Corpse Flowers
Queen of the Well
Athasian Lamia
Roper Tree
Banshee Tree
Carnivorous Plant
Ghost Bird
Toxic Spirit
Tar Spirit
Sandmole
Corpse Flowers
Description: Athasian Corpse Flowers come in a variety of shapes and sizes. Their unifying characteristic is their
truly awful smell. Some corpse flowers even try to mimic rotten flesh in their appearance to attract 'clientele'. The biggest
plant of this variety is the hideous Carrion Tree.
Ecology: Athasian corpse flowers can be separated into two categories: those that aim to attract insects such as
beetles for pollination and spreading their species - and those who want to eat a hearty, unintelligent meal that cannot
draw a weapon to hack it to pieces. This might unfortunately be your companion animal.
Combat: Most Athasian corpse flowers do not fall into the 'aggressive carnivorous plant' category. A corpse flower will,
for instance, let part of itself be eaten by an animal, thus poisoning it. The poison acts so fast that the animal will stay within
the plant's reach. Sometimes, the gas these plants emit is already as poisonous as it is attractive. A few rare species strangle, sting or
bite their victims to death once they have approached. Even rarer is the use of psionics.
Hit dice | depending on size and hardness of plant |
Initiative | (depending on plant) |
Speed | (depending on plant) |
AC | (depending on plant) |
Damage | (depending on plant) |
Face/Reach | (depending on plant) |
Special Attacks/Qualities | (depending on plant) |
Saves | - |
Abilities | - |
Skills | - |
Feats | - |
Climate/Terrain | any |
Organisation | mostly solitary |
Challenge Rating | (depending on plant) |
Treasure | - |
Alignment | neutral |
Advancement | - |
Queen of the Well
Description: The Queen of the Well can be found on the surface of clean waters. In fact, it is the reason why that particular water is so clean. People who don't know about this tend to see the plant as a parasite or obstacle and remove it - only to find out a few days later that the water has become a carrier of real parasites and disease.
On the surface, the Queen of the Well resembles a black scary version of a water lily mixed with sea-weed with twisted and slightly puffy leaves. On the underside is looks like a cross between the same seaweed and a jellyfish with long roots dangling into the water.
Ecology: The Queen of the Well does not have any defense mechanisms apart from a sweet smelling insect repellant which is contained in its flowers on the surface.
On the underside the plant does just the opposite and consumes nasties through its 'roots' in the water.
Combat: normal dragon plants don't engage in combat unless with small to large-ish insects. Mutations will fight
with any means given...
Hit dice | 1 per plant |
Initiative | - |
Speed | |
AC | |
Damage | - |
Face/Reach | - |
Special Attacks/Qualities | - |
Saves | - |
Abilities | - |
Skills | - |
Feats | - |
Climate/Terrain | water (well, oasis, lake) |
Organisation | mostly solitary |
Challenge Rating | - |
Treasure | - |
Alignment | neutral |
Advancement | - |
Athasian Lamia
Medium Monstrous Humanoid
The Athasian lamia has the lower body of a lion and the upper body of a beautiful woman or man. With the help of psionics, they can make their victims "forget" about the lion part of their body in order to lure desert travellers into their deadly traps.
Society:
Laminas can be found or rather will most likely find PCs in desert ruins, caves or oases. Often, they are attracted to places which are guarded by or contain a psionic artefact. Due to the intelligence and the ability to communicate, someAthasian artefacts have managed to convert lamias into guardias. These guardian lamias are lawful in alignment and serve to protect the artefact and its surrounding territory.
Lamia like luxury and comfort and accumulate an attractive amount of treasure over the years. Therefore they are often connected to a specific place. The very few roaming lamias have choosen a landmark where they bury their treasure.
Athasian historians generally believe that the lamia is a mutation of the ancient wemic, a race that might have survived the Cleansing Wars. In fact, the story is very different: Wemics and lamias have always been fierce enemies. Both sides used every opportunity to kill each other. During the Cleansing Wars the lamia had the chance to get rid of their enemies, the wemics. They spied on them, set traps and led the Champion's army to their hide-outs. Without their treachery, the wemics might have had a better chance for survival.
