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sandmote
2021-02-24, 07:53 PM
This page on the hombrewery (https://homebrewery.naturalcrit.com/share/JYm4ozkOrpkl) (includes both halves)

Monsters I've converted to 5e from 2e materials, like most of my usual stuff:
Archer bushes have sickly green and brown leaves, stunted trunks, and thorny brown branches. They resemble common wild bramble bushes. Archerbushes are naturally found in bleak areas with few other plants, but are cultivated by hags and some druids as a form of defense.

Carnivorous. Archer bushes contain a small hole in their trunk The hole functions as a mouth, and is filled with tough spines able to slice of food. While this mouth is unable to attack, is can slowly devour the remains of creatures the archerbush hunts down. Creatures able to communicate with or control plants sometimes train archerbushes to serve as guards.Small plant, unaligned

Armor Class 13 (natural armor)
Hit Points 18 (4d6+4)
Speed 10 ft.
STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 2 (-4) 10 (+0) 5 (-3)

Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing
Condition Immunities blinded, deafened
Senses Tremorsense 60 ft. (blind beyond this radius), Passive Perception 10
Languages --
Challenge 1/4 (50 XP)
False Appearance. While the bush remains motionless, it is indistinguishable from a normal bush.

Actions
Thorns. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. The bloodthorn, or vampire thorn vine, resembles a normal patch of thorny vines. A healthy adult bloodthom has a 10-foot-long yellowish brown trunk from which four tendrils spring. Each light green tendril is about 7 feet long and bears numerous slender, hollow thorns about an inch in length.Large plant, unaligned

Armor Class 15 (natural armor)
Hit Points 18 (4d6+4)
Speed 15 ft.
STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 12 (+1) 2 (-4) 10 (+0) 5 (-3)

Skills. Stealth +4
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing
Condition Immunities blinded, charmed, deafened, grappled, prone
Senses Tremorsense 60 ft. (blind beyond this radius), Passive Perception 10
Languages --
Challenge 1/4 (50 XP)
Aversion of Fire. If the bloodthorn takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Tearing Limbs. And creature that attempts a grapple check to escape being grappled by the bloodthorn takes 1d4 piercing damage from the thorns.

Actions
Multiattack. The bloodthorn makes up to three attacks with its thorn, only two of which can attack the same target.

Vines. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target is grappled (escape DC 13). The bloodthorn has four vines, each of which can grapple only one target.

Drain Blood. Melee Weapon Attack: +5 to hit, reach 5 ft., one target the bloodthorn is grappling. Hit: 5 (1d4 + 3) piercing damage and the target must make a DC 13 Constitution saving throw. On failed save the target takes takes 18 (4d8) necrotic damage and is stunned until the start of the bloodthorns next turn. On a successful save the target takes half as much damage and isn't stunned. The bloodthorn regains hit points equal to half the damage dealt. Resembling bats with a single, giant eye these creatures are actually an active fungus able to fly and defend themselves.

Fungal Form. Sporebats are a form of fungus, and carnivores will not attempt to devour their remains.

Upsetting the Food Chain. Sporebats bunt, slicing their prey into small pieces to consume. During the mating season, two sporebats will each leave spores on a single carcass, which devour the remains and later grow into additional sporebats. While some humanoids consider them a delicacy, most carnivores cannot digest sporebat remains. Large plant, neutral evil

Armor Class 14 (natural armor)
Hit Points 88 (6d10+18)
Speed 20 ft., climb 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA
19 (+4) 6 (-2) 17 (+3) 10 (+0) 10 (+0) 7 (-2)

Damage Resistances acid, bludgeoning, piercing
Condition Immunities blinded, deafened, prone
Senses Blindsight 30 ft., passive Perception 10
Languages --
Challenge 4 (1,800 XP)
Actions
Multiattack. The eyeweed makes three tentacle attacks.

Tentacles. Melee Weapon Attack: +7 to hit, reach 20 ft., one target. Hit: 4 bludgeoning damage and 7 (2d6) acid damage.

Frightful Presence. Each creature that is within 120 feet of the eyeweed and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the eyeweed's Frightful Presence for the next 24 hours.Resembling bats with a single, giant eye these creatures are actually an active fungus able to fly and defend themselves.

Fungal Form. Sporebats are a form of fungus, and carnivores will not attempt to devour their remains.

