +3; Senses low-light vision; Perception +12
  DEFENSE
  AC 29, touch 11, flat-footed 28 (+1 Dex, +1 dodge, +18 
  natural, –1 size)
  hp 209 (22d8+110); regeneration 15 (cold)
  Fort +18, Ref +8, Will +7 
  Defensive Abilities writhing vines; DR 10/magic and 
  slashing; Immune plant traits
  OFFENSE
  Speed 30 ft. 
  Melee 3 bites +22 (1d8+7 plus grab/19–20) 
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d8+7), swallow whole (3d6 
  acid damage, AC 19, 21 hp)
  TACTICS
  Increased Size Statistics
  Huge – AC 30, touch 8, flat-footed 29 (+1 dodge, +21 
  natural, –2 size); hp 253; Fort +20, Ref +7; Melee 4 
  bites +23 (2d6+9 plus grab/19–20); Space 15 ft.; Reach 
  15 ft.; Special Attacks constrict (2d6+9), swallow whole 
  (3d6 acid damage, AC 20, 25 hp); Str 29, Dex 10, Con 
  24; CMB +27 (+31 grapple); CMD 37; Skills Stealth +6
  Gargantuan – AC 30, touch 5, flat-footed 29 (–1 Dex, +1 
  dodge, +24 natural, –4 size); hp 297; Fort +22, Ref +6; 
  Melee 5 bites +23 (2d8+11 plus grab/19–20); Space 
  20 ft.; Reach 20 ft.; Special Attacks constrict (2d8+11), 
  swallow whole (3d6 acid damage, AC 22, 29 hp); Str 
  33, Dex 8, Con 28; CMB +31 (+35 grapple); CMD 40; 
  Skills Stealth +1
  Colossal – AC 28, touch 0, flat-footed 37 (–2 Dex, +1 
  dodge, +27 natural, –8 size); hp 341; Fort +24, Ref +5; 
  Melee 6 bites +21 (4d6+13 plus grab/19–20); Space 
  30 ft.; Reach 30 ft.; Special Attacks constrict (4d6+13), 
  swallow whole (3d6 acid damage, AC 23, 34 hp); Str 
  37, Dex 6, Con 32; CMB +37 
  (+41 grapple); CMD 45; Skills 
  Stealth –4
  STATISTICS
  Str 25, Dex 12, Con 20, Int 9, 
  Wis 6, Cha 7
  Base Atk +16; CMB +24 (+28 
  grapple); CMD 35
  Feats Critical Focus, Dodge, 
  Greater Vital Strike, Improved 
  Critical (bite), Improved 
  Initiative, Improved Iron Will, 
  Improved Vital Strike, Iron 
  Will, Power Attack, Staggering 
  Critical (DC 26), Vital Strike 
  Skills Perception +12, Stealth 
  +11 
  SQ entangling vines, reactive 
  regeneration
  ECOLOGY
  Environment warm jungles, forests or swamps
  Organization solitary or 
  Treasure normal 
  SPECIAL ABILITIES
  Entangling Vines (Ex) Creatures within a hydra 
  vine’s reach become entangled in its mass of vines. 
  Creatures in this area gain the entangled condition 
  and count as being anchored to the hydra vine so they 
  are unable to move.  Creatures that succeed on DC 26 
  Reflex save are not entangled. A creature of smaller 
  size that is entangled is carried along with the hydra 
  vine when it moves. As a standard action entangled 
  creatures may attempt another Reflex save to escape 
  the entanglement. The save DC is Constitution-based.  
  Explosive Growth (Su) A hydra vine gains growth points 
  from its reactive regeneration ability or from eating 
  creatures. When a hydra vine uses its swallow whole 
  ability on a dead or unconscious creature it gains one 
  growth point. Each time a hydra vine reaches 5 growth 
  points it gains the giant creature simple template and 
  gains two additional bite attacks. This template stacks 
  with itself each time the hydra vine gains another 5 
  growth points, but the plant can’t increase its size 
  beyond Colossal. After 24 hours a hydra vine that is 
  larger than size Large will split into two hydra vines of 
  the next smallest size. This process repeats every 24 
  hours until all the hydra vines are size large.  
  Reactive Regeneration (Su) Whenever a hydra 
  vine takes slashing damage (after DR is applied), it 
  regenerates 5 hit points and gains one growth point. 
  Writhing Vines (Ex) The mass of vines surrounding a 
  hydra vine partially obscure it. Physical ranged attacks 
  have a 50% miss chance as the whipping vines knock 
  the incoming missiles off course.
  Hydra vines are aggressive, 
  carnivorous plants that will 
  attack almost any creature 
  they come into contact with. 
  Highly mobile for a plant, they 
  constantly roam their hunting 
  grounds for their next meal. 
  Their regenerative and rapid 
  growth abilities make fighting 
  a hydra vine a very risky 
  endeavor as any unsuccessful 
  attempt will likely lead to the 
  hydra vine growing in size 
  and ultimately dividing into 
  additional hydra vines. The key 
  to dealing with a hydra vine 
  may be exposing it to extreme 
  cold as this seems to curb their 
  regenerative abilities. 
  55
  Deadly Gardens
  
  56
  Deadly Gardens
  Hypno-Lotus
  Huge, brightly colored flowers sprout from a mass of 
  thick vines. The petals pulse and dance with alluring 
  patterns and symbols.
  HYPNO-LOTUS 
   
   
   
         CR 10  
  XP 9,600
  N Medium plant
  Init +8; Senses low-light vision; Perception +21
  Aura mesmerizing petals (60 ft., DC 19)
  DEFENSE
  AC 24, touch 14, flat-footed 20 (+4 Dex, +10 natural)
  hp 127 (15d8+60)
  Fort +13, Ref +9, Will +11
  DR 5/slashing; Immune plant traits; Resist acid 10
  Weaknesses inception vulnerability
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee 4 slams +15 (1d4+2 plus grab)
  Space 5 ft.; Reach 5 ft. (10 ft. with slam)
  Special Attacks sinister pattern (Will DC 19)
  Spell-Like Abilities (CL 10th; 
  concentration +20)
  At will—charm person (DC 17)
  1/day—synaptic pulseOA (DC 
  19)
  STATISTICS
  Str 15, Dex 18, Con 19, Int 10, 
  Wis 10, Cha 23
  Base Atk +11; CMB +15 (+19 
  grapple); CMD 27
  Feats Agile Maneuvers, Blind-
  Fight, Combat Casting, Combat 
  Reflexes, Improved Initiative, 
  Nimble Moves, Skill Focus 
  (Perception), Weapon Finesse
  Skills Climb +25, Perception +21; 
  Racial Modifiers +8 to Climb
  Languages Aklo, Sylvan (can’t 
  speak); thrall telepathy
  SQ ego transfer
  ECOLOGY
  Environment any urban
  Organization solitary or garden 
  (1 plus humanoid thralls)
  Treasure incidental
  SPECIAL ABILITIES
  Aura of Mesmerizing Petals (Su) The shifting patterns 
  of a hypno-lotus’ petals hypnotize any that see them. A 
  creature that sees a hypno-lotus’ petals within 60 feet 
  must succeed at a DC 19 Will save or be compelled to 
  serve it and defend it from harm. An affected creature 
  can attempt a new saving throw every day, or if forced 
  to act against its nature. This is a mind-affecting effect. 
  The save DC is Charisma-based.
  Ego Transfer (Su) A hypno-lotus adds its Charisma 
  modifier to its Will saving throws (+4 for a typical 
  hypno-lotus). A creature affected by its aura of 
  mesmerizing petals adds this bonus to its Will saving 
  throws except against the hypno-lotus’ abilities.
  Inception Vulnerability (Ex) A hypno-lotus’ psychic 
  nature leaves it vulnerable to mental attacks. Mind-
  affecting abilities can affect a hypno-blossom, but 
  it has a 50% chance to ignore the effect each round. 
  This doesn’t end the effect, but it does allow it to act 
  normally for that round.
  Sinister Pattern (Su) A hypno-lotus can choose a 
  creature within 30 feet that can see it and display 
  wicked symbols to that creature that invade its mind. 
  The creature must succeed at a DC 19 Will saving 
  throw, or use its next standard action to attack itself 
  to the best of its ability. This is a mind-affecting effect. 
  The save DC is Charisma-based.
  Thrall Telepathy (Su) A hypno-lotus can telepathically 
  and 
  wordlessly 
  communicate 
  with a creature affected by its 
  aura of mesmerizing petals at any 
  distance as long as they are both 
  on the same plane.
  Hypno-lotus grow in highly 
  populated areas full of potential 
  psychic thralls. Using its enticing 
  flowers, 
  a 
  hypno-blossom 
  collects a mass of caretakers to 
  serve its needs. These followers 
  vary, 
  ranging 
  from 
  well-
  meaning botanists to cult-like 
  devotees. The social nature of 
  these groups of thralls ensures 
  that even those who break from 
  the hypno-lotus’ control are 
  frequently re-exposed to its 
  psychic influence.
  A hypno-lotus uses its psychic 
  thralls to secure a safe and 
  often hidden home where it can 
  flourish under the attentions of 
  its hypnotized attendants. Often 
  its needs are simple, and can be 
  met with minimal disruption to its thralls’ daily lives. 
  Most hypno-lotus crave more  luxurious lifestyles 
  though, taking more and more of their thralls’ time, 
  energy, and wealth, demanding of them doting 
  affection and servitude that rivals royalty.
  A typical hypno-blossom is 6 feet tall and weighs 
  80 pounds. Mulch Stalker
  
  Mulch Stalker
  This creature’s body consists of a thick layer of broad, 
  overlapping wet leaves with an earthy smell. Four 
  segmented branch legs ending in talon-like points poke 
  out from the foliage.
  MULCH STALKER  
   
