TEXT: Attack of the Plant Monsters! 
  by Gabor Lux 
  Plant monsters are terrorizing the countryside and only a select group of heroes can 
  stop them! Astounding thrills! 
   
   
   
  It is rumored that there is a small, 
  secluded 
  valley 
  southwest 
  of 
  Ottergild. 
  This 
  place 
  is 
  dank, 
  shrouded in mist and very humid. 
  Once, it was inhabited by a small tribe 
  of 
  primitive 
  men. 
  Due 
  to 
  the 
  machinations of evil gods and the 
  curse of the land, they were turned 
  into twisted mockeries of human life, 
  consisting of peat-mud, tangly roots 
  and weed. During the night, these 
  abominations venture forth from their 
  hiding place to cavort in the hills. The 
  local shepherds are deathly afraid of 
  them, for they are said to carry men 
  off from their huts or strangle them 
  while asleep. 
   
  This 
  mini-module 
  describes 
  the 
  vegetable monsters which stalk the 
  shepherds and drag them off to a fate 
  worse than death, as well as their 
  forest lair and their „god”. It is easy to 
  drop the adventure almost anywhere 
  in the Wilderlands, but the preferable 
  location is a temperate or tropical 
  forest near swampland. Originally, it 
  was located in hex 3607, Campaign 
  Map One. There is little treasure to 
  be had here, and even that little is 
  easy to overlook. Thus, the Judge may 
  offer some monetary incentive – 
  although 
  not 
  much 
  since 
  the 
  shepherds the creatures terrorize are 
  dirt poor themselves. 
   
  The Plant Monsters 
  Plant monsters are semi-intelligent 
  and vaguely humanoid clumps of 
  vegetable matter, distantly related to 
  the 
  fearsome 
  Shambling 
  Mound. 
  Their bodies are composed of peat-
  muck, tangled roots which serve as a 
  nervous system as well as support and 
  weed which covers their bodies not 
  unlike a burial shroud. They reek of 
  decay, tepid water and rot. Movement 
  is shambling and stature is stooped. 
  Thanks to their anatomy, they are 
  hard to hit with blunt weapons and 
  even harder to destroy. They evolve 
  from 
  smaller 
  specimens 
  which 
  resemble large frogs and travel in a 
  hopping 
  manner. 
  Whether 
  plant 
  monsters are indeed cursed humans 
  or they evolved naturally is not 
  known, but it is not a practical matter 
  anyway. Killing them all is the wisest 
  course of action, after all!. Plant 
  monsters use mob tactics in combat. 
  They employ no tools or weapons, 
  clubbing with limbs instead. 
   
   
  Plant Monster, HD 3, CR 1 
  Hp 3d8 
  Init –1, Spd 20 (can’t run), AC 15 (+6 
  Nat, -1 Dex) 
  Atk +3/+3 Slam d6 
  Fort +3, Rfx +0, Will +0; Str 11, Dex 
  9, Con 10, Int 3, Wis 10, Cha 2 
  
  Immune to Fire, Mind spells, ½ from 
  Cold, 
  ½ 
  from 
  blunt 
  weapons, 
  Electricity adds 1 temporary HD, plus 
  immune to all stuff plants are usually 
  immune to. 
  Suffocation (Ex): a plant monster that 
  hits with both limbs will smother its 
  opponent, who suffocates in 2d4 
  rounds unless the creature’s hold is 
  broken. 
   
  Plant Monster, Spawn, HD 1, CR 
  1/3 
  Hp d8 
  Init +0, Spd 20/Jump 30, AC 12 (+1 
  Size, +1 Nat) 
  Atk +1 Leap d6 + knockdown 
  Fort +2, Rfx +0, Will +0; Str 10, Dex 
  11, Con 10, Int 1, Wis 10, Cha 1 
  Immune to Fire, Mind spells, ½ from 
  Cold, 
  ½ 
  from 
  blunt 
  weapons, 
  Electricity adds 1 temporary HD, plus 
  immune to all stuff plants are usually 
  immune to. 
  Hop-attack 
  (Ex): 
  plant 
  monster 
  spawns 
  hurl 
  their 
  bodies 
  into 
  opponents 
  with 
  a 
  ferocious 
  momentum, attempting to knock 
  them down. Once an opponent is 
  down, throngs of plant monster 
  spawn swarm over the body to 
  appease their ravenous appetites! 
   