Upsetting the Food Chain. Sporebats bunt, slicing their prey into small pieces to consume. During the mating season, two sporebats will each leave spores on a single carcass, which devour the remains and later grow into additional sporebats. While some humanoids consider them a delicacy, most carnivores cannot digest sporebat remains.Medium plant, neutral evil

Armor Class 13
Hit Points 66 (12d8+12)
Speed 5 ft., fly 50 ft.
STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 12 (+1) 7 (-2) 10 (+0) 6 (-2)

Skills Perception +2, Stealth +3
Damage Immunities Poison
Condition Immunities Charmed, Poisoned
Senses Blindsight 60 ft., passive Perception 14
Languages --
Challenge 2 (450 XP)
Flyby. The sporebat doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Eye Blast (Recharge 5–6). The sporebat exhales poisonous gas in a 20-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.Viper trees grow across the lower planes, striking at creatures that come near. The tree's many branches, each ending in a venomous snakehead, fight over and slowly devour pieces of slain prey. Groves of viper trees hiss and whisper to each other unnervingly during the night, speaking or their kills, their hungers, and their treasures.

Born of Demons. While certainly originating from demons, the true origin of viper trees is unknown. The two leading rumors are that they are tortured victims of devil transformation, or that they were formed by a demon lord from those who refused to assault a lethal devil fortress. In any case, they regularly protect their demons in their groves.

Heads Beyond Reach. Viper trees are able to break their own branches to make up for their lack of mobility, flinging them at enemies that would try to simply walk by or wear down the trees from a distance.

Tireless Guardians. Unable to leave their posts, many demonic defensive fortifications plant viper trees in gardens, around moats, and at gates. Huge plant, chaotic evil

Armor Class 14 (natural armor)
Hit Points 153 (18d10+54)
Speed 0 ft.
STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 17 (+3) 7 (-2) 13 (+1) 8 (-1)

Skills Athletics +9, Intimidation +5, Perception +7
Damage Vulnerabilities Fire
Damage Resistances Acid, Bludgeoning, Cold, Lightning
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 90 ft., passive Perception 14
Languages Abyssal
Challenge 7 (2,900 XP)
Multiple Heads. The tree has dozens of heads heads. The tree is immune to being blinded, charmed, deafened, frightened, stunned, and knocked unconscious by effects that target a single creature. The tree has advantage on saving throws against area effects that would cause it to become blinded, charmed, deafened, frightened, stunned, or knocked unconscious

Actions
Multiattack. The viper tree can attack twice with its heads or throw up to four branches.

Heads. The Tree's heads lash out at one creature within 10 feet of the tree, which must make a DC 17 Dexterity saving throw, taking 7 (3d4) piercing damage on a failed save or half as much on a success. If the creature takes any damage from this attack, it must also make a DC Constitution saving throw. On a failed save the creature takes 20 (8d4) poison damage on a failed save and is poisoned for 1 minute. On a success the creature takes half as much damage and isn't poisoned.

Throw Branch. Ranged Weapon Attack: +9 to hit, range 90/240 ft., one target. Hit: 8 (1d4 + 6) piercing damage. The target must also make a DC 17 Constitution saving throw, taking 5 (2d4) poison damage on a failed save and half as much on a success.

Reactions
Whipstrike. The Tree Strikes with the nearest branch when it would be able to make an opportunity attack. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 11 (2d4 + 6) piercing damage and the target must make a DC 17 Constitution saving throw, taking 7 (3d4) poison damage on a failed save, or half as much damage on a successful one.A whipweed has two stalks, thin and whip-like with a few appendages that look like small leaves, which can reach up to 15 feet long. The stalks are connected to a spheroidal base along with a few stocky leaf-like limbs and eight roots on teh bottom; the creature is thus capable of limited movement and can pull the roots appendages up underneath itself.

Rooted in Darkness. While they appear able to survive entirely by uptaking the remains of their victims though their roots, whipweeds often attempt to root themselves even in thin or barren soils.Medium plant, unaligned

Armor Class 14 (natural armor)
Hit Points 91 (14d8+28)
Speed 10 ft.
STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 8 (-1) 3 (-4) 8 (-1) 5 (-3)

Damage Vulnerabilities Fire
Damage Resistances Acid, Lightning, Thunder;
Senses Blindsight 30 ft., passive Perception 9
Languages --
Challenge 4 (1,100 XP)
Sunlight Sensitivity. While in sunlight, the whipweed has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions
Multiattack. The whipweed makes two attacks with its stalks.