   
           CR 3  
  XP 800
  N Small plant
  Init +3; Senses low-light vision; Perception +5
  DEFENSE
  AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
  hp 30 (4d8+12)
  Fort +7, Ref +4, Will +2;
  Immune electricity, plant traits; Resist cold 10, fire 10
  OFFENSE
  Speed 50 ft., climb 30 ft., leaf glide 50 ft. 
  Melee bite +7 (1d6) and 2 talons +7 (1d4 plus 
  accelerated rot)
  Special Attacks pounce, sneak attack +1d6, takedown 
  swoop
  STATISTICS
  Str 11, Dex 17, Con 16, Int 2, Wis 12, Cha 9
  Base Atk +3; CMB +2; CMD 15 (19 vs. trip)
  Feats Pack AttackUC, Weapon Finesse
  Skills Climb +10, Fly +4, Perception +5, Stealth +7 (+11 
  in forests and swamps) Racial Modifiers +8 Climb, +4 
  Stealth in forests and swamps 
  SQ leaf glide
  ECOLOGY
  Environment cold or temperate forests and swamps
  Organization pack (3–8)
  Treasure none
  SPECIAL ABILITIES
  Accelerated Rot (Su) Any creature struck by a mulch 
  stalker’s talon attack must succeed on a fortitude save 
  or its flesh begins to rapidly decay. Creatures without 
  flesh are not affected. 
  Disease: Talon–Injury; save Fort DC 13; onset 1 day; 
  frequency 1/day; effect 1d2 Con damage; cure 
  2 consecutive saves. A creature suffering from 
  accelerated rot does not heal naturally and when 
  she receives magical healing she must make a DC 
  13 Fortitude save or only heal half of the amount, 
  rounded down. This save does not count towards 
  curing the disease. The flesh of a creature that dies 
  while under the effects of accelerated rot completely 
  rots away, leaving behind the creature’s skeleton and 
  gear. The save DC is Constitution-based.
  Leaf Glide (Ex) A mulch stalker’s wide, thin body allows 
  it to control its fall. For every five feet that a mulch 
  stalker falls, it can move five feet horizontally in a 
  direction of its choice and the mulch stalker does not 
  take falling damage. This requires a DC 10 Fly check. 
  Takedown Swoop (Ex) If a mulch stalker attacks a 
  creature while using its leaf glide ability, it can use its 
  pounce ability to make a full attack at the end of its 
  movement, even if it doesn’t charge. If it hits with both 
  gore attacks, it can make a free trip attack at the end of 
  its attack to attempt to knock over its prey.
  In 
  swampy 
  and 
  forested 
  regions 
  where 
  necromancy is common, rotting vegetation mingles 
  with tainted grave soil to form these silent pack 
  hunters. Mulch stalkers never hunt alone, roving 
  through their territories in pursuit of prey. Their 
  sharp, pointed limbs secrete a substance that causes 
  organic material to decompose so that they can feed 
  on the rot. While stalking their prey, they rely on their 
  natural camouflage to skitter through underbrush or 
  glide from tree to tree unseen, before surrounding 
  their quarry and pouncing in to strike in numbers.
  Although necromancy is indirectly responsible 
  for these creatures’ existence, they have no affinity 
  or allegiance to necromancers or the undead. Some 
  packs even choose hunting grounds in areas where 
  corporeal undead are relatively plentiful, attracted 
  by the rotting meat. This even makes them a useful, if 
  unusual, ally to druids and rangers with a knack for 
  plants who seek to purge their wilds of undead foes.
  A mulch stalker is 3 feet long and weighs 25 pounds.
  57
  Deadly Gardens
  
  58
  Deadly Gardens
  Ophidian Vine, Lesser
  This free roaming vine slithers towards you like a 
  snake.
  LESSER OPHIDIAN VINE 
   
   
        CR 1/2
  XP 200
  N Small plant
  Init +2; Senses low-light vision; Perception +0
  DEFENSE 
  AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 
  size)
  hp 6 (1d8+2)
  Fort +4, Ref +2, Will +0 
  Defensive Abilities quick strikes; Immune plant traits
  OFFENSE 
  Speed 20 ft. 
  Melee bite +3 (1d6-1 plus poisonous sap)
  STATISTICS
  Str 8, Dex 15, Con 14, Int 2, Wis 11, Cha 7
  Base Atk +0; CMB -2 CMD 10 
  (can’t be tripped)
  Feats Weapon Finesse
  Skills Stealth +6 (+10); 
  Racial Modifiers +4 Stealth 
  when in an area with 
  vegetation.
  SQ freeze
  ECOLOGY
  Environment warm forest, 
  jungle or swamps 
  Organization solitary, pair 
  or nest (3-6)
  Treasure none
  SPECIAL ABILITIES
  Freeze (Ex) An ophidian 
  vine can hold itself so 
  still it appears to be 
  an inanimate vine. An 
  ophidian vine can take 
  20 on its Stealth check to 
  hide in plain sight as an 
  inanimate vine. 
  Poisonous Sap (Ex) Poison 
  - injury; save Fort DC 13; 
  frequency 1/round for 4 
  rounds; effect 1d3 Dex 
  damage; cure 2 saves. The 
  save DC is Constitution–
  based.
  Quick 
  Strikes 
  (Ex) 
  An 
  ophidian vine may make 
  an attack of opportunity 
  against a creature that 
  makes a melee attack against it and is within its reach. 
  Otherwise this ability follows the normal rules for 
  making attacks of opportunity.
  This slithering vine looks like a snake. The leaves 
  on it’s back imitate the diamond pattern displayed 
  by many types of snake.  It has a triangular head 
  and mouth that sports two thorny fangs that drip 
  poisonous sap.
  Ophidian Vine
  This thick, free roaming vine slithers towards you like 
  a snake.
  OPHIDIAN VINE  
   
            
          CR 4   XP 
  XP 1,200
  N Medium plant
  Init +6; Senses low-light vision; Perception +5
  DEFENSE
  AC 17, touch 13, flat-footed 
  14 (+2 Dex, +1 dodge, +4 
  natural)
  hp 37 (5d8+15)
  Fort +7, Ref +3, Will +1
  Defensive Abilities quick 
  strikes; Immune plant 
  traits; Resist cold 5, fire 5
  OFFENSE
  Speed 30 ft. 
  Melee bite +7 (1d8+6 plus 
  poisonous sap)
  STATISTICS
  Str 18, Dex 15, Con 16, Int 
  2, Wis 11, Cha 7
  Base Atk +3; CMB +7; CMD 
  19  (can’t be tripped)
  Feats  Combat Reflexes, 
  Dodge, Improved Initiative
  Skills Perception +5, 
  Stealth +7 (+11); Racial 
  Modifiers +4 Stealth when 
  an area with vegetation. 
  SQ freeze
  ECOLOGY
  Environment warm forest, 
  jungle or swamps
  Organization solitary or 
  pair
  Treasure none
  SPECIAL ABILITIES
  Freeze (Ex) An ophidian 
  vine can hold itself so still it 
  appears to be an inanimate 
  
  vine. An ophidian vine can take 20 on its Stealth check 
  to hide in plain sight as an inanimate vine. 
  Poisonous Sap (Ex) Poison - injury; save Fort DC 15; 
  frequency 1/round for 4 rounds; effect 1d3 Dex 
  damage; cure 2 saves. The save DC is Constitution–
  based.
  Quick Strikes (Ex) An ophidian vine may make an attack 
  of opportunity against a creature that makes a melee 
  attack against it and is within its reach. Otherwise this 
  ability follows the normal rules for making attacks of 
  opportunity.
  This slithering vine looks like a large snake. The 
  leaves on it’s back imitate the diamond pattern 
  displayed by many types of snake.  It has a triangular 
  head and mouth that sports two thorny fangs that 
  drip poisonous sap.
  Ophidian Vine, Greater
  A vine as thick as a fallen log, slithers towards you like 
  a snake.
  GREATER OPHIDIAN VINE  
            
          CR 7  
  XP 3,200
  N Large plant
  Init +5; Senses low-light vision; Perception +9
  DEFENSE
  AC 19, touch 11, flat-footed 17 (+1 Dex, +1 dodge, +8 
  natural, -1 size)
  hp 85 (10d8+40)
  Fort +11, Ref +4, Will +3
  Defensive Abilities quick strikes; DR 5/slashing; 
  Immune plant traits; Resist cold 5, fire 5
  OFFENSE
  Speed 30 ft.
  Melee bite +12 (2d6+9 plus poisonous sap), tail slap +7 
  (1d8+3 plus trip)
  Space 10 ft.; Reach 10 ft.
  Special Attacks crushing bite
  STATISTICS
  Str 22, Dex 13, Con 18, Int 2, Wis 11, Cha 7
  Base Atk +7; CMB +14 CMD 25 (can’t be tripped)
  Feats Combat Reflexes, Dodge, Improved Initiative, 
  Power Attack, Vital Strike
  Skills  Perception +9, Stealth +8 (+12); Racial Modifiers 
  +4 Stealth when an area with vegetation.
  SQ freeze
  ECOLOGY
  Environment warm forest, jungle or swamps
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Crushing Bite (Ex) An ophidian vine may add 1-½ its 
  Strength modifier on its bite attack even though it has 
  more than one natural attack.
  Freeze (Ex) An ophidian vine can hold itself so still it 
  appears to be an inanimate vine. An ophidian vine can 
  take 20 on its Stealth check to hide in plain sight as an 
  inanimate vine. 
  Poisonous Sap (Ex) Poison - injury; save Fort DC 
  19; frequency 1/round for 4 rounds; effect 1d3 Dex 
  damage; cure 2 saves. The save DC is Constitution–
  based.
  Quick Strikes (Ex) An ophidian vine may make an 
  attack of opportunity against a creature that makes 
  a melee attack against it and is within its reach. 
  Otherwise this ability follows the normal rules for 
  making attacks of opportunity.
  This slithering vine looks like an enormous snake. 
  It has grown larger than most of its kind dwarfing its 
  smaller cousins. The leaves on it’s back imitate the 
  diamond pattern displayed by many types of snake.  
  It has a triangular head and mouth that sports two 
  thorny fangs that drip poisonous sap.
  59
  Deadly Gardens
  New Plant Companion
  Selecting A Plant Companion
  Ophidian Vine
  New Plant Companion
  Selecting A Plant Companion
  Ophidian Vine
  