Combat:
Athasian lamias use psionics instead of spells to charm, drain and kill their victims. Most lamias are at least 5th level psionicists, guardian lamias 10th level.
A lamia will try to manipulate and charm a person. If it does not work it can hide or manipulate its own aura/alignment.
Athasian lamias have immaculate human hands, but can transform their hand into claws during combat.
Psionics:
The lamia gets the following psionic powers at will:
ESP, Invincible foes, aura alteration, detect thoughts, acceptance, awe, befriend,
mental barrier, fatal attraction, conceal thoughts, mindlink, body weaponry, dream
stalker, inaudibility.
The Guardian lamia gets: ESP, Invincible foes, awareness boundary, carry voice, dream
surveyor, interceptive boundary, mental barrier, fatal attraction, conceal thoughts,
body weaponry, dream stalker, inaudibility. domination.
Hit dice | 9 d 10 (+ level) |
Initiative | +2 (+2 Dex) basis |
Speed | 60 ft |
AC | 19+ |
Damage | Touch (psionic drain) +9 melee,
2 claws +3 melee, weapon () |
Face/Reach | 5 ft. x 5 ft./5 ft. |
Special Attacks/Qualities | Darkvision 60 ft.
and low light vision, Psionics, Wild Talent like abilities, PSP drain - Lamias drain 25 (+5 per level) PSP permanently on a successful touch attack. |
Saves | Fort +7, Ref +8, Will +8 (basis) |
Abilities | Str 16, Dex 15, Con 18, Int 16, Wis 15, Cha 19 |
Skills | Knowledge(psionic) +13, Bluff +15, Concentration +12, Survival/Wilderness Lore +8, |
Feats | Dodge, Iron Will, Mobility, Weapon finesse (dagger), Disarm Mind, Inertial Armor |
Climate/Terrain | Desert, Tableland, Wastes |
Organisation | solitary |
Challenge Rating | 6 + level of character class(es) |
Treasure | Gems, psionic items, (metal) jewellery, cosmetics ;) |
Alignment | chaotic Evil or lawful evil (Guardian Lamia) |
Advancement | By character class |
Description: The Roper Tree looks like a dead or defiled tree. It is between 15 and 20 feet
tall and usually stands among other "real" dead trees. Some Roper trees are of an
olive-green shade.
Combat: Roper Trees are sensitive to tremors. They wait until something passes them
and then leash out with whip-like strands. The strands are rough and once they
grab a victim, tiny spikes move into the victim's flesh and drain the victim's blood and life energy. Some of the spikes also inject the victim with a sustance which liquifies the rest of its body so that the tree can consume and digest all of it. Sometimes, other animals are attracted by the smell blood during the devouring process and -zzzzt- a new strand shoots out to wrap up the next victim...
The normal diet of a Roper Tree are small to medium-sized mammals, but it is extremely appreciative of larger ones…
A roper has 3d4 strands. Sometimes a strand gets chopped, bitten or burnt
off and the Roper Tree has to grow a new one. This way the strands can be different lengths.
The longest can grow to about 50 ft.
Attach: When a Roper Tree leashed out and manages to grab a victim, it makes 1d3
points of damage. Then it tries to either scoop up the victim or, if it is too heavy,
try to drag it towards it. It moves the victim 10 ft. closer each round if it fails
to break free (Escape Artist or Strength check, but also Willpower and Constitution check, because
the victim has to pull free from the spikes which can be very painful. If the victim
fails the Constitution check it is in such pain that it is either unable to do anything in
the next round or has fainted).
A single attack with an slashing weapon which does at least 15 points of damage severs a
strand.
Drain: A roper drains 1d3 of life energy per round.
A Roper Tree will suffer at least double damage from fire attacks.
Ecology: Roper trees hardly ever stand in groups as food supply and suitable terrain is usually rare.