Root. The whipweed's burrows into loose earth or dirt. It gains advantage on stealth checks, and cannot be forcibly moved from the surface it is standing on, but loses all movement speeds and has disadvantage on Dexterity saving throws and on checks made to avoid being grappled. The whipweed can leave this state as a bonus action.

Stalk. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 13 (1d10 + 3) slashing damage.

Reactions
Dying Strike (Recharges after a Short or Long Rest). When reduced to zero hit points, the whipweed makes two attacks with its stalks. If these attacks kill a creature, the whipweed automatically becomes stable.

sandmote
2021-02-24, 07:53 PM
Plant Based Traps
Xanathar's Guide includes a format for writing up traps, but it's not very useful across games: only the most basic mechanics would reasonably appear between traps built in different areas even in the same campaign. While converting some plants from 2e, however, a lot of them seemed not to act much like creature are assumed to in 5e. Most obviously, plants typically don't drop unconscious from taking injury, and most of them aren't mobile (and so are very vulnerable to being attacked at range). So instead I converted a bunch of them to to use the trap format given in Xanathar's. The idea was that PCs can expect the same plant to act in the same manner later, potentially allowing them to try cool things using the plants (turning traps against some enemies, for instance). How a plant functions is also consistent, which also makes it far more reasonable material that can be carried over between games.

Some traps are able to continue threatening after initially sprung, but do not make up a severe, scaling danger to the party. Intermediate traps are generally expected to initially threaten the party either as an interruption to other proceedings or as part of a larger encounter.

Threats. the threats posed by intermediate traps typically include an effect as from a single trap that acts whenever the trap is activated, but also one or a few active or passive elements that mean the trap can continue damaging a character. Intermediate Traps typically only have a few parts, which require a single check to disarm, or can simply be broken without much effort.

Intermediate Traps are less dangerous than complex traps, partially because they don't include as many parts to disable or avoid. As a rule of thumb, if the characters disable a complex trap or are exposed to its effects and survive, award them experience points for the effort according to the table below.

Intermediate Trap Experience Awards

Trap Level Experience Points
1st-4th 300
5th-10th 2,150
11th-16th 7,300
17th-20th 14,550


Intelligence (Nature) vs Wisdom (Survival): When I've specifically listed Intelligence (Nature) checks I have done so intentionally. The ability to guide a person through the wilderness (or to track) isn't really related to the ability to have a bunch of types of plants memorized. I could see an exception depending on background or backstory, but generally I would not equal the two skill checks for the purpose of identifying plant based traps. Although I could see Intelligence (Investigation) checks giving some clues as to a dangerous plant-based trap's function.

List of plants:
Intermediate trap (level 1-4, dangerous threat)

Resembling foot wide lilies growing from waterborne pads or off of delicate vines, the pollen of the amber lotus puts nearby creatures to sleep. It typically grows over shaded bodies of water, where it can pick up the morning light.

Trigger. When a creature of small size or larger walks within 10 feet of the lotus.

Effect. The patch of lotuses releases a cloud of pollen in a 20 foot radius. The cloud of pollen will remain airborne for 1 minute, and the lotus patch will not release more pollen for the duration.

Passive Elements. A creature that starts it turn in the pollen must make a DC 15 Constitution saving throw or falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

Countermeasures. A successful DC 15 Intelligence (Nature) check allows a creature to recognize large amounts of pollen around the patch, and to tell the pollen is dangerous to touch. An effect dealing fire, lightning, or acid damage instantaneously destroys the pollen where it intersects the cloud. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. A creature can attack the patch (AC 5, 20 hit points, vulnerability to fire and acid damage, immunity to psychic damage) to destroy the lotuses. Simple trap (level 5-10, moderate threat)

Growing from a horizontal, tree-sized stem, a blossomkiller's constant blooms deliver a burst of thorns whenever the surrounding stems are tripped across or stepped on. The roots extend along the surface up to 50 feet from the stem, easily piercing the thin soil of most jungles. There are typically 2d4+2 foot-wide yellow flowers spaced at least 10 feet apart and growing from a bundle of horizontal stems with a 10 foot radius.

Trigger. A creature that walks through or severs a stem triggers the trap.