  60
  Deadly Gardens
  Petrified Plants
  Petrified plants form over long periods of time 
  from the remains of plants or plant creatures buried 
  by sediment or volcanic ash. Protected from decay, 
  the plant material gets slowly replaced by inorganic 
  material as mineral-rich groundwater flows or 
  percolates through the area. When enough time 
  passes that only traces of organic material remain, 
  the result is an extremely hard fossil that retains the 
  plant’s original structure down to the smallest detail. 
  Geologic processes such as erosion and frost heaving 
  sometimes return petrified plants to the surface. 
  They can be found in just about any color, or even a 
  mix of colors, depending on the minerals from which 
  they formed.
  Plant creatures that go through this process often 
  perish, but particularly strong-willed or tenacious 
  individuals instead go dormant, only to reawaken 
  when they reach the surface at a later date. The 
  amount of time it takes for petrified plants to form 
  varies considerably, but the process rarely takes 
  less than centuries, and may take thousands or even 
  millions of years. Intelligent plant creatures that have 
  survived this process retain their memories, and may 
  thus hold ancient knowledge and secrets.
  Creating a Petrified Plant
  “Petrified plant” is an acquired template that can 
  be added to any plant creature (hereafter referred to 
  as the base creature). A petrified plant uses all of the 
  base creature’s statistics except as noted here.
  Challenge Rating: HD 5 or less, as base creature + 1; 
  HD 6 to 10, as base creature + 2; HD 11 or more, as 
  base creature + 3.
  Armor Class: Natural armor increases by +3.
  Defensive Abilities: A petrified plant gains DR and 
  resistance as noted on the table. If the base creature 
  has fire resistance, the indicated resistance stacks (to a 
  maximum of 30 points).
  Petrified Plant Defenses
  Hit Dice
  Resist Fire
  DR
  1–5 
  +10 
  5/adamantine
  6–10
  +20 
  10/adamantine
  11+ 
  +30 
  10/—
  Weaknesses: A petrified plant loses any vulnerability 
  to fire the base creature has.
  Speed: Decrease all speeds by 10 feet (to a minimum 
  of 10 feet). A petrified plant loses any fly speed the 
  base creature has, though it can still fly under the 
  effect of spells, spell-like abilities, or supernatural 
  abilities that grant a creature the ability to fly, such as 
  the spell fly.
  Melee Attacks: A petrified plant retains any natural 
  attacks the base creature has. If the base creature has 
  a slam attack, the petrified plant’s slam attacks deal 
  damage as if one size category larger.
  Special Attacks: A petrified plant retains all of the 
  special attacks of the base creature. Petrified plants 
  with a slam attack gain Awesome Blow as a bonus feat 
  and gain the following special attack.
  Mighty Slams (Ex) When a petrified plant confirms 
  a critical hit with a slam attack, it can forgo the extra 
  damage from the critical hit to attempt an awesome 
  blow combat maneuver as a free action. 
  Ability Scores: Str +2, Dex –2, Con +2, Wis +2.
  Feats: All feats are retained, even if the petrified plant 
  no longer qualifies for their prerequisites.
  Special Qualities: A petrified plant retains any special 
  qualities the base creature has. 
  Environment: Petrified plants may be uncovered 
  wherever geologic processes are active. They can be 
  found in any land or underground environment.
  Petrified Ophidian Vine, 
  Greater
  A vine as thick as a fallen log, slithers towards you like 
  a snake. The vine appears to have been petrified and 
  has a stone-like consistency.
  PETRIFIED GREATER OPHIDIAN VINE    
          CR 9  
  XP 6,400
  N Large plant
  Init +5; Senses low-light vision; Perception +9
  DEFENSE
  AC 21, touch 10, flat-footed 20 (+1 dodge, +11 natural, 
  -1 size)
  hp 95 (10d8+50)
  Fort +12, Ref +3, Will +4
  Defensive Abilities quick strikes; DR 5/slashing, 10/
  adamantine; Immune plant traits; Resist cold 5, fire 
  25
  OFFENSE
  Speed 20 ft.
  Melee bite +13 (2d6+10 plus poisonous sap), tail slap 
  +8 (1d8+3 plus trip)
  Space 10 ft.; Reach 10 ft.
  Special Attacks crushing bite 
  STATISTICS
  Str 24, Dex 11, Con 20, Int 2, Wis 13, Cha 7
  Base Atk +7; CMB +15 CMD 25 (can’t be tripped)
  Feats Combat Reflexes, Dodge, Improved Initiative, 
  Power Attack, Vital Strike
  Skills  Perception +9, Stealth +8 (+12); Racial Modifiers 
  +4 Stealth when an area with vegetation.
  
  SQ freeze
  ECOLOGY
  Environment any land or underground
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Crushing Bite (Ex) An ophidian vine may add 1-½ its 
  Strength modifier on its bite attack even though it has 
  more than one natural attack.
  Freeze (Ex) An ophidian vine can hold itself so still it 
  appears to be an inanimate vine. An ophidian vine can 
  take 20 on its Stealth check to hide in plain sight as an 
  inanimate vine. 
  Poisonous Sap (Ex) Poison - injury; save Fort DC 19; 
  frequency 1/round for 4 rounds; effect 1d3 Dex dam; 
  cure 
  2 
  saves. 
  The save DC is 
  C o n st i t u t i o n –
  based.
  Quick 
  Strikes 
  (Ex) An ophidian 
  vine may make 
  an 
  attack 
  of 
  o p p o r t u n i t y 
  against a creature 
  that 
  makes 
  a 
  melee 
  attack 
  against it and is 
  within its reach. 
  Otherwise 
  this 
  ability follows the 
  normal rules for 
  making attacks of 
  opportunity.
  Petrified Treant
  This animated petrified tree appears vaguely 
  humanoid, with branches for arms and roots for legs.
  PETRIFIED TREANT 
   
            
          CR 11  
  XP 12,800
  NG Huge plant
  Init –2; Senses low-light vision; Perception +13
  DEFENSE
  AC 23, touch 6, flat-footed 23 (–2 Dex, +17 natural, –2 
  size)
  hp 126 (12d8+72)
  Fort +14, Ref +2, Will +10
  DR 10/—; Immune plant traits; Resist fire 30 
  OFFENSE
  Speed 20 ft.
  Melee 2 slams +18 (3d6+10/19–20)
  Ranged rock +6 (2d6+15)
  Space 15 ft.; Reach 15 ft.
  Special Attacks mighty slams, rock throwing (180 ft.), 
  trample (3d6+15, DC 26)
  STATISTICS
  Str 31, Dex 6, Con 23, Int 12, Wis 18, Cha 13
  Base Atk +9; CMB +21; CMD 29
  Feats Alertness, Awesome BlowB, Improved Critical 
  (slam), Improved Sunder, Iron Will, Power Attack, 
  Weapon Focus (slam)
  Skills Diplomacy +9, Intimidate +9, Knowledge (nature) 
  +9, Perception +13, Sense Motive +10, Stealth 
  –10 (+6 in forests); Racial Modifiers +16 Stealth in 
  forests
  Languages Common, Sylvan, Treant
  SQ animate trees, double damage against objects, 
  treespeech
  ECOLOGY
  Environment 
  any land or 
  underground
  Organization 
  solitary or grove 
  (2–7)
  Treasure standard
  SPECIAL ABILITIES
  Animate 
  Trees 
  (Sp) A treant can 
  animate any trees 
  within 180 feet at 
  will, controlling up 
  to two trees at a 
  time. It takes 1 full 
  round for a tree to 
  uproot itself, after 
  which it moves at a 
  speed of 10 feet and fights as a treant (although it has 
  only one slam attack and lacks the treant’s animation 
  and rock-throwing abilities), gaining the treant’s 
  vulnerability to fire. If the treant that animated it 
  terminates the animation, moves out of range, or 
  is incapacitated, the tree immediately takes root 
  wherever it is and returns to its normal state.
  Double Damage Against Objects (Ex) A treant or 
  animated tree that makes a full attack against an 
  object or structure deals double damage.
  Mighty Slams (Ex) When a petrified plant confirms a 
  critical hit with a slam attack, it can forgo the extra 
  damage from the critical hit to attempt an awesome 
  blow combat maneuver as a free action.
  Treespeech (Ex) A treant has the ability to converse with 
  plants as if subject to a continual speak with plants 
  spell, and most plants greet them with an attitude of 
  friendly or helpful.
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  62
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  Phoenix Lily
  This large flowering plant has numerous brilliant 
  orange-red, trumpet shaped blossoms. The faint smell 
  of smoke hangs in the air.
  PHOENIX LILY 
   
   
   
           CR 4  
  XP 1,200
  N Medium plant 
  Init +1; Senses low-light vision; Perception +0
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
  hp 42 (5d8+20) 
  Fort +8, Ref +2, Will +2
  Defensive Abilities fire thrower; Immune plant traits; 
  Resist fire 10; 
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 5 ft. 
  Melee 2 slams +6  (1d6+4) 
  Ranged fiery blossom +4 touch (4d6 fire)
  Space 5 ft.; Reach 5 ft.
  STATISTICS
  Str 16, Dex 12, Con 19, Int —, Wis 13, Cha 6
  Base Atk +3; CMB +6; CMD 17 (can’t be tripped)
  SQ volatile
  ECOLOGY
  Environment tropical or temperate forest, jungle or 
  swamp
  Organization single, or patches (2-4)
  Treasure incidental
  SPECIAL ABILITIES
  Fiery Blossom (Su) Each phoenix lily bears 1d4+4 
  blossoms that it can use as a standard action to 
  produce a single scorching ray. After producing this 
  attack the blossom wilts and dies. The plant must wait 
  1d2 rounds before it can produce another scorching 
  ray and may only do so as long as it has living blossoms. 
  Fire Thrower (Ex) When a phoenix lily uses its 
  fiery blossom ability it does not provoke attacks 
  of opportunity for making ranged attacks when 
  threatened.
  Volatile (Su) If the fire resistance of a phoenix lily is 
  exceeded, there is a chance the plant will erupt in a 
  fireball. The plant must succeed at a Fortitude save 
  where the DC is equal to the amount of fire damage 
  taken, after applying fire resistance. Otherwise the 
  plant erupts in a fireball centered on one corner of its 
  occupied square. The fireball deals 1d6 damage for 
  each living blossom on the plant and the Reflex save is 
  DC 16. This save is Constitution based. The phoenix lily 
  is included as a target of the fireball and afterwards all 
  remaining blossoms wilt and die.
  The origins of the phoenix lily are a mystery, but 
  their sudden appearance in the wild several decades 
  ago suggests that something other than natural 
  evolution. One popular rumor asserts that the plant 
  was created by a reclusive wizard with a keen interest 
  in botany, in an effort to deterr unwanted visitors to 
  his estates. If that is the case, the plant somehow 
  found a way to spread to the wild and can now be 
  found in many isolated woodland areas and swamps. 
  Phoenix lilies bloom year round and a single plant 
  normally bears 1d4+4 blossoms at any time. The 
  plants can replace lost or wilted flowers at a rate of 
  one every two days.
  Phoenix lilies are territorial and will attack any 
  creature that they notice moving with 30 feet, with 
  the exception of other phoenix lilies. They are not 
  intelligent and their actions seem to be guided by 
  instinct or  be some kind of programmed behavior.
  Explorers have discovered that blossoms can be 
  harvested from living or recently deceased plants. 
  The blossoms normally die within a few days but if 
  preserved correctly they can be used in a number of 
  ways to enhance both arcane spells and alchemical 
  processes.
  