  Both types are of some use to 
  alchemists. When boiled and distilled 
  in a cauldron or large vat and treated 
  with certain acids, one plant monster 
  or six spawn provide a good amount 
  of oily liquid which is usable as a 
  component 
  for 
  potions 
  of 
  plant 
  related nature (Plant Charm, Plant 
  Control, etc.), reducing creation costs 
  by 20%. The process requires a DC 16 
  Alchemy check and a good day of 
  work. 
   
   
  Lair of the Plant Monsters 
  The valley the monsters reside in is a 
  small cul de sac. Two minor streams 
  feed this isolated watery depression, 
  but no overflow exists. The entire 
  valley is a fetid swamp. There is little 
  light, since ancient swamp oaks stand 
  everywhere, and their foliage is so 
  thick that the gloom is perpetual, 
  penetrated only by the occasional 
  beam of light. Vegetation is likewise 
  thick with masses of reeds, ferns, 
  vines and creepers. 
   
  The mud is mostly just ankle deep, 
  but even this results in reduced (20’) 
  movement and precludes running 
  unless 
  the 
  characters 
  employ 
  supernatural methods. Some parts 
  (indicated on the map by slanted 
  lines) are more liquid and resemble 
  quicksand. 
  Initially, 
  a 
  character 
  caught in this trap can escape with a 
  DC 12 Strength check. Every round 
  thereafter, the DC increases by two, 
  until it reaches 20 and the hapless 
  victim starts drowning. 
   
  The faint mist that hangs over the bog 
  makes it impossible to see beyond 60’ 
  and 
  provides 
  20% 
  concealment 
  beyond 30’. 
   
  1. The narrow chasm leading to the 
  lair of the plant monsters smells of 
  water and rotting leaves. The oak 
  trees are bent and twisted. The path 
  seems well travelled. There are tracks 
  everywhere. They are long, as if 
  something 
  was 
  having 
  trouble 
  
  shuffling along. A column of three 
  large, 
  round 
  limestone 
  boulders 
  stands watch over the entrance to the 
  swamp. Small, green plants grow in 
  the earth-filled cracks. 
   
  2. The narrow path leading through 
  the 
  vegetation 
  is 
  easy 
  to 
  find 
  (Track/Wilderness Lore DC 14). 
   
  3. A large dead tree stands here, half 
  submerged in water. It is hollow and a 
  nest of 16 miniature black swamp 
  snakes 
  lair 
  within. 
  They 
  aren’t 
  dangerous 
  and 
  slither 
  away 
  if 
  disturbed. 
   
  4. Guards – this location is an 
  ambush point of the plant men. They 
  wait in hiding until they can attack 
  from all directions (DC 18 to notice). 
  On repeated forays, there will be 
  additional guardians. 
   
  Plant Monsters (12) 
  Hp  
  17, 14, 14, 9,17, 17 
  10, 8, 16, 12, 9, 17 
   
  5. The shore of the black lake is 
  mostly clear of plant life. A pillar of 
  three boulders, piled atop each other 
  warns intruders to stay away. The 
  stones are ancient and worn. Dark 
  forms are barely visible beyond the 
  veil of mist. They are collapsed and 
  flooded stone huts (five total). The 
  black lake is the living environment of 
  the monsters. They attack if the 
  strange village is approached or if 
  night falls. 
   
   
   
  Plant Monsters (20) 
  Hp  
  21, 7, 9, 10, 15, 19, 15, 11, 12, 20  
  8, 15, 17, 18, 15, 13, 13, 14, 7, 15 
   
  6. Another guard post. These six are 
  watching out for escaping spawns (see 
  below) 
  and 
  take 
  less 
  care 
  to 
  camouflage themselves unless the 
  characters 
  approach 
  in 
  a 
  noisy 
  manner. 
   