Effect. The nearest flower shoots a burst of spines in a 10 foot radius. Each creature within a 10 foot radius must make a DC 10 dexterity saving throw, taking 2d6 piercing damage on a failed save and half as much on a success. The creature is embedded with a number of thorns equal to the damage dealt. The thorns deal no additional damage but require an action to safely remove, and can grow into new Blossomkillers if planted.

Countermeasures. A successful DC 15 Wisdom (Perception) Check reveals the presence of the tripwire stems. A successful DC 15 Intelligence (Nature) Check allows a creature to identify the plant, informing the creature of the stems. Each flower is disabled if destroyed or after firing twice in a week. A flower has 5 hit points, AC 9, immunity to psychic damage, and vulnerability to slashing and acid damage.Intermediate trap (level 5-10, dangerous threat)

Carnivorous, these vines hang down from trees to ensnare creatures that pass. Often, a main vine grows across a tree branch, with two or more smaller tendrils trailing down to about two feet from the forest floor.

Trigger. The vine has blindsight with a radius of 5 feet and is blind beyond this range. The vine awakes at the end of a turn when a creature or object has moved within 5 feet and remain awake for 1 minute. If another creature or object passes within 5 feet of the vine during this period, the vine activates.

Effect. The vine makes a grapple check with a +8 bonus against the creature or object to have moved past. Any creature that ends its turn grappled by the vine takes 2d8 bludgeoning damage as a result of being squeezed. If the vine is grappled by a creature, that creature automatically becomes grappled by the vine. The vine can grapple one creature at a time.

Passive Elements. The vine secrets nerve toxins on a creature it is grappling, which must make a DC 15 Constitution saving throw at the end of its turn or be paralyzed for 1 minute. A creature that fails this save takes an additional 2d8 damage from the vine's grapple on the same turn. The creature can repeat the saving throw at the end of its turn, ending the effect on a success.

Countermeasures. A successful DC 15 Wisdom (Perception) check reveals the vine. A creature can repeat this check by waving a limb or object within 5 feet of the vine as an action. A vine has 5 hit points, AC 12, immunity to bludgeoning and psychic damage, and vulnerability to fire and slashing damage.Intermediate trap (level 11-16, moderate threat)

Poisonweed grows unmistakable, bright orange flowers that emit large volumes of poisonous gas. The roots secrete large amounts of acid, breaking down the remains of poisoned creatures, strangling completing plants, and protecting against herbivores.

Trigger. A creature that walks through the poisonweed's space triggers the plant.

Effect. Flowers emit poison gas in a 30 foot cube around the plant. A creature exposed to the gas must make a DC 10 Construction saving throw. On a failed save the creature takes 3d6 poison damage and falls prone. On a successful save the creature takes half as much damage and doesn't fall prone.

Initiative. The trap acts on initiative count 10.

Active Effects. The plant's roots make an attack at a +5 bonus against each creature in the plant's area. On a hit, the target is grappled.

Passive Effects. A creature that attacks or touches the poisonweed's roots is exposed to the digestive compounds surrounding them. The creature must make a DC 10 Constitution saving throw or take 3d6 acid damage from the roots.

Countermeasures. A successful DC 15 Wisdom (Perception) check reveals bones and destroyed plant matter around the poisonweed, warning of danger. A successful DC 10 Intelligence (Nature) check allows a character to identify the plant, and the anger it poses. The poison gas the extremely flammable, and explodes if the area of the gas overlaps with an open flame, dealing 4d6 fire damage to each creature in the plant's space and damaging the plant's flowers. The first time this occurs the plant's poison and acid damage dealt are reduced to 2d6 each. The second time this occurs the damage is reduced to 1d6, and the plant is goes dormant and harmless if this occurs a third time.Simple trap (level 1-4, moderate threat)

Pollen Puffs erupt in highly allergenic particles to stave off being eaten. Pollen plants resemble colossal onions with large bulbs sticking into the surface and a single large flower poking up about twelve feet into the air.

Trigger. A creature of small size or smaller walks within 5 feet of the pollen puff or the pollen puff takes damage.

Effect. The large bulbs sitting over the soil shoot out a spherical cloud of pollen in a 10 foot radius from the plant's base. The pollen heavily obscures the area, and creatures that end their turn inside the sphere must make a DC 10 Constitution saving throw or be blinded for 1 minute as the material irritates is eyes. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on a success. The pollen remains airborne for 1 minute. A creature that breathes or eats inside the pollen must make a Constitution saving throw or begin choking on the dense material for one round. A creature must use an action to clear its mouth enough to breath.