  Razorleaf Swarm
  This collection of shimmering leaves perpetually twirls 
  in a supernatural wind. The edge of each leaf glints 
  with a sharp metallic edge.
  RAZORLEAF SWARM  
   
   
           CR 5
  XP 1,600
  N Diminutive plant (swarm) 
  Init +4; Senses low-light vision; Perception +2
  DEFENSE  
  AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size) 
  hp 39 (6d8+12) 
  Fort +10, Ref +7, Will +4
  Defensive Abilities swarm traits; Immune mind-
  affecting effects, plant traits, weapon damage;
  OFFENSE 
  Speed 5 ft., fly 60 ft. (good)
  Melee swarm (2d6) or  razor strike +10 (1d6 plus bleed 
  2d4)
  Space 10 ft.; Reach 0 ft. 
  Special Attacks razor strike
  STATISTICS
  Str 1, Dex 18, Con 14, Int —, Wis 10, Cha 2 
  Base Atk +6; CMB —; CMD — 
  Feats Alertness, Weapon Finesse
  ECOLOGY
  Environment any forest (must have deciduous trees)
  Organization solitary, pair, or autumn (3-8) 
  Treasure incidental
  SPECIAL ABILITIES
  Flight (Su) Razorleaves 
  are 
  empowered 
  by 
  magical energies with 
  a 60 ft. fly speed with 
  good maneuverability. 
  A 
  razorleaf 
  swarm 
  cannot fly within an 
  antimagic field.
  Razor Strike (Su) A 
  razorleaf swarm may 
  forego it’s swarm attack 
  for the round to make 
  a single melee touch 
  attack with a reach of 
  5 ft. that causes 1d6 
  points of damage plus 
  bleed (2d4). This is 
  an exception to the 
  swarm rules and does 
  not move the swarm’s 
  position. A razorleaf 
  swarm cannot use this 
  ability in Severe or 
  worse wind, or if it has lost its fly speed such as due to 
  an antimagic field.
  Razorleaf swarms, found within and near the 
  deepest deciduous forests, are formed from fallen 
  leaves infused by magic within nexuses of natural 
  energies. Directed by the will of the forest, these 
  swarms seek out and destroy foreign interlopers, 
  beast or sentient alike. The diminutive constituents 
  of a swarm resemble the leaves of local deciduous 
  plants in shape. Razorleaves retain their colour but 
  take on a metallic hue. The stem, veins, and razor 
  edges are metallic grey. Despite being as hard as 
  steel, each leaf remains as flexible as it was when 
  freshly fallen from a healthy tree or shrub.
  While capable of agonizingly slow crawling 
  movement, razorleaf swarms are almost constantly 
  gliding and twirling through the air as if kept aloft 
  by a light breeze. Razorleaves fly patrols of the 
  deepest depths of ancient forests and guard sites 
  of significant natural energy such as sacred groves 
  or the tallest tree of the forest. Although generally 
  defensive, razorleaves will descend upon threats to 
  their forest with unrelenting aggression. They will 
  pursue creatures beyond the edge of the forest, but 
  generally only as far as a few minutes flight away. 
  However, egregious crimes against the forest are met 
  with mindless pursuit until death. Razorleaves attack 
  mindlessly, without regard to self-preservation or 
  tactics.
  63
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  64
  Deadly Gardens
  Scorpion Cactus
  This barrel shaped cactus plant has a long, sinuous 
  vine growing from its top that sports a clump of large 
  spike-like needles at the end.
  SCORPION CACTUS 
   
   
           CR 3  
  XP 800
  N medium plant 
  Init +1; Senses low-light; 
  Perception +0
  DEFENSE
  AC 15, touch 11, flat-footed 
  14 (+1 Dex, +4 natural)
  hp 34 (4d8+16)
  Fort +8, Ref +2, Will +1 
  Defensive Abilities mirage; 
  Immune plant traits; Resist 
  fire 5
  OFFENSE
  Speed 0 ft. 
  Melee sting +6 (1d8+3 plus 
  toxic resin and trip)
  Ranged 2 needles +4  (1d6+3 
  plus toxic resin)
  Space 5 ft.; Reach 15 ft.
  Special Attacks toxic resin (DC 
  16), trip
  STATISTICS
  Str 16 , Dex 13, Con 19, Int –, 
  Wis 10, Cha 6
  Base Atk +3; CMB +6; CMD 17 (can’t be tripped)
  Languages can’t speak
  ECOLOGY
  Environment warm arid or desert 
  Organization solitary or pair
  Treasure incidental
  SPECIAL ABILITIES
  Fling Needles (Ex) A scorpion cactus can make ranged 
  attacks by flinging the spike-like needles at the end 
  of its vine. This is a primary natural attack that deals 
  1d6+3 points of damage. Treat this ability as a thrown 
  weapon attack with a range increment of 20 feet. 
  This makes the maximum range equal to five range 
  increments or 100 feet. 
  Mirage (Su) As a standard action a scorpion cactus can 
  release waves of intense heat which causes 1 point 
  of fire damage to any creature within 5 feet. It also 
  creates a mirage which causes the cactus to appear to 
  be several feet away from its actual location, granting 
  it  a 50% miss chance on all attacks against it for 1d4 
  rounds.
  Toxic Resin (Ex) The needles of the scorpion cactus 
  are coated with a toxic resin. Poison—injury; save 
  Fortitude DC 16; frequency 1/round for 6 rounds; 
  effect staggered for 1 round; cure 2 saves. The save DC 
  is Constitution–based.
  Found primarily in warm arid and desert climates, 
  the so called scorpion cactus is well adapted for 
  survival in that environment. It has a barrel shaped 
  base that is hollow and stores a moisture rich nectar 
  to use as food.  The plant gets its name from the long 
  vine that grows from the top 
  of the base and is capped 
  with a cluster of spike-like 
  needles. The scorpion cactus 
  can strike with this vine 
  like a scorpion with its tail.  
  The cactus’ needles, both 
  at the tip of the vine and on 
  the base, are coated with a 
  toxic resin.  The scorpion 
  cactus can also expel the 
  excess heat that it absorbs 
  from its environment in 
  a concentrated burst that 
  drives away most animals 
  interested in getting at the 
  nectar stored within the 
  plant. The scorpion cactus 
  can move, although at a very 
  slow pace, covering about 1 
  foot in a day.
  Those wise in the ways 
  of the desert claim that the nectar stored within the 
  base of the cactus is more than just a source of water 
  in the desert. Some claim that it has powerful curative 
  properties. There is a thriving market for scorpion 
  cactus nectar in some desert cities which leads to 
  many unscrupulous merchants selling questionable 
  or counterfeit substances.
  Star Blossom
  A pale fungal stalk supports a five-point purple star. 
  Five sickly yellow vines, dripping a sizzling liquid, 
  radiate from the stalk.
  STAR BLOSSOM  
   
   
           CR 9
  XP 6,400
  CN Medium plant
  Init +5; Senses low-light vision; Perception +16
  DEFENSE
  AC 23, touch 15, flat-footed 18 (+5 Dex, +8 natural)
  hp 119 (14d8+56); regeneration 5 (cold iron)
  Fort +13, Ref +9, Will +8
  Defensive Abilities absorb spells, spell tolerance; 
  