  Plant Monsters (6) 
  Hp 22, 16, 14, 16, 14, 14 
   
  7. This location is a dry little islet, 
  covered by a tangled and completely 
  dead forest. The trees are gray and 
  their 
  knotted 
  branches 
  resemble 
  clawed, skeletal hands. They grow so 
  thickly that it is impossible to pass 
  through them except via the well 
  travelled path. The path is flanked by 
  yet another two stone boulders. They 
  might have been carved one day, but 
  the patterns are so faint that they are 
  almost illegible. 
  In the middle of the island, there is a 
  round, open clearing with about half a 
  dozen or so toppled or standing 
  stones, as well as a little lake in the 
  middle. This lake is in fact a very deep 
  well. When the characters have looked 
  around (and perhaps examined the 
  well or stones more closely), they will 
  hear „wet, slapping sounds”. This is 
  the moment the froglike spawns of the 
  plant men attack. There are 50 in 
  total. At first, let the players have fun 
  and sic only five or six on them 
  hopping out of the forest…When these 
  are pounded into the ground, the rest 
  attack en masse from the forest, and 
  when they have their backs against it, 
  
  from the lake as well. Be merciless 
  and cruel! 
   
  Plant Monster Spawn (50) 
  Hp  
  4, 7, 8, 2, 2, 5, 4, 1, 3, 7 
  2, 1, 8, 4, 6, 2, 4, 1, 8, 3 
  2, 6, 3, 1, 7, 8, 7, 3, 6, 6 
  3, 4, 5, 7, 4, 2, 6, 7, 8, 5 
  2, 7, 3, 6, 2, 3, 5, 7, 5, 5 
   
  The lake is the spawning pit of the 
  plant creatures. A Cure Disease spell 
  combined with Purify Water, or large 
  amounts of lethal poison kills all. 
  Otherwise, 2d4*10 young spawn every 
  year, roughly ten or fifteen maturing 
  into fully grown specimens. 
   
  8. Red, cottonlike plants grow by the 
  path (DC 24 to identify). Its seeds 
  provide a sort of euphoric drug which, 
  when roasted and ingested, removes 
  fatigue and tiredness. Even magic 
  using types who couldn’t sleep can 
  memorize their spells when they 
  consume them. Only one use is 
  possible per week. A total of 3d4 
  doses can be harvested and prepared. 
   
  9. The other shore of the lake is 
  choked with ferns and creepers. The 
  water is tepid, with a coating of 
  greenish, slimy stuff and dead tree 
  trunks within.  It is the lair of the 
  Shambling Mound, the horror these 
  primitive plants revere as their deity. 
  The 
  mound 
  appears 
  as 
  a 
  half 
  submerged heap of vegetation (like a 
  pile of hay). Ten plant monsters guard 
  the shores and occassionally worship 
  by dropping to their „knees” and 
  shaking their bodies left and right. 
  They attack with unmatched ferocity 
  (+2 to hit). However, melee also 
  disturbs the mound, rousing it in 
  d4+4 rounds. As soon as it awakens, 
  the plants panic and flee (since they 
  can’t run, this amounts to a double 
  move). The mound fights until slain. 
  Since 
  it 
  is 
  a 
  slightly 
  different 
  („classic”) specimen than usual, it 
  can’t constrict but can suffocate 
  instead! 
   
  Plant Monsters (10) 
  Hp 14, 12, 6, 12, 5, 9, 15, 22, 14, 9 
   
  Shambling Mound, HD 9, CR 6 
  Hp 62 
  Init +0, Spd 20, AC 20 (-1 S, +11 Nat) 
  +12/+12 Slam 2d8+3 
  Fort +6, Rfx +2, Will +2; Str 17, Dex 
  10, Con 17, Int 17, Wis 10, Cha 9 
  Immune to Fire, Mind spells, ½ from 
  Cold, 
  ½ 
  from 
  blunt 
  weapons, 
  Electricity adds 1 temporary HD, plus 
  immune to all stuff plants are usually 
  immune to. 
  Suffocation (Ex): a shambling mound 
  that hits with both limbs will smother 
  its opponent, who suffocates in 2d4 
  rounds unless the creature’s hold is 
  broken. 
   
  THE END 
  
   
  
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  Designated Open Game Content and may be used as per the terms of the 
  Open Game License. All creature and NPC stat blocks, magic items, 
  traps, including any material derived from a D20 and Open Gaming 
  Licensed source. This doesn’t include the names, descriptions and images 
  of these elements, as long as they appeared within this product. The 
  description of the Plant Monsters and Plant Monster Spawn, including 
  their alchemical use. The description of the plants described under area 8. 
  Designation of Product Identity: The following are hereby designated 
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  System Reference Document Copyright 2000, Wizards of the Coast, 
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  Attack of the Plant Monsters ©Copyright 2004 by Gabor Lux.  
   
  
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