1001 Inconsequential Flora & Fauna


Homebrew and House Rules

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Ryze Kuja wrote:

471.

Planar Vicuna are slightly smaller than their cousins, and usually weigh between 100-1200lbs and are roughly 4ft to 5ft long.

Amg ><, this should be 100-120lbs, not 1200lbs.


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482. Photovoltaic Cactus:

These carnivorous cacti appear as large flowers growing directly on the ground. They usually have three to seven sticky purple petals, always an odd number, each about the size of dinner plate. Unlike most other cacti, this species has no visible spines or thorns above ground. Its areoles form on its vast spreading roots, so its spines grow underground.

Photovoltaic Cacti's dark petals use an evolved form of photosynthesis to produce electricity through a combination of photochemistry and electrochemistry. This electricity is stored in a bulbous pod at the top of a fuzzy stalk protruding from the center of the flower, and creates a field of static to stun/kill flying insects in close proximity. The falling insects either get caught in the sticky hairs covering the stalk, or land on the sticky petals below... either way, the stuck insects are dissolved and their nutrients absorbed.

The Photovoltaic Cactus is also capable of discharging most of its stored electricty in a single, spectacular burst... which it uses to kill burrowing critters that get caught in the thorny labyrinth of its roots. The spines are formed from tightly rolled leaves, and are hollow in the center... capable of both delivering enzymes to break down its prey, and syphoning the nutrients back into the plant.


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Everyone liked Traders so much I decided to give them a stat block... it's really nothing more than the Merekat stat block with Set's description inserted in place of the Merekat description.

Trader CR 1/4

XP 100
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +1

DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 5 (1d8+1)
Fort +3, Ref +4, Will +1

OFFENSE
Speed 30 ft., burrow 5 ft.
Melee bite +4 (1d3–3)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks trade
Spell-Like Abilities (CL 1st; concentration +2; save DCs are Charisma-based)

Constant—detect magic, detect psychic significance
At will—charge object, sift

STATISTICS
Str 5, Dex 14, Con 13, Int 2, Wis 13, Cha 13
Base Atk +0; CMB +0; CMD 7 (11 vs. trip)
Feats Weapon Finesse
Skills Stealth +14

SPECIAL ABILITIES
Trade (Ex)
Traders can attempt a disarm or steal combat maneuver in place of its bite attack without provoking an attack of opportunity.

ECOLOGY
Environment warm plains
Organization solitary, pair, family (3–6), or clan (7–12)
Treasure double

These burrowing rodents resemble small gophers or groundhogs with particularly dextrous forepaws, like those of a raccoon. They live in tunnels that they have burrowed out, in family groups of about a half-dozen to dozen, and often prefer to live near certain types of humanoid village or town. (The type that doesn't eat them, mainly.) Traders are famous for their compulsive hoarding instinct, as they collect anything they find shiny or 'smells interesting' and take it away to one of the many chambers within their tunnel systems, which each adult rodent having it's own 'treasure room' that it sleeps in, like a tiny furry dragon atop a 'hoard' that indeed contains a few random coins or even gems, but is mostly junk. Called 'traders,' they have a unique propensity to 'trade' for shiny objects (or food, or interesting smelling things) from humanoids who visit their territory and appear non-threatening. The rodent will tug at or otherwise indicate an item it wants, and will rush off into it's tunnels to go fetch a seemingly random item from it's collection of junk. This item could be a thrown horseshoe, or a lost wedding ring, or a moldy pouch of long-spoiled tobacco or a magical holy symbol found on a dead cleric. If this trade is refused, the rodent will squeak it's displeasure, sometimes hopping up and down to express it's frustration, and scurry back to find a more compelling item to trade (using it's own unique sense of what is 'more valuable' a trade offer, and eventually losing patience and never returning). It can become a bit of a circus as more and more traders notice the scurrying back and forth, and come out with their own 'trade goods' to offer for whatever shiny / interesting things have caught their notice, with the occasional (loud but nonlethal) scuffle breaking out between traders if they are competing for the same shiny.

Using their speak with (burrowing) animals gift, some Gnomes use local dens of traders as a form of bank, keeping lists of what sort of 'shiny' is most attractive to various traders in dens near their home community, and letting a specific trader (with an inexpensive 'favorite trade,' like fancy bits of colored glass) hide away small items they want to keep safe, but don't want lying around their homes.