  Immune cold, plant traits; SR 20
  OFFENSE
  Speed 30 ft., fly 40 ft. (average)
  Melee slam +15 (1d6 plus arcane energy release), 5 
  vines +16 (1d6 plus 1d6 acid and grab)
  Space 5 ft.; Reach 5 ft. (10 ft. with vines)
  Special Attacks liquefaction
  Spell-Like Abilities (CL 14th; concentration +19)
     1/day—dimension door
  STATISTICS
  Str 10, Dex 20, Con 19, Int 19, Wis 18, Cha 21
  Base Atk +10; CMB +10 (+14 grapple); CMD 25
  Feats Dimensional AgilityUC, Hover, Skill Focus 
  (Knowledge [arcana]), Skill Focus (Spellcraft), Skill 
  Focus (Use Magic Device), Weapon Finesse, Weapon 
  Focus (vine)
  Skills Fly +15, Heal +18, Knowledge (arcana) +24, 
  Perception +16, Sense Motive +16, Spellcraft +24, 
  Use Magic Device +25
  Languages Aklo, Common, Draconic, Sylvan
  ECOLOGY
  Environment any land
  Organization solitary
  Treasure standard (magic items)
  SPECIAL ABILITIES
  Absorb Spells (Ex) If a spell fails to penetrate a star 
  blossom’s spell resistance, the star blossom may 
  attempt a concentration check (DC 15 + spell’s caster 
  level) to absorb the spell energy. On a successful 
  concentration check, the star blossom adds a number 
  of points equal to the spell’s level to one of its magic 
  pools. It separates arcane magic and divine magic 
  into separate pools. Treat psychic magic as arcane 
  for this ability. It can 
  use divine pool points 
  as a standard action to 
  heal itself 1d8 points of 
  damage per divine point 
  expended (maximum 4d8) 
  or to channel 1d6 points 
  of negative energy per 2 
  divine points expended 
  (maximum 4d6). It can 
  expend 4 points from its 
  arcane pool as a swift 
  action 
  to 
  grant 
  itself 
  another use of dimension 
  door, or use the arcane 
  pool to power its arcane 
  energy release. There is no 
  limit to how many points a 
  star blossom can have in 
  its magic pools at any one 
  time, but unused points 
  fade 24 hours after being absorbed. 
  Arcane Energy Release (Ex) When a star blossom 
  releases arcane energy with its slam attack, it deals 
  1d4 points of force damage per arcane point it expends 
  (maximum 4d4).
  Liquefaction (Ex) If a star blossom’s grappled opponent 
  dies as a result of damage taken from its acid, the victim 
  must succeed at a DC 21 Fortitude save or become 
  liquefied, effectively disintegrating the victim’s body. If 
  the victim fails the save, the star blossom absorbs the 
  slurry into itself and heals a number of hit points equal 
  to the victim’s HD plus Con modifier.
  Spell Tolerance (Su) As a star blossom encounters 
  magic, its spell resistance improves temporarily. When 
  a spell fails to penetrate its spell resistance, it increases 
  its resistance by 1 against spells from that school. If a 
  spell penetrates the star blossom’s spell resistance, it 
  increases the resistance by 2 against spells from that 
  school. The star blossom cannot improve its spell 
  resistance against universal spells. This increase in 
  spell resistance lasts for 24 hours.
  Vines (Ex) A star blossom’s vines are primary 
  natural attacks with a 10-foot reach. The vines can 
  independently grapple opponents without giving the 
  star blossom the grappled condition.
  A star blossom is an otherworldly creature hailing 
  from a magic-dead world. Scholars who have studied 
  star blossoms are uncertain whether the creatures 
  arrived merely to get an understanding of magic or as 
  a vanguard for an invading force. Anecdotal evidence 
  of encounters with only single star blossoms 
  indicate their purposes are scholarly as opposed 
  to threatening. While a star 
  blossom is capable of learning 
  languages and apparently gains 
  an understanding of Common 
  shortly after its arrival, it makes 
  no effort to communicate with 
  other creatures. A star blossom 
  typically reacts in self-defense, 
  either from weapon damage or 
  persistent spell casting capable 
  of bypassing its resistances. 
  The only exception to its non-
  proactive behavior is when it 
  spies someone wielding a cold 
  iron weapon, in which case it 
  initiates combat and focuses 
  all its attacks on the wielder. 
  Once 
  engaged 
  in 
  combat, 
  though, it fights until it or all 
  its opponents are dead and 
  absorbed into its body.
  65
  Deadly Gardens
  
  66
  Deadly Gardens
  Stiletto Palm
  This stout palm plant is supported by a tangle of 
  squirming roots. Spine-covered fronds laden with long 
  pointy seeds whip and sway atop its sturdy trunk.
  STILETTO PALM  
   
   
           CR 9  
  XP 6,400
  N Huge plant
  Init +6; Senses blindsight 60 ft., tremorsense 60 ft.; 
  Perception +7
  DEFENSE
  AC 23, touch 10, flat-footed 21 (+2 Dex, +13 natural, 
  –2 size)
  hp 119 (14d8+56)
  Fort +13, Ref +8, Will +4
  DR 10/slashing; Immune plant traits; Resist electricity 
  10
  Weaknesses blind, vulnerable to cold
  OFFENSE
  Speed 20 ft.
  Melee 2 slams +17 (2d6+9/19–20 plus grab)
  Ranged 3 seed-spikes +11 (1d8+9 plus implant seed)
  Space 15 ft.; Reach 15 ft.
  Special Attacks blood drain (1d2 Constitution), implant 
  seed
  STATISTICS
  Str 28, Dex 14, Con 19, Int 1, Wis 10, Cha 5
  Base Atk +10; CMB +21 (+25 grapple); CMD 33
  Feats Combat Reflexes, Improved Critical (slam), 
  Improved Initiative, Lightning Reflexes, Power Attack, 
  Skill Focus (Stealth), Weapon Focus (seed-spikes)
  Skills Perception +7, Stealth +13
  SQ freeze (palm plant), spiny fronds
  ECOLOGY
  Environment warm deserts and forests
  Organization solitary, pair, or 
  grove (3–6)
  Treasure incidental
  SPECIAL ABILITIES
  Blind (Ex) A stiletto palm 
  senses vibrations through its 
  blindsight and tremorsense 
  abilities—beyond 60 feet, it is 
  considered blind.
  Blood Drain (Ex) A stiletto palm 
  heals 5 hit points each round 
  it drains blood. 
  Spiny Fronds (Ex) A stiletto 
  palm’s fronds are covered in 
  hollow spines, and its slam 
  attacks deal both bludgeoning 
  and piercing damage.
  Implant Seed (Ex) A creature 
  damaged by a stiletto palm’s seed-spike must succeed 
  at a DC 19 Fortitude saving throw or the seed-spike 
  becomes implanted in its body. A creature with a 
  seed-spike implanted in its body takes 1 point of 
  Constitution damage at the end of its turn each round. 
  Removing a seed-spike is a full-round action that 
  deals 1d6+1 points of damage to the victim unless 
  the creature removing the seed-spike succeeds at a 
  DC 15 Heal check. For every 5 by which the check is 
  exceeded, one additional seed-spike can be removed. 
  This ability has no effect on creatures without blood. 
  The save DC is Dexterity-based.
  Seed-Spikes (Ex) As a standard action, a stiletto palm 
  can whip one of its fronds to fling a volley of three 
  seed-spikes at a single target (make an attack roll for 
  each seed-spike). This attack has a range of 60 feet 
  with no range increment. A stiletto palm can launch 
  only 24 seed-spikes in any 24-hour period. A seed-
  spike that misses its target has a 50% chance of being 
  destroyed.
  Stiletto palms are semi-sentient predatory palm 
  trees that live among normal palms, lying in wait for 
  unwary prey. Though sightless, they’re sensitive to 
  vibrations in the air and ground. This allows stiletto 
  palms to pinpoint the location of nearby creatures, 
  which is important to their survival because they 
  must consume blood in order to grow and produce 
  seeds. To acquire blood, stiletto palms grab living 
  creatures with their powerful fronds, drawing what 
  they need through hollow spines. After draining a 
  creature’s blood entirely, a stiletto palm typically 
  drops the creature’s remains, and then buries the 
  exsanguinated corpse using its prehensile roots. A 
  typical stiletto palm stands 18 feet tall.
  Blood is important to stiletto palms in another 
  way, too—their heavy, needle-
  sharp seeds require it to 
  germinate. To this end, stiletto 
  palms can launch their seeds 
  at creatures that wander 
  nearby. When a seed pierces a 
  living creature, it germinates 
  and begins to send a network 
  of blood-sucking roots into 
  the creature’s flesh. These 
  roots continue to grow until 
  the 
  unfortunate 
  creature 
  removes the seed or expires 
  from blood loss. A seed that 
  fails to gain a foothold in a 
  blood-bearing body cannot 
  sprout, though it remains 
  viable for 24 hours.
  
  Swarmhive
  A swarmhive is a plant creature that has become 
  the host to a massive swarm of smaller creatures. 
  The swarm has incorporated itself into the host’s 
  body and and has now effectively merged with it into 
  a single creature. 
  Creating a Swarmhive
  “Swarmhive” is an acquired template that can be 
  applied to any corporeal plant creature of size Small 
  or larger, called the base creature, and any swarm, 
  called the base swarm. The creatures of the base 
  swarm must be at least two size categories smaller 
  than the base creature. 
  Challenge Rating: Sum the XP values of the base 
  creature and the base swarm. Consult the table 
  Swarmhive Challenge Rating Calculation and use the 
  Total XP column to find the closest approximate 
  value to determine the new CR. If the new CR is 
  the same as the CR of the base creature or the base 
  swarm then increase the new CR by 1.
  Swarmhive Challenge Rating Calculation
  CR
  Total XP
  CR
  Total XP
  CR
  Total XP
  1/8
  50
  6
  2,400
  16
  76,800
  1/6
  65
  7
  3,200
  17
  102,400
  1/4
  100
  8
  4,800
  18
  153,600
  1/3
  135
  9
  6,400
  19
  204,800
  1/2
  200
  10
  9,600
  20
  307,200
  1
  400
  11
  12,800
  21
  409,600
  2
  600
  12
  19,200
  22
  614,400
  3
  800
  13
  25,600
  23
  819,200
  4
  1,200
  14
  38,400
  24
  1,228,800
  5
  1,600
  15
  51,200
  25
  1,638,400
  Type: The base creature’s type remains the same but 
  it  gains the augmented subtype paired with the 
  type of the base swarm. The base creature also 
  gains the traits of the type of the base swarm. The 
  base creature does not gain mindless or swarm 
  traits. 
  Senses: The base creature gains any special senses 
  possessed by the base swarm.
  Aura: The base creature gains a swarm aura that 
  represents a swarm surrounding it at all times. 
  Creatures within this aura are treated as being 
  within the space of a base swarm, including taking 
  damage from the swarm’s attack, distraction 
  and any other special abilities or special attacks 
  possessed by the base swarm. The swarm aura 
  cannot be dispersed while the swarmhive is alive 
  but automatically disperses upon the death of the 
  swarmhive. The radius of the aura is determined 
  by the size of the base creature. 
  Swarm Aura Radius
  Size
  Aura Radius
  Small, Medium
  10 ft.
  Large, Huge
  15 ft.
  Gargantuan, Colossal
  20 ft.
  hp: Sum the hit points and hit dice of the base creature 
  and the base swarm. Do not recalculate any other 
  values that normally depend on a creature’s hit 
  dice. 
  Melee List the base swarm’s swarm attack.
  Special Attacks The base creature gains any special 
  attacks possessed by the base swarm, however 
  they only apply to the swarm attack or to creatures 
  within the swarm aura as appropriate. 
  Tactics  List the base swarm’s stats in abbreviated 
  format.
  Special Abilities The base creature gains any special 
  abilities possessed by the base swarm, however 
  they only apply to the swarm attack or to creatures 
  within the swarm aura as appropriate. The base 
  creature also gains the following special abilities.
  Aura of  (Base Swarm Creatures)  (Ex)  The swarmhive 
  is surrounded by a swarm of (base swarm 
  creatures) at all times. Creatures within this aura 
  are treated as being within the space of a base 
  swarm, including taking damage from the swarm’s 
  attack, distraction and any other special abilities 
  or special attacks possessed by the swarm. The 
  swarm cannot be dispersed while the swarmhive 
  is alive but automatically disperses upon the death 
  of the swarmhive.
  Expel Swarm (Ex) As a standard action, the swarmhive 
  can release a swarm from within its body. This 
  functions as the vomit swarm spell except that 
  the type of the swarm is equal to the base swarm 
  and the swarmhive can move the swarm as a free 
  action. The swarmhive can release up to three 
  swarms per day in this manner.
  67
  Deadly Gardens
  Designers Note
  Designers Note
  