Countermeasures. A successful DC 15 Wisdom (Perception) check reveals the presence of leftover pollen in the area within 20 feet of the plant. While the plant is resistant to fire damage, the pollen is highly flammable. If the area of the pollen intersects with an open flame, it explodes, dealing 2d10 fire damage to any creature in the area. A moderate wind (at least 10 miles per hour) disperses the pollen after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.Simple trap (level 5-10, moderate threat)

Resembling a massive tropical palm, retch plants grow up to 30 feet high in sufficiently sunny, open areas. Unlike most trees, the retch plant's stem grows slightly into the wind, causing its fruit to fall toward its base. The plant typically has 1d4+1 of these, smooth, blue-lilac fruits growing from the top of the trunk.

Trigger. A creature of small size or larger walks within 10 feet of the base of the trunk, or a hard, solid object makes contact with the trunk.

Effect. One fruit is released by the plant, dropping on top of an offending creature or where the trunk was struck at which point the fruit bursts open and splashes fruid on the target. The creature must make a DC 10 Dexterity saving throw or its Strength score is reduced by 1d4 and must spend its action on its next turn retching and reeling. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

Countermeasures. Fruit can be knocked off the retch plant from a distance (AC 8, 2 hit points, immunity to damage other than acid, lightning, piercing, and slashing) at which point the fruits fall as if the trap were triggered. If the tree trunk is felled all fruits shatter when it lands. Slow burning turns the wood softer, allowing the trunk to bend downward over 3 rounds and deposit the fruits safely within 30 feet of the tree's base, typically into freshly laid ashes. Fruits deposited into rich, ashy soil sprout after approximately four months.Simple trap (level 1-4, moderate threat)

Resembling a rock for most of the year, rack cacti have a tremorsense with a radius of 5 feet, and shoot out spines to drain the blood of small creatures to pass nearby. Once removed of spines, the cactus can be eaten, providing nourishment for 1 day.

Trigger. A creature that walks within the cacti's space.

Effect. The cactus makes two attacks against the triggering creature. Each attack has a +5 attack bonus and deals 1 piercing damage on a hit. This attack can’t gain advantage or disadvantage. The cactus will then attempt to reel in a hit target, releasing any creature that is small or larger.

Countermeasures. A successful DC 15 Wisdom (Perception) check reveals the spines. The cactus can be goaded to attack a large, soft object (such as a bag of straw) and the spines cut off (AC 10, 1 hit point, immunity to psychic damage) while the cactus is attempting to reel the target in. A successful DC 10 Intelligence (nature) or Wisdom (survival) check allow a creature to determine the cactus can be safely eaten.Simple trap (level 1-4, dangerous threat)

Shimmerweed opens only at night, resembling oversized dandilions gone to seed growing in circular patches in a 5 foot radius containing 4d10+6 round, fiberous heads. Closer inspection reveals the fluff to be a glassy substance that absorbs and reflects light. The plant survives specifically off of moonlight, closing during the day for protection.

Trigger. A creature walks within 5 feet of the shimmerweed at night.

Effect. The patch casts the confusion spell centered on itself with a spell save DC of 15. The plant then cannot cast the spell again for 1 minute.

Countermeasures. Each moonlight collecting head can be cut (AC 5, 1 hit point). Once 2d10+3 heads have been cut off, the plant's spell save DC is reduced to 10. When all the heads are cut the plant is incapacitated. The plant is also extremely vulnerable to sunlight: the plant remains closed and inanimate during daylight hours and a daylight spell or similar magic instantly burns every head to ash.Intermediate trap (level 5-10, dangerous threat)

Snappersaws grow large, delicious smelling and nutritious berries in the center of their body, surrounded by several medium sized leaves. Sawlike stems grow hidden from sight, emerging the lash at any creature the leaves fold over.

Trigger. A creature walks within 5 feet of the snappersaw.

Effect. The creature must make a DC 15 dexterity saving throw or be grappled by the sanppersaw's massive leaves (escape DC 15).

Initiative. The snappersaw acts on initiative 10.

Active Elements. The snapper saw makes two attacks against a trapped creature. Each attack has a +8 attack bonus and deals 11 (2d10) piercing damage on a hit.