If both is readily available, there is a chance that there is more than one of them…
Hit dice | 12d10+30 |
Initiative | + 5 |
Speed | 0 ft. |
AC | 24 |
Damage | Whip |
Face/Reach | 50 ft. with strand |
Special Attacks/Qualities | Strands, attach, drain |
Saves | Fort +10, Ref + , Will + |
Abilities | Str 20, Dex 14, Con 18, Int 2-3, Wis 13, Cha 12 |
Skills | Listen +14 |
Feats | Alertness, Improved Initiative, Weapon Focus |
Climate/Terrain | Dead/Dry Forests |
Organisation | Usually solitary, rarely cluster or pair |
Challenge Rating | 3 |
Treasure | - |
Alignment | neutral |
Advancement | 11-15 (large), 10-30 HD (huge) |
Banshee Tree
Description: The palm-like banshee trees are found in oases and near small bodies of water which have in some way been
affected by defiling magic. They are the nightmare version of a guardian of an oasis.
People believe they are undead druids or twisted spirits trapped in defiled trees.
Habitat: Banshee trees are solitary creatures.They come alive when a psionically active
creature is within 500 feet of their dwelling place.
Combat: The banshee tree has the ability to create illusions to lure its victim
into its reach. Once within reach, the banshee tree can use its psionic ability to create a bone-chilling shriek
that either paralyses its victims (and makes their ears bleed) or makes them go into a
berserker rage that is directed at anything else but the tree (usually fellow party members
who attack the banshee tree).
Banshee trees seek to consume a victim's PSP and also drain their charisma once they are finished
with their PSP. They aim destroy non-psionic attackers with the use of psionics, but they cannot get
access to them to drain their charisma.
Hit dice | 20 d8 + 48 |
Initiative | +0 |
Speed | 10 ft |
AC | 18 |
Damage | psi drain, wail |
Face/Reach | 10ft by 10 ft / 15 ft. |
Special Attacks/Qualities | psp/energy drain, wail, fog, improved grab,
detect living, plant traits |
Saves | Fort +12, Ref +4, Will +4 |
Abilities | str 24, dex 12, con 20,
int 2, wis 8, cha 16 |
Skills | - |
Feats | - |
Climate/Terrain | any hot areas, near water |
Organisation | solitary |
Challenge Rating | 12 |
Treasure | - |
Alignment | neutral |
Advancement | ? |
Dragon plant (carnivorous)
Description: This fairly small and relatively innocent plant is a feature of many Athasian gardens as it
keeps a lot of unpleasant critters away. It is a wild plant and quite difficult to breed and transport, but as most
gardens are kept by noblemen anyway, they have got the resources to maintain them.
Dragon plants are carnivores which catch insects with long sticky tongues which shoot out and pull the
insect into an acid which enables the plant to digest it.
What is special about them is that they are a favourite in defilers' experiments. You should see
the dragon plant mutations in any dragonmonarch's garden!!!
Ecology: Dragon plants grow as 'twin plants'. However, if one half dies, they keep
on living. Usually dragon plants are found on their own (due to competition for food),
but in areas like cities are able to exist in groups.
Combat: normal dragon plants don't engage in combat unless with small to large-ish insects. Mutations will fight
with any means given...
Hit dice | depending on mutation |
Initiative | depending on mutation |
Speed | depending on mutation |
AC | depending on mutation |
Damage | depending on mutation features |
Face/Reach | depending on mutation |
Special Attacks/Qualities | depending on mutation: e.g. acid slime, blood-sucking thorns, paralysing poison, ... |
Saves | depending on mutation |
Abilities | depending on mutation |
Skills | - |
Feats | - |
Climate/Terrain | garden, in the wild: oasis, rocky terrain |
Organisation | mostly solitary |
Challenge Rating | depending on mutation |
Treasure | - |
Alignment | neutral |
Advancement | depending on mutation |
Ghost Bird/Wraith Bird
Medium-large incorporeal being
Description: The ghost or 'wraith' bird is a mysterious guardian creature. Ghost birds are pale translucent
creatures in the distorted shape of a bird. A ghost bird's features are usually uncannily elongated, just looking
at them sends a chill down one's spine...
Habitat/Society: Ghost birds act as if commanded by a silent master. Nobody has
been able to find out where they come from. Rheir aura and wraith-like abilities suggest
that they are inhabitants of they grey, yet 'turn undead' spells do not seem to have an effect on them...
Combat: a ghost bird can reach into a victim's body with its claws and hold
his/her heart in a tight grip which results in an attack roll penalty of -4.