  68
  Deadly Gardens
  Swarmhive 
  Sargassum 
  Fiend
  This shifting mass of green seaweed transforms 
  from the shape of a humanoid back to a patch 
  of algae, continually changing shape as a horde 
  of wriggling black creatures each the size of 
  a man’s finger swarm around and through it. 
   
  SWARMHIVE SARGASSUM FIEND  
         CR 10
  XP 9,600 
  N Large plant (aquatic, augmented vermin)
  Init +6; Senses blindsense 60 ft., blindsight 30 ft., 
  tremorsense 120 ft.; Perception +11
  Aura mirage (300 ft., DC 18), swarm (leeches, 15 ft., 
  distraction DC 15)
  DEFENSE
  AC 24, touch 12, flat-footed 21 (+2 Dex, +1 dodge, +12 
  natural, –1 size)
  hp 162 (19d8+77) 
  Fort +15, Ref +8, Will +4 
  DR 5/slashing; Immune plant traits; Resist cold 10
  OFFENSE
  Speed 20 ft., climb 20 ft., swim 40 ft.
  Melee 2 slams +16 (2d8+7 plus grab), swarm (2d6 plus 
  poison)
  Space 10 ft.; Reach 10 ft.
  Special Attacks blood drain(swarm), constrict 
  (2d8+10), distraction (swarm, DC 15), grab (Huge)
  TACTICS
  Swarm Stats Leech Swarm – Diminutive vermin 
  (aquatic, swarm); AC 18, touch 18, flat-footed 14; hp 
  39; Fort +7, Ref +6, Will +2; Immune mind-affecting 
  effects, weapon damage; Weaknesses susceptible to 
  salt; Speed 5 ft., swim 30 ft.; Melee swarm (2d6 plus 
  poison) Special Attacks blood drain
   STATISTICS
  Str 25, Dex 14, Con 20, Int 2, Wis 11, Cha 15
  Base Atk +9; CMB +17 (+25 grapple); CMD 30 (can’t be 
  tripped)
  Feats Dodge, Great Fortitude, Improved Initiative, 
  Lightning Reflexes, Skill Focus (Perception), Stealthy, 
  Weapon Focus (slam)
  Skills Climb +19, Escape Artist +4, Perception +11, 
  Stealth +7, Swim +15
  ECOLOGY
  Environment any oceans 
  Organization solitary, pair, or bed (3–8)
  Treasure incidental (1d6 sargassum fiend bulbs, other 
  treasure)
  SPECIAL ABILITIES
  Aura of  Leeches  (Ex)  The swarmhive is surrounded by 
  a swarm of leeches at all times. Creatures within this 
  aura are treated as being within the space of a leech 
  swarm, including taking damage from the swarm’s 
  attack, distraction and any other special abilities or 
  special attacks possessed by the swarm. The swarm 
  cannot be dispersed while the swarmhive is alive 
  but automatically disperses upon the death of the 
  swarmhive.
  Expel Swarm (Ex) As a standard action, the swarmhive 
  can release a leech swarm from within its body. This 
  functions as the vomit swarm spell except that the 
  swarm is a leech swarm and the swarmhive can move 
  the swarm as a free action. The swarmhive can release 
  up to three swarms per day in this manner.
  Grab (Ex) A sargassum fiend can grab Huge or smaller 
  foes, and has a +8 racial bonus on grapple checks 
  rather than the normal +4 bonus most creatures with 
  grab possess.
  Mirage (Su) A sargassum fiend emits a powerful scent 
  that causes specific, miragelike hallucinations. All 
  creatures within 300 feet of a sargassum fiend must 
  make a DC 18 Will save or become enraptured by 
  the scent. An enraptured creature sees the monster 
  as whatever would most compel it to approach. This 
  might be a lost loved one, a child in need of help, 
  an enchanting mermaid, the promise of dry land, 
  and so on. The extent of this illusion functions as 
  mirage arcana (CL equals the sargassum’s CR), but 
  is a mind-affecting phantasm, not a glamer. This 
  effect ends immediately if the plant makes an attack 
  against any target. The save DC is Charisma-based. 
  A sargassum fiend is a free-floating mass of intelligent 
  seaweed capable of luring its victims to their deaths 
  
  via a powerful hallucinogenic pheromone. Once the 
  sargassum fiend lures prey within striking distance, it 
  grabs the entranced creature and attempts to crush it 
  to death. Experienced sailors tell tales of entire crews 
  jumping overboard to swim out to a murderous field 
  of the sea plants.
  SWARM SPECIAL ABILITIES
  Blood Drain (Ex) Any living creature that begins its turn 
  with a leech swarm in its space is drained of its blood 
  and takes 1d3 points of Str and Con damage.
  Poison (Ex) Swarm—injury; save Fort DC 15; frequency 
  1/round for 2 rounds; effect 1d4 Dexterity drain; cure 
  1 save.
  Swarmhive 
  Shambling 
  Mound
  A mass of tangled vines and dripping slime 
  rises on two trunk-like legs, reeking of rot 
  and freshly turned earth. A low, ominous buzz 
  accompanies 
  a 
  mass 
  of 
  many 
  thousands 
  of 
  angry, stinging wasps that surround the figure. 
  SWARMHIVE SHAMBLING MOUND 
           CR 7
  XP 3,200 
  N Large plant (augmented vermin)
  Init +0; Senses darkvision 60 ft., low-light vision; 
  Perception +11
  Aura swarm (wasps, 15 ft., distraction DC 13)
  DEFENSE
  AC 19, touch 9, flat-footed 19 (+10 natural, –1 size) 
  hp 98 (16d8+27)  
  Fort +9, Ref +5, Will +5 
  Immune plant traits, electricity; Resist fire 10
  OFFENSE
  Speed 20 ft., swim 20 ft.
  Melee 2 slams +11 (2d6+5 plus 
  grab), swarm (2d6 plus poison)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (2d6+7), 
  distraction (DC 13), poison
  TACTICS
  Swarm Stats wasp swarm – N 
  Diminutive 
  vermin 
  (swarm); 
  Init +1; Senses darkvision 60 
  ft.; Perception +9; AC 15, touch 
  15, flat-footed 14; hp 31; Fort 
  +5, Ref +3, Will +3; Immune 
  mind-affecting effects, weapon 
  damage; Speed 5 ft., fly 40 
  ft. (good); Melee swarm (2d6 
  plus poison); Special Attacks 
  distraction (DC 13), poison
  STATISTICS
  Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9
  Base Atk +6; CMB +12 (+16 grapple); CMD 22
  Feats Cleave, Iron Will, Lightning Reflexes, Power 
  Attack, Weapon Focus (slam)
  Skills Perception +11, Stealth +8 (+16 in swamps or 
  forest), Swim +13; Racial Modifiers +4 Perception, 
  +4 Stealth (+12 in swamps or forests)
  Languages Common, Sylvan (cannot speak)
  SQ electric fortitude
  ECOLOGY
  Environment temperate forest or marshes 
  Organization solitary 
  Treasure standard
  SPECIAL ABILITIES
  Aura of  Wasps  (Ex)  The swarmhive is surrounded by 
  a swarm of wasps at all times. Creatures within this 
  aura are treated as being within the space of a wasp 
  swarm, including taking damage from the swarm’s 
  attack, distraction and any other special abilities or 
  special attacks possessed by the swarm. The swarm 
  cannot be dispersed while the swarmhive is alive 
  but automatically disperses upon the death of the 
  swarmhive.
  Electric Fortitude (Ex) Shambling mounds take no damage 
  from electricity. Instead, any electricity attack used 
  against a shambling mound temporarily increases its 
  Constitution score by 1d4 points. The shambling mound 
  loses these temporary points at the rate of 1 per hour. 
  Shambling mounds, also called shamblers, appear 
  to be heaps of rotting vegetation. They are actually 
  intelligent, carnivorous plants with a fondness for elf 
  flesh in particular. What serve as a shambler’s brain 
  and sensory organs are located in its upper body. 
  Shambling mounds typically have an 8-foot girth and 
  stand between 6 and 9 feet tall. They weigh about 
  3,800 pounds.
  Expel Swarm (Ex) As a standard 
  action, the swarmhive can release 
  a wasp swarm from within its body. 
  This functions as the vomit swarm 
  spell except that the swarm is a 
  wasp swarn and the swarmhive 
  can move the swarm as a free 
  action. The swarmhive can release 
  up to three swarms per day in this 
  manner.
  SWARM SPECIAL ABILITIES
  Poison 
  (Ex) 
  Swarm—injury; 
  save Fort DC 13; frequency 1/
  round for 4 rounds; effect 1 
  Dexterity damage; cure 1 save. 
  The save DC is Constitution-based. 
  69
  Deadly Gardens
  