Traders weigh around 2 pounds, are about 1 foot tall when standing upright, and can live more than 10 years,.


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483. Binder- These sizable(the size of an average persons hand) spiders are brightly colored despite being only slightly venomous, and are seen as beautiful(or at least cute) by most save for the arachnophobic. They are famous not just their plumage but their rather messy webbing, which is a slowly drying liquid as opposed to a silk. As a result, these surprisingly intelligent(low animal as opposed to insect) ambush hunters use their webbing to create tripwires, nooses, and limb-entangling traps with their only just-dried webbing. While a snared meal attempts to get out of the weak material, the spider will then scurry around their meal in 360 degrees again and again until they have bound their meal almost completely, eating what they caught along with their own a webbing. Subsisting off very small birds, mammals and lizards mostly, they are easily found by the trail of incredibly sticky and damp webbing that often trails behind them no matter where they go, which often attracts the binder's predators- slightly larger birds, mammals and lizards- in turn. They are an especially popular pet for gross little boys, and small time ratting pits have a few binders on hand for silver ante bets. They can serve as a familiar and provide a +3 bonus to Use Rope checks, but the process of becoming a familiar makes these already smart beings even smarter, and they are known for being willful and hard to control. The few able to communicate verbally have a distinctive slurring voice that makes them sound perpetually congested, only adding to their gross charm.


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Keeping up with the potential pet theme for now...

484. Skittersnake These snakes are almost completely identical to garter snakes in terms of size and diet, although they are a bit thicker and eat larger insects. Where they diverge is in their painfully obvious and heavily muscled human legs, which hoist the skittersnake(who has a strangely balanced spine to allow for this type of locomotion) as it runs away from predators and to ambush prey. Despite their incredibly heavily muscled legs, skittersnakes never use them in combat, only for movement. They are a popular pet for children in rustic areas, as ones in more urban ones quickly find that skittersnakes are incredibly adept at navigating dirt and even paved roads, moving an extra 5 feet than normal in such terrain, and are often lost within moments of being taken home(or at least outpacing children who aren't running at full speed). To call someone a skittersnake is something of a left handed compliment, as it strongly implies that one has a strange or unusual talent that they are using to the best of their ability; in adventuring circles it is often used to refer to adventurers of a strange or unusual type, like a dwarven wizard or a halfling barbarian. Skittersnakes can become familiars; they are especially beloved by alteration specialists.


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485. Stink Pig- These teacup pigs are incredibly adorable, even to those who are opposed to pets that often serve as dinner. They make perfect pig-squeals, grunts and musical little snort that children in particular find endearing.
Individual stink pigs are a perfect pink, brown, or grey color, albinos are white specimens but have a very soft black fur that aids them when they need to hide, and are especially prized by collectors. Their eyes that are a bit larger when compared to other pigs, with clear irises percepible even at a distance that usually compliment their skin tone- stink pigs are known to have excellent vision, even though they have a hard time looking up. They have an astonishing number of predators, particularly birds of prey who attack from their blind spot, but only one real defense mechanism- to become the center of a stinking cloud spell so potent it makes anyone subjected to it sickened when they leave the area instead of simply nauseated, as per the spell. They can use this ability only once per day, but that is enough to ward off most predators. Naturally skittish due to their standing in the animal hierarchy, they do take well to training, and will not produce their scent around anyone they see as a friend, and can be further trained to not release their scent at all around strangers so long as said strangers are quiet around it, making them odd little guard dogs; stink pigs are known to be surprisingly territorial and will defend their territory the only way they know how. Contrary to popular belief, stink pigs cannot be trained to emit their scent on command. It is rude to call just about anyone a stink pig, although in some situations a particularly fussy and dramatic person, or someone who wishes to be treated with a level of respect that is undue their position may be referred to as one outside of their presence, and some infants are referred to as stink pigs by their parents(and only their parents) when they are known to be light sleepers. Only the most isolationist and antisocial wizards take on stink pigs as familiars, the adorable little fellows are usually a sign that a wizard wants to be left alone. Stink pigs are quite delicious, and a delicacy in some areas, but the very idea of eating a stink pig is met with horror by most "civilized" urban folk.


