Dwarf Bane (DC 17): This rare yellowish orange vine has no negative effects on dwarves as its name might indicate.  Well not directly at least, dwarf bane grows in regions of high temperature (200ºF or higher) with a high iron concentration.  Like krint dwarf bane is a vine, which transmutes its surrounding material into a protective shell.  Unlike krint however dwarf bane only does this to iron, and in doing so it produces a rusted shell.  Once the vine is cracked open dwarf bane can be eaten without any processing.  It tastes of red meat and some would say it is delicious.
Any iron miner can tell you that dwarf bane is a menace that must be destroyed when located.  For this most are grateful that it is so susceptible to negative energy.  For every point of negative energy damage a vine is exposed to two feet of it wither and die.

Red Leaf (DC 20): This is a form of grass, which grows in regions of extreme heat (400ºF or higher).  Normally found around magma flows this feathery red plant provides food source for creatures that make their homes in these high temperature regions.  Creatures with the fire subtype or immunity to poison have no problem digesting this, but creatures without it must succeed a DC 15 profession (cooking) check or cast purify food and drink on it or risk Red Leaf poisoning.  One minute after improperly prepared red leaf is eaten 1d6 points of dexterity damage are inflicted unless the eater succeeds fortitude save (DC 15).  The eater is also sickened for 1d4 days, a successful save halves this duration.  One full meal counts as a single dose of red leaf for poisoning purposes, but it is extremely easy to detect due to its sulfurous aftertaste.

Krint (DC 10): The best-known food source of underdark races krint has become popular on the surface as well following the third crusade.  The krint plant is only capable of growing in complete darkness and solid rock.  Krint is a vine, which manipulates rock transmuting it into its protective shell.  The half inch thick vine appears to be made from solid rock, but when cracked open its pulpy brown interior is revealed.
Sparse krint fields slow medium and large creatures down to 3/4th speed.  Dense krint fields slow small creatures down to 3/4th speed, medium and large creatures down to ½ speed, and huge creatures down to 3/4th speed.  An extremely dense field can completely prevent the passage of creatures of medium size and larger.  A krint vine has a hardness of eight and five hit points.  Ten vines must be cut for a creature to proceed through a five foot square of a light krint field without slowing down Twenty vines must be cut for a dense krint field.  An extremely dense field consists of twenty five to fifty vines.  As a full round action a creature can attack all the vines in a square at once.  The health of that square is equal to the number of vines times five.  Hardness is only applied once per damage roll regardless of the number of vines attacked.
The unprocessed vine is quite poisonous.  Ingesting even half a pound a normal human risks the effects of the poison.  The purify food and drink spell does nothing against this poison.  A fortitude save (DC 15) is required to avoid being rendered blind for 1d4 minutes when exposed to any illumination greater than shadowy.  A successful save causes light sensitivity for the same duration.  In either case extreme giddiness normally accompanies the consumption of krint.  Before being eaten krint is normally refined into essence of krint and then diluted further into krint wine.  Some races, such as kobolds, prefer the purer stuff however.

Shadow Sprout (DC 15): These flowering bulbs grow in dark, wet places.  These plants consist of a single stalk of around a one-inch diameter topped by an oval bulb or flower.  The plant and the flower are solid white and emit a several inches of shadowy illumination.  When growing on land the stalks rarely exceed two feet in height, but in water these have been known grow over one hundred feet tall.  The stalk of the plant is extraordinarily unappetizing, but the bulb and flower are often turned into bread by under dark communities.  Long-term exposure to normal illumination kills shadow sprout just as long periods of darkness kill normal plants.  Spells with a darkness descriptor cast within five feet of a shadow sprout are devoured in Caster Level –5 rounds.  If the number is lower than one the spell fails to even fully cast.

Thyme (DC 20): Thyme is a green bush with small red berries, which grows in moist regions with shadowy illumination.  More often than not in the under dark thyme is found growing between shadow spouts.  The shadow sprouts provide the thyme light and the thyme provides the shadow sprouts darkness.  Thyme grows far slower than shadow sprout and it is not nearly as hardy so normally only older shadow sprout fields contain thyme.  Both the plant and its berries are edible.  Thyme can grow of the surface, but since it grows so slowly it is quickly out competed by other plants unless special care is taken to remove all competition.

                                                                
Krint in Detail

Essence of Krint: Processing krint in holy water removes most of the toxins found in the krint plant and amplifies more beneficial traits of the krint.  The holy water loses its properties in this process, and around one quarter of it is usually lost.  One vial of essence of krint contains enough nutrients to sustain an adult human for a day.  It enhances the darkvision range of creatures by thirty feet for 1d4 hours and provides a +1 insight bonus on all skill checks for the same duration.  The drinker also gains light sensitivity for the duration of their enhanced darkvision unless they succeed a fortitude save (DC 20 + 2 per dose within the last week).  Drinking a vial of essence of krint is a standard action.  All of these effects are counted as the effects of a poison.  A vial of essence of krint normally sells for between one and four gold pieces and weighs one ounce.

Krint Wine: Diluted essence of krint is a popular becoming a popular product on the surface and it has long been popular among dwarves.  Two gallons of krint wine are produced from a single ounce of essence of krint.  One pint of krint wine counts as a single dose for a full grown human.  One dose bestows a +1 insight bonus on all skill checks for 1d4 minutes.  The drinker loses consciousness for 1d4 hours after the insight bonus expires unless they succeed a fortitude save (DC 15 + 2 per number of drinks within the hour or more of rest).  Drinking a single dose of krint wine takes one minute.  A pint of krint wine normally sells for between five silver and two gold pieces and weighs one pound.

Krint Addiction: Krint addiction is a side effect of consuming too much krint in a short period of time.  After someone who consumes krint fails 2d6 fortitude saves within a one-week period they become addicted to krint.  This bestows darkvision 5ft and light sensitivity.  Krint addicted individuals who consume krint do not risk the negative side effects of the krint.  Consuming krint is a pleasant high which removes the light sensitivity their addiction causes for the duration of the positive effect.  Normal krint addiction can be overcome by spending 1d6 weeks in brightly lit areas without consuming any krint.  A heal spell also removes this addiction.  Some creatures such as kobolds and deep gnomes suffer from a racial addiction which cannot be overcome by any means short of a limited wish, wish, or miracle.
Underdark Plants
Knowldeges: Dungeoneering, Nature + 5