Plants, Dangerous: Fear Weed

I have this odd love for D&D plants, which probably borders on unhealthy, but so be it. It is just too bad that there aren’t enough of them! Plants are great because you can put then damn near anywhere, and they aren’t your average “monster”. You can put them to be a pain in the butt, effecting both parties or just the good guys. Skeletons are normally associated with low-level play, however if you give them the right conditions to fight in, they can really ruin your players day regardless of level.

Today’s Sunday Supplement is a plant that I enjoy, I’m not sure if it is original or not, it is a pretty simple concept but I don’t seem to have it listed in any of my books, regardless I hope that you enjoy it!

Plant, Fear Weed
Climate/Terrain: Any Tropical/Temperate woodland
Frequency: Rare
Organization: Clusters/Patches
Activity Cycle: Any
Diet: Sunlight, soil
Intelligence: Non- (0)
Treasure: Nil
Alignment: Neutral
No. Appearing: 2-20
Armor Class: 8
Movement: 0
Hit Dice 1
THAC0: 20
No. of Attacks: None
Damage/Attack: see below
Special Attack: Radiates fear
Special Defense poisonous
Magic Resistance: 40%
Size: L (8’+ long)
Morale: Nil
XP Value: 650

Fear Weed

The fear weed is a long leafy vine, they grow in clusters and quickly take over entire areas. The vine itself radiates an aura of fear, as the 4th level wizard spell, which extends 3 feet beyond its size. The plant has bright red berries which are highly toxic if consumed, however getting them is equally dangerous, as any harm done to the fear weed will result in its defenses kicking in, a cut results in splatter of a liquid which is a contact poison (Poison Class M), burning it releases the poison in a vicious toxic cloud (Class J Poison).

Halflings have discovered that the only safe way of destroying this plant is by pouring a bottle of wine on the root, something about the fermented grapes kills it in 1 to 4 days.

3 comments:

Timeshadows said...

Interesting! :D

Brooze the Bear said...

Fear weed? Awesome! Real world plants emanate some kind of waves, and scream for help when distressed, measurabe by electronic instruments. The fear weed can emit infrasonic waves. these are waves below 20Hz frequency, when animals get exposed to them, they run away. When people hear infrasonic waves, the experience the feelings of awe, then fear, then panic, as the sound waves get louder and lower in frequency. Supposedly pain in the eardrums and eventual death if you go to the extreme. Since people can not hear infra sound, they sometimes ascribe these feelings of awe and anxiety to supernatural causes. So, I suppsoe that a town overgrown with fear weed will cause people to run away in fear and pain, especially the hypersensitive Elves.

BTW, Ripper, Gamma World game has a huge seelction of mutant plants you can probably use in D&D, not to mention a table of Plant Mutations to make your own unique creations.

Ripper X said...

Thanks Timeshadows:)

RE: Brooze) Gamma World? I've seen this stuff around but I've never really looked at it. Sounds like I need to change that, thanks for the tip!

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