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Edit: Some young(and a few not so young) women out on the town have a Stink Pig or two as a mascot for the evening, especially when they want to be left alone from male attention. Only outdoor venues will attend to such a group, and even then they will demand money to be forwarded to them in case the Stink Pig clears out the block, usually a gold piece(which is returned minus fees for libations and aperitifs). As a result these evenings are often called a Golden Pig Parties, or simply a Goldpig for short. In some lands, women who prefer the attentions of other women have taken to wearing gold(-plated for poorer folks) piglet themed jewelry and brooches as a sign of solidarity; this has become so popular that in chapbooks and stage plays the character of the quiet-tomboyish-wizards-apprentice-with-a-pig-familiar is becoming a trope. Despite this, actually calling a woman(or anyone really) a Goldpig is an invitation to find out what breathing through one's mouth involuntarily is like.


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486. Nap Cat These otherwise ordinary looking cats are popular with people who have insomnia, but can sometimes be hard to keep in a home. Nap Cats are known for emitting a powerful purr while they are awake that causes an effect akin to the lullaby spell, and when the are asleep another that encourages others to rest and relax further, essentially casting sleep on all creatures of a single hit die within 30 feet of it. This can sometimes become a hazard as not all creatures keep to the Nap Cat's sleeping schedule(which is to say whenever it wants) and the creature has inadvertently caused no small amount of hearth fires when it takes a nap under a table. They are surprisingly intelligent(even for cats) and are not above using their lullaby and sleep abilities to get a household on their schedule. Few Nap Cats make good familiars as they are far too intelligent, willful, and lazy to provide much benefit to their magical partners.


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487. Lap Dog- These canids are the end result of a magical experiment to attempt to give the "liquid" ability of cats to dogs. Arguements erupt on a regular basis as to whether or not the experiment went wrong or right. Lap Dogs have the incredibly odd ability to fold themselves along unseen angles without pain, contorting into strange and unusual shapes. Being of average dog intellect, they usually use this ability to "help" their human in ways that only make sense to them, such as bending around corners at 180 degree angles to keep a better lookout, turning their head like an owl to bark at intruders at all angles, and most famously, draping themselves across the laps of their human, to watch over them and keep them warm. A small dog can cover enough surface area to occupy the lap of a medium sized person, and so on; large breeds of dog likes St. Bernards can cover an entire sofa that could comfortably fit 3 to 4 people. Despite their unusual ability and proclivities to snuggle as a living comforter, they are normal dogs in every other way, down to their abilities as familiars.


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488. Detouley Tea Leaf

One of the oldest plants in the known world, the Detouley Tea Plant has evolved over the course of several millenia to produce leaves that hold one of the most concentrated stimulants as a defense mechanism. This stimulant is potent enough to cause hallucinations, "hyperness" or "jittery" intoxication, and death in animals that consume over 1 gram, which can be as little as consuming only 7-10 leaves of a single plant. Long ago, humans domesticated this plant and began drying its leaves and diluting its potent stimulant to create an assortment of mind-invigorating teas. Today, it is quite common to mix the leaves of the Detouley Plant with ginger, jasmine, cloves, mint, cardamom, various fruits, vanilla, bergamot, other tea leaves, or other plant parts, such as rosehip, chamomile, or rooibos to produce a wide array of different aromas and flavors. This tea can become slightly addictive if used on a regular basis, but most cultures do not destigmatize its use. Although in some rare cities and cultures, Detouley can be banned or illegal if they have an overzealous ideal or religion that strictly prohibits the use of drugs or mind-altering effects.

Humanoids that consume one cup of Detouley Tea benefit from a +2 alchemical bonus to Perception, Initiative, and Reflex Saves, and any saves or checks vs. sleep, fatigue, or forced march effects, as well as 1 Temporary Hit Point for up to 6 hours. Detouley Tea is popular with students at universities and wizarding schools when studying for finals and completing extensive projects, and there are some cultures and kingdoms where Detouley Tea is consumed prior to business and trade negotiations to ensure that both sides are "on top of their game".

Detouley Leaf Extract wrote:


DETAILS

Type ingested; Addiction minor, Fortitude DC 11

EFFECTS

Initial Effects

For 1d4+2 hours, imbiber gains a +2 alchemical bonus to Perception, Initiative, and Reflex Saves, and any saves or checks vs. sleep, fatigue, or forced march effects, as well as 1 Temporary Hit Point. This effect cannot stack with itself by consuming multiple cups, it merely creates a new duration for how long the effect lasts before the secondary effects affect the imbiber.

Secondary Effects

After the