  70
  Deadly Gardens
  Verdaxag
  This massive tree has limbs made from the trunks of a 
  wide variety of other trees. Flowering plants from all 
  climes cover the bulk of the tree’s form.
  Verdaxag, King of Trees 
   
            
        CR 23
  XP 819,200
  N Colossal plant (kaiju)
  Init +6; Senses darkvision 600 ft., greensight 600 ft., 
  low-light vision, tremorsense 600 ft.; Perception +48
  DEFENSE
  AC 40, touch 8, flat-footed 34 (+6 Dex, +32 natural, –8 
  size)
  hp 487 (39d8+312); fast healing 30, instant fertilization
  Fort +29, Ref +19, Will +24
  Defensive Abilities ferocity, rebirth, recovery, wood 
  deflection; DR 20/epic and slashing; Immune 
  ability damage, ability drain, death effects, disease, 
  electricity, energy drain, fear, plant traits, spells and 
  effects that affect plant creatures; Resist acid 30, 
  cold 30, fire 30, negative energy 30, sonic 30
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 120 ft., climb 80 ft.
  Melee 2 claws +36 (4d6+14/19–20), slam +36 
  (8d6+14/19–20), 2 vines +33 (3d6+7/19–20 plus 
  grab)
  Space 50 ft.; Reach 50 ft.
  Special Attacks breath weapon, constrict (3d6+21), 
  entangling roots, hurl foe, spores, 
  trample (8d6+21, DC 43), wildfire
  STATISTICS
  Str 39, Dex 22, Con 27, Int 3, Wis 32, 
  Cha 22
  Base Atk +29; CMB +51 (+53 bull 
  rush, +55 grapple or sunder); CMD 
  67 (69 vs. bull rush and sunder, 
  can’t be tripped)
  Feats Bleeding Critical, Combat 
  Reflexes, Crippling CriticalAPG, 
  Critical Focus, Greater Sunder, 
  Greater Vital Strike, Improved Bull 
  Rush, Improved Critical (claw), 
  Improved Critical (slam), Improved 
  Critical (vine), Improved Sunder, 
  Improved Vital Strike, Multiattack, 
  Power Attack, Stand Still, 
  Sundering StrikeAPG, Vital Strike, 
  Weapon Focus (claw), Weapon 
  Focus (slam), Weapon Focus (vine)
  Skills Climb +22, Knowledge (nature) 
  +29, Perception +48, Stealth –10 
  (+22 in forests), Survival +31; 
  Racial Modifiers +32 Knowledge (nature), +16 
  Perception, +32 Stealth in forests
  SQ independent vines, massive, plant king
  ECOLOGY
  Environment temperate and warm forests
  Organization solitary (unique)
  Treasure incidental
  SPECIAL ABILITIES
  Breath Weapon (Su) Once every 4 rounds as a standard 
  action, Verdaxag can breathe out a shower of thorns 
  that sprout whip-like vines in a cone with a range of 
  600 feet. Each creature caught in the thorns must 
  succeed at a DC 37 Reflex save or take 20d6 of piercing 
  and slashing damage, suffer 2d6 points of bleed, and 
  become entangled. A successful saving throw halves 
  the damage and negates the bleed and entangled 
  effect. The save DC is Constitution-based.
  Entangling Roots (Ex) If a creature on the ground 
  moves within Verdaxag’s reach, it becomes entangled 
  unless it succeeds at a DC 37 Reflex save. A creature 
  that starts its turn entangled takes damage as if struck 
  by the plant kaiju’s vine attack. A creature that makes 
  its initial save is immune to this ability for 1 hour. The 
  save DC is Constitution-based.
  Independent Vines (Ex) Verdaxag only takes a –10 
  penalty to maintain a grapple with its vines while 
  not gaining the grappled condition. Additionally, the 
  kaiju can continue to make grapple checks with a vine 
  against a grappled opponent as a move action.
  Instant Fertilization (Ex) Blood from a dead opponent 
  
  nourishes Verdaxag’s roots, healing it for a number of 
  hp equal to its victim’s HD.
  Massive (Ex) This trait acts as per the massive trait for 
  kaiju, but Verdaxag does not treat forest as difficult 
  terrain.
  Plant King (Su) No plant creature will harm Verdaxag, nor 
  can a plant creature be charmed or compelled to harm 
  the kaiju. Additionally, Verdaxag can communicate 
  with all plant creatures possessing speech.
  Pollen (Ex) As a full-round action, Verdaxag can release 
  pollen in a 100-foot-radius burst. For five rounds 
  afterwards, it gains concealment (20% miss chance) 
  against attacks from 10 feet away or further. The 
  following save DCs are Constitution-based. It also 
  chooses the pollen’s effect from the following options 
  when it uses this ability:
  Poison: Pollen—contact; save Fort DC 37; frequency 1/
  round for 10 rounds; effect 2d4 Dex and staggered for 
  1 round, and a creature that reaches 0 Dex transforms 
  into a tree (as per tree shape, except the duration is 
  permanent); cure 3 consecutive saves. Verdaxag is CL 
  20 for purposes of reversing this transformation.
  Rust: If a metal item exposed to rusting pollen fails 
  a DC 37 Reflex save (unattended, nonmagical items 
  automatically fail), it gains the broken condition. The 
  following round, items that failed the initial saving 
  throw must succeed at a DC 37 Fortitude save or 
  become destroyed. Against a metal creature, the rust 
  deals 19d6 points of damage (DC 37 Reflex for half).
  Soporific: All creatures must succeed at a DC 37 Will 
  save or fall asleep, as per sleep (CL 20), except it has 
  no HD restriction.
  Rebirth (Su) When Verdaxag dies, it explodes in 
  a shower of spores and pollen that spread miles 
  outward. The kaiju remains dead for 1 year before it 
  comes back to life, as if via a true resurrection spell. If 
  called via wrath of Verdaxag, it returns in a weakened 
  state. Killing the kaiju while it is in this state destroys 
  it permanently.
  Vulnerable to Fire (Ex) A spell or effect that deals fire 
  damage adds 50% to its damage before applying 
  Verdaxag’s resistance.
  Wildfire (Ex) If Verdaxag takes fire damage, the 
  fire rapidly spreads throughout the kaiju and its 
  surroundings. It takes an equal amount of fire damage 
  at the beginning of its turn. All creatures within the 
  kaiju’s reach take the same amount of fire damage (DC 
  37 Reflex save halves). Additionally, the kaiju’s melee 
  attacks deal 1d6 points of fire damage until the end 
  of its turn. The wildfire extinguishes itself at the end 
  of the kaiju’s turn. The save DC is Constitution-based.
  Wood Deflection (Ex) Against weapons with any 
  wooden material, Verdaxag gains a +4 deflection 
  bonus to AC.
  71
  Deadly Gardens
  Kaiju Subtype 
  Kaiju Subtype 
  
  72
  Deadly Gardens
  King of Trees
  Verdaxag grew after the first forests and jungles 
  formed on the world and slumbered peacefully as 
  plants and animals lived in and around the kaiju. 
  Even when the first humanoids arrived and began 
  harvesting plants for food and chopping down 
  trees for housing, Verdaxag ignored them, since 
  they lived with the woodlands in relative harmony. 
  When clearcutting started, felling wholesale swaths 
  of forest under the swings of axes, Verdaxag finally 
  awoke and brought its own devastation in return. 
  After it wiped out inhabitants in a 50-mile radius 
  of its home, it dispersed seeds to replenish the 
  woodland, relocated to another unspoiled location, 
  and slept again. New settlers reaching the now-wild 
  areas only saw that nature claimed the area over a 
  “lost” civilization.
  Visitors to the heart of a forest or jungle where 
  Verdaxag resides find little sign of the kaiju, since it 
  relaxes into its component plants while it sleeps. The 
  only indicator of Verdaxag’s presence comes from the 
  unique plants growing in the grove where the kaiju 
  rests (a creature succeeding at a DC 38 Knowledge 
  [nature] check makes the connection). Verdaxag is 
  uninterested in actively protecting the forests and 
  jungles, so it provides no warning when civilization 
  encroaches too far into the woodlands. Scholars 
  speculate that wounds to and deaths of nearby plants 
  empathically resonate with Verdaxag, which ignores 
  the pain for a while. Eventually the kaiju reaches its 
  threshold and unleashes its fury. It is not content to 
  inflict harm on the immediate source of the pain, so 
  it travels to nearby population centers to slay every 
  inhabitant in retaliation.
  Since Verdaxag typically leaves no survivors 
  during its rampage, very little is known about how 
  it moves on to another area once it has sated its ire. 
  Scholars specializing in Verdaxag speculate that the 
  kaiju disperses its essence into seeds along with 
  the seeds it produces to replenish its former home. 
  These Verdaxag-carrying seeds travel to untouched 
  wilderness and regrow the kaiju over the course of a 
  year. If necessary, Verdaxag can manifest during this 
  period of regrowth, but it is severely weakened and 
  vulnerable to true destruction.
  Verdaxag is a relatively straightforward combatant. 
  In the face of light resistance, it uses its pollen to 
  put opponents to sleep. It does this not out of any 
  sense of mercy, but to make it easier to crush foes 
  at its leisure, or to convert them to brand new trees 
  using its poison pollen. It is also painfully aware 
  of the bite of metal, so it uses its pollen to destroy 
  metallic objects benefitting more powerful enemies. 
  Otherwise, it grabs and tramples everything in 
  its path. Fire is its greatest nemesis, but, over the 
  millennia, Verdaxag has changed its metabolism to 
  allow fire to consume itself in a conflagration across 
  the kaiju’s body, allowing it to inflict fiery damage on 
  hapless victims caught in the wildfire’s wake. Against 
  creatures out of Verdaxag’s reach, such as flying 
  creatures, it spews hundreds of grasping thorns to 
  hold those foes in place, or at least slow them down.
  Wandering Sundew
  This enormous green creature is covered in fibrous 
  armor plates that protect its back and four stubby 
  legs. Twitching orange stalks grow from the seams in 
  its armored shell, each tipped with a bulb of glistening, 
  dewy liquid. 
  WANDERING SUNDEW 
   