Countermeasures. The leaves and saws of the plant can each be severed. The leaves have AC 5, 30 hit points, immunity to bludgeoning and psychic damage, and vulnerability to fire damage. The saws have AC 15, 10 hit points, immunity to psychic damage and vulnerability to slashing damage.Complex trap (level 5-10, dangerous threat)

Resembling an ordinary rosebush with exquisitely beautiful pure white roses, this bush drains blood from creatures that wander within range. Bushes are typically vaguely cylindrical, with a 5 foot radius and 10 feet tall.

Trigger. A creature passes within 10 feet of the bush's edge.

Initiative. The rose acts on initiative count 20.

Active Elements. The plant makes two attacks against one creature within reach using its tendrils. Each attack has a +8 attack bonus. On a hit the plant deals 5 (1d10) piercing damage and the target is grappled (Escape DC 15). The rose can grapple up to three creatures at a time.

Constant Elements. The rose feeds by draining the blood of its victims, and creates a powerful scent to keep its prey docile.

Vampiric Drain. The vampire rose drains blood from the creatures it captures, its flowers turning crimson as it does so. A creature grapples by the rose takes 2d10 necrotic damage at the end of its turn. Undead and Constructs are immune to this effect.

Hypnotic Scent. The flowers of the plant emit a pheromone that clouds the mind. A creature than ends it turn within 10 feet of the rose must make a DC 15 Wisdom saving throw or be charmed by the plant until the end of its next turn. Undead and Constructs are immune to this effect.

Dynamic Elements. The plant maintains several defenses to give it more time to bring down difficult prey.

Shrieking Defeat. Each time a tendril is severed from the plant, it emits a horrific shriek. Each creature within 60 feet of the plant that can hear it must make a DC 15 Wisdom saving throw or become frightened of the vampire rose for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful saving throw, the creature is immune to the shrieks of all vampire roses for 1 minute.

Ensnaring Tendrils. When there are no more creatures for the plant to attack, it redoubles its efforts against a single (usually lone) target. If the vampire rose is grappling a creatures at initiative count 20 and hit its with its tendrils on the same turn, the creature is restrained by the tendrils for as long as it remains grappled by the plant.

Countermeasures. A successful DC 15 Wisdom (Perception) check reveals vampire bush's prepared vines (which give it its cylindrical form) and that they can reach creatures that aren't touching the plant. A successful DC 15 Intelligence (Nature) check reveals the plant's identity, and that it can charm and frighten creatures in its vicinity.

Tendrils. The vampire rose can form up to 6 tendrils it uses to ensnare prey. Each tendril has AC 10, 6 hit points, and immunity to bludgeoning and psychic damage. A tendril becomes severed if it is killed using piercing or slashing damage, but simply wither if killed using other types of damage.

Block the Senses. A creature unable to smell, or whose smell is otherwise overwhelmed by some other odor is immune to the vampire rose's own scent. Similarly, a deafened creature or a zone of silence over the bush can block the trap's screams.Simple trap (level 1-4, moderate threat)

There are many varieties if plants with venomous thorns that can inject venom into any creature attempting to break or eat the plant.

Trigger. A creature that walks within the plant's space or attacks it with an unarmed strike or natural weapon.

Effect. The creature making the AC must make a DC 10 Dexterity saving throw or be punctured the thorns, taking 1d4 piercing damage. A creature that takes piercing damage must also make a DC 10 Constitution saving throw, taking 2d8 poison damage on a failed save.

Countermeasures. A successful DC 10 Wisdom (Perception) check reveals the thorns of most plants. Plants can be burned to destroy them, or simply avoided; they are inanimate and do not chase down prey.Intermediate trap (level 5-10, deadly threat)

Growing in 30 foot wide square patches and resembling a cross between dead grass and fern fronds. The patch waits for a creature to stumble deep side, before draining the creature to feed.

Trigger. When a creature ends its turn inside the witherweed (at least 10 feet from the edge) the patch activates. Once the patch has activated it affects each creature to start its turn inside the patch.

Effect. One creature within the Witherweed's space must make a DC 15 Constitution saving throw or its Dexterity score is reduced by 1d4. The target dies if this reduces its Dexterity to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

Passive Elements. While the witherweed is active the area it takes up is rough terrain.

Countermeasures. A successful DC 15 Wisdom (Perception) check reveals the witherweed's unnatural motion. A successful DC 15 Intelligence (Nature) check reveals what the plant is, and that it is particularly susceptible to burning. When a portion of witherweed starts its turn engulfed in flames, it instantly burns up, leaving behind a cylinder of sweet smelling smoke with a 5 foot radius. Instantaneous bursts of flame (such as a red dragon’s breath or a fireball spell) don’t have this effect on the witherweed.

brian 333
2021-02-25, 12:24 AM
Manioc Root

1-2 hp plant which can grow up to a foot tall with a bushy green top. It can dig itself out of the soil to reveal a chubby man-shaped root about half the height and four times the weight of the leafy crown. It moves at 5 or 10 feet/round and progresses as a Ranger.

Its top can be cropped and regrow, but it will become lethargic and want to plant itself for the month it will require to do so. When winter kills its greenery it goes into torpor from which it will not rise until its crown grows back in the spring.

It can survive for months in torpor either in soil, (its preference,) or in a cool, dark, dry place.
While active it can survive out of the soil for days without a top or weeks with one. It rests by digging itself a place in moist soil to root. If there is no suitable soil, any kind of water will do for up to 4 hours/day, but it gets squishy and its top wilts on a steady water diet.

Maniocs are natural spies in outdoor settings, gaining an additional 10 ranks in Hide and Move Silently checks in addition to any size or skill bonuses. They also gain an automatic Hide in Plain Sight success when they are rooted and not moving if the observer has never seen an active one.

They are of average Int and Wis, and can speak in a high-pitched, squeaky voice. Wild Maniocs usually speak the language of pixies while farmed ones speak the language(s) their farmer teaches them. All of them Speak With Plants as their native language.

Those who have eaten the crown leaves report a tangy bitterness which overwhelms the palatte. The root is highly toxic unless its juice is squeezed out in a labor intensive process requiring rinsing and squeezing followed by pounding through several repetitions, followed by sun-drying. This results in a flour-like product which can be used to thicken stews or to make a dish not unlike mashed potatoes. It can also be sweetened to make a pudding or added to grain flours to make unleavened breads.

Manioc juice can be fermented to make an hallucinagenic alcoholic beverage which is deadly if more than an ounce or so is consumed in a day. It is a key component in Speak With Plants potions.

sandmote
2021-02-25, 10:34 PM
Maniocs are natural spies in outdoor settings, gaining an additional 10 ranks in Hide and Move Silently checks in addition to any size or skill bonuses. They also gain an automatic Hide in Plain Sight success when they are rooted and not moving if the observer has never seen an active one. The rest of your description looks like something from 2e. What book introduced ranks to that?

Although I've gone ahead and converted them to 5e like the other stuff I'd written up:
Typically manioc root is encountered as a foot tall bushy green weed. It can dig itself out of the soil to reveal a chubby man-shaped root about half the height and four times the weight of the leafy crown.

Loving Crop. The manioc root's leaves can be cropped and regrow, but it will become lethargic and want to plant itself for the month while this takes place.

Those who have eaten the crown leaves report a tangy bitterness which overwhelms the palette. The root is highly toxic unless its juice is squeezed out in a labor intensive process requiring rinsing and squeezing followed by pounding through several repetitions, followed by sun-drying. This results in a flour-like product which can be used to thicken stews or to make a dish not unlike mashed potatoes. It can also be sweetened to make a pudding or added to grain flours to make unleavened breads.

Perennial Return. When winter kills its greenery a manioc root goes into torpor from which it will not rise until its crown grows back in the spring. It can survive for months in torpor either in soil, (its preference,) or in a cool, dark, dry place.

If there is no suitable soil, any kind of water will do for up to 4 hours/day, but it gets squishy and its top wilts on a steady water diet.

Friends of the Wilds. Maniocs are natural spies in outdoor settings, often living in secluded groves and fey wildlands, scampering off to warn stronger creatures after threats have passed. This service as an early warning system is supported by most fey and druids, who protect the manioc roots in return.Tiny plant, unaligned

Armor Class 11
Hit Points 1 (1d4-1)
Speed 10 ft.
STR DEX CON INT WIS CHA
5 (-3) 12 (+1) 8 (-1) 10 (+0) 9 (-1) 12 (+1)

Skills Stealth +3
Damage Resistances bludgeoning, piercing
Senses Tremorsense 30 ft. Passive Perception 9
Languages Sylvan
Challenge 0 (10 XP)
Rooted Rest. The manioc root must bury itself in soil to take a long rest.

False Appearance. While the root remains motionless, it is indistinguishable from normal weeds.

Speak with Plants. The root can communicate with plants as if they shared a language.

Actions
Roots. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.