Ghost birds can only be harmed by enchanted weapons of +2 or better. They cannot
be harmed by psionics or spells.
Hit dice | 12 d12 |
Initiative | +7 |
Speed | 80 (at least) |
AC | 16 |
Damage | incorporeal/chill touch 1d8/19-20, ... |
Face/Reach | ? |
Special Attacks/Qualities | chill touch, heart grip, horrific appearance |
Saves | Fort 8, Ref 6, Will +4 |
Abilities | Str -, Dex 18, Con -, Int 16, Wis 15, Cha 17, |
Skills | - |
Feats | Alertness, Improved Initiative, etc. |
Climate/Terrain | any |
Organisation | flock |
Challenge Rating | 18 |
Treasure | - |
Alignment | lawful neutral |
Advancement | ? |
Hit dice | 7d12 |
Initiative | +5 |
Speed | 30 ft. |
AC | 12 (canonly be harmed by +1 and better magical weapons, other incorporeal creatures or (preserver) magic. The toxic spirit acually becomes more powerful when a defiler draws the energy for a spell near it. |
Damage | Incorporeal touch corruption |
Face/Reach | 5 ft. by 5 ft./5 ft. |
Special Attacks/Qualities | Manifestation, Possession (Malevolence), Frightful Presence, Corrupting Touch |
Saves | Fort +4, Ref +4, Will +4 |
Abilities | Str 20, Dex 16, Con -, Int 17, Wis 12, Cha 20. |
Skills | Spot +13 |
Feats | Improved Initiative, Improved Critical, Empower Spell, Combat Reflexes |
Climate/Terrain | Defiled Lands |
Organisation | Solitary |
Challenge Rating | 7 |
Treasure | - |
Alignment | chaotic evil |
Advancement | 5-7 HD |
Tar Spirit
Description: The tar spirit is also a result of magic abuse. This type of spirit is not
intelligent. Treat it like a more dextrous ooze creature.
Habitat/Society: Tar Spirit live in rivers, puddles and on the ground. In certain parts
of Athas, such as the Deadlands, there are virtual rivers of this stuff.
Combat: Tar spirits can sense life energy and aim to engulf the potential
source whose life-energy is sucked from them. What remains is a pile of ashes.
Hit dice | 8d10+10 |
Initiative | +1 |
Speed | 30 ft. |
AC | 13 (+1 Dex, +2 natural) |
Damage | suffocate, 1d4 drain |
Face/Reach | 5 ft. by 5 ft./5 ft. |
Special Attacks/Qualities | Improved grap, suffocation, drain |
Saves | Fort +5, Ref +5 , Will 0 |
Abilities | Str 16, Dex 16, Con 16, Int 3, Wis 6. Cha 12 |
Skills | Listen, Escape Artist, Intimidate |
Feats | Awareness, Dodge, Great Fortitude, Mobility |
Climate/Terrain | Defiled Lands |
Organisation | Solitary or colony (1-20) |
Challenge Rating | 5 |
Treasure | - |
Alignment | neutral (evil) |
Advancement | 7-9 HD |
Sandmole
Sandmoles burrow themselves in the sand. They look less than moles, but more like
miniature rust-monsters crossed with woodlice. Occasionally they can be seen scuttling across the ground
away from people or towards a potential food source (they eat e.g. scorpions, spiders,
other insects).
They are about half a foot long and have four main claws which they use to
move through the sand, and a couple of smaller legs which they use to
move around very fast.
HD | |
Initiative | +3 (Dex) |
Speed | 40 ft. |
AC | 20 (+3 Dex, +5 natural, +2 size) |
Attacks | bite +4 melee |
Damage | 1d4 |
Face/Reach | 2 1/2 ft. by 2 1/2 ft./0 ft. |
Special attacks: | acid |
Special qualities: | Sensitive to tremors |
Saves: | Fort +2, Ref +4, Will +1 |
Abilities: | Str 4, Dex 17, Con 18, Int 2, Wis 12, Cha 3 |
Skills | Listen +9, Spot +7 |
Feats | Alertness |
Alignment | neutral |
Organisation | 1d20 |
Climate/Terrain: | Sand |
Treasure | none |