   
         CR 18  
  XP 153,600
  N Huge plant
  Init +4; Senses low-light vision, scent; Perception +19
  DEFENSE
  AC 33 touch 7, flat-footed 33 (–1 Dex, +26 natural, -2 
  size)
  hp 294 (28d8+168); fast healing 20
  Fort +22, Ref +11, Will +11 
  DR 15/magic; Immune acid, plant traits; Resist 
  electricity 20, fire 20
  OFFENSE
  Speed 40 ft. 
  Melee gore +30 (2d8+11 plus 1d6 acid/19-20), 2 slams 
  +30 (1d8+11 plus 2d6 acid/19-20), tail slap +28 
  (2d6+5 plus 2d6 acid)
  Space 15 ft.; Reach 15 ft.
  Special Attacks grasping stalks (touch +25, 2d6 acid), 
  powerful charge (gore, 4d8+22 plus 1d6 acid/19-20)
  Spell-Like Abilities (CL 18th, concentration +21)
  3/day–acidic spray (DC 18)
  1/day–caustic eruption (DC 20)
  STATISTICS
  Str 32, Dex 11, Con 22, Int 6, Wis 15, Cha 17
  Base Atk +21; CMB +34 (+38 sunder); CMD 43 (45 vs. 
  sunder, 45 vs. trip)
  Feats Blind-Fight, Critical Focus, Greater Sunder, 
  Improved Critical (gore), Improved Critical (slam), 
  Improved Initiative, Improved Sunder, Lightning 
  Reflexes, Multiattack, Power Attack, Quicken 
  Spell-Like Ability (acidic spray), Staggering Critical, 
  Stunning Critical, Sundering Strike
  Skills Perception +19, Stealth +9
  ECOLOGY
  Environment warm forest, jungle or swamp
  Organization solitary
  
  Treasure standard
  SPECIAL ABILITIES
  Acidic Sunder (Ex) When making any sunder attempt, 
  including as a result of Sundering Strike, the acid 
  damage (and only the acid damage) of the sunder 
  attempt bypasses the hardness of metals and stone. 
  Grasping Stalks (Ex) Creatures that stray too near a 
  wandering sundew can be caught up by its sticky, 
  grasping stalks. At the end of the wandering sundew’s 
  turn, make a melee touch attack (touch +25, 2d6 
  acid) against all creatures within the sundew’s reach. 
  Creatures at least one size category smaller than 
  the sundew that were hit by the touch attack must 
  succeed on a DC 27 Reflex save or become grappled 
  by the sticky tentacles. A grappled creature can escape 
  with a successful DC 27 Combat Maneuver or Escape 
  Artist check.  Creatures grappled in this manner 
  take 2d6 acid damage for each round they remain 
  grappled. A wandering sundew can have up to four 
  creatures grappled by its stalks in this manner and 
  does not gain the grappled condition itself and can 
  move unimpeded.  The save DC is Charisma-based.
  The wandering sundew is a mobile plant that 
  actually resembles a gigantic turtle or armadillo. 
  The characteristic stalks of the sundew plant grow 
  from between the fibrous armor plating covering 
  the creature’s back. These semi-autonomous stalks 
  are tipped with large, bulbous drops of the sundew’s 
  sticky, acidic nectar and when they sense nearby 
  movement they attempt to snatch up smaller prey 
  animals. Trapped creatures will eventually be 
  completely dissolved by the nectar and digested by 
  the sundew. 
  Wandering sundew are highly territorial and 
  will 
  patrol 
  their 
  hunting 
  grounds 
  looking for prey which 
  includes 
  almost 
  any 
  animal smaller than 
  themselves but they 
  seem to favor giant 
  wasps and other large 
  insects in particular. 
  These 
  carnivorous 
  plants appear large and 
  bulky but can move 
  quite quickly when on 
  the hunt. The charge of 
  a wandering sundew is 
  terrible to behold and 
  deadly to experience 
  as they gore the victim 
  with their horny snout 
  and spray acid as well.
  An 
  average 
  wandering sundew is 
  approximately 18 ft. 
  long and weighs 12,000 
  lbs. 
  73
  Deadly Gardens
  Selecting A Plant Companion
  Wandering Sundew
  Selecting A Plant Companion
  Wandering Sundew
  
  74
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  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 Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and 
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  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 extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, 
  and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Inc.; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR.
  Pathfinder Player Companion: Adventurer’s Armory. © 2010, Paizo Publishing, LLC; Authors: 
  Jonathan Keith, Hal Maclean, Jeff Quick, Christopher Self, JD Wiker, and Keri Wiker.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, 
  Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, 
  Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. 
  Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal 
  MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2 © 2010, Paizo Publishing, LLC; Authors: Wolfgang Baur, 
  Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, 
  James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick 
  Renie, Sean K Reynolds, F. Wesley Schneider, by Jonathan Tweet, Monte Cook, and Skip Williams. Owen K.C. 
  Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason 
  Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley 
  Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse 
  Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt 
  James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, Russ 
  Taylor.
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang 
  Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, 
  Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason 
  Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, 
  Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, 
  Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan 
  Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston 
  Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen 
  Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve 
  Townshend.
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, James 
  Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick 
  Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K 
  Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K 
  Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Deadly Gardens Extra: Natural Items. © 2015, Rusted Iron Games; Author: Russ Brown.
  Deadly Gardens Player Companion: Verids © 2016 Rusted Iron Games. Author: Jacob W. Michaels.
  Deadly Gardens: Blood Root. © 2017, Rusted Iron Games; Authors: Russ Brown, Joe Kondrak, Andrew 
  Umphrey.
  Deadly Gardens: Blood Rose Swarm. © 2015, Rusted Iron Games; Author: Russ Brown.
  Deadly Gardens: Catchweed. © 2016, Rusted Iron Games; Authors: Russ Brown, Matthew Carroll.
  Deadly Gardens: Cinder-Heart Treant. © 2017, Rusted Iron Games; Authors: Russ Brown, Kim 
  Frandsen.
  Deadly Gardens: Deathcap Fungus. © 2016, Rusted Iron Games; Author: Russ Brown.
  Deadly Gardens: Dream Weed. © 2017, Rusted Iron Games; Authors: Jacob W. Michaels, Kim Frandsen, 
  and Joe Kondrak.
  Deadly Gardens: Faerie Circle Stalker. © 2017, Rusted Iron Games; Authors: Jacob W. Michaels, Isaac 
  Volynskiy, and Mike Welham.
  Deadly Gardens: Ghost Spore Swarm. © 2017, Rusted Iron Games; Authors: Mike Welham, Joe 
  Kondrak & Andrew Umphrey.
  Deadly Gardens: Green Man.  © 2016, Rusted Iron Games; Author: Jacob W. Michaels.
  Deadly Gardens: Greenscream Trumpet. © 2017, Rusted Iron Games; Authors:  Sam Kaplan, Matthew 
  Carroll, and Mike Welham.
  Deadly Gardens: Grovemaker © 2017, Rusted Iron Games; Author: Mike Welham.
  Deadly Gardens: Hungry Pit. © 2017, Rusted Iron Games; Authors: Russ Brown, Kim Frandsen, and 
  Joe Kondrak.
  Deadly Gardens: Hydra Vine. © 2017, Rusted Iron Games; Authors: Russ Brown, Joe Kondrak & Isaac 
  Volynskiy.
  Deadly Gardens: Hypno-Lotus. © 2017, Rusted Iron Games; Author: Stephen Stack. 
  Deadly Gardens: Mulch Stalker. © 2016, Rusted Iron Games; Author: Stephen Stack, Russ Brown.
  Deadly Gardens: Ophidian Vine. © 2016, Rusted Iron Games; Author: Russ Brown.
  Deadly Gardens: Petrified Plants. © 2016, Rusted Iron Games; Author: Joe Kondrak. 
  Deadly Gardens: Phoenix Lily. © 2015, Rusted Iron Games; Author: Russ Brown.
  Deadly Gardens: Razorleaf Swarm. © 2017, Rusted Iron Games; Authors: Chris Hunt, Jeff Gomez, and 
  Mike Welham.
  Deadly Gardens: Scorpion Cactus. © 2015, Rusted Iron Games; Author: Russ Brown.
  Deadly Gardens: Star Blossom. © 2017, Rusted Iron Games; Authors: Mike Welham, Joe Kondrak & 
  Andrew Umphrey.
  Deadly Gardens: Stiletto Palm. © 2017, Rusted Iron Games; Authors: Joe Kondrak, Matthew Carroll, 
  and Mike Welham.
  Deadly Gardens: Swarmhive. © 2017, Rusted Iron Games; Author Russ Brown.
  Deadly Gardens Verdaxag, King of Trees. © 2017, Rusted Iron Games; Author: Mike Welham.
  Deadly Gardens: Wandering Sundew © 2017 Rusted Iron Games; Authors: Russ Brown, Kim Frandsen, 
  and Joe Kondrak.
  Deadly Gardens Collection © 2018 Rusted Iron Games; Authors: Russ Brown, Matthew Carroll, Kim 
  Frandsen, Jeff Gomez, Chris Hunt, Sam Kaplan, Joe Kondrak, Jacob W. Michaels, Stephen Stack, Andrew 
  Umphrey, Isaac Volynskiy and Mike Welham.
  Deadly Gardens
  Credits
  Credits
  
  75
  Deadly Gardens
  Rusted Iron Games
  17610 Ponderosa Ave
  Parker, CO 80134
  www.rustedirongames.com
  
  deadly Gardens 
  Collection
  The 
  Deadly 
  Gardens 
  Collection 
  Gathers the material from the original 
  25 volumes of the Deadly Gardens 
  Series into one convenient source. This 
  book contains the following material:
  4 new Feats
  1 New Spell
  5 Natural Hazards
  9 Terrain Types
  5 Alchemical Items
  8 Herbal Remedies
  136 Natural Items
  Natural Poisons List
  4 Natural Power Components
  A New Special Material
  40 Magic Items
  Over 25 new plant monsters.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Rusted Iron Games - Deadly Gardens Collection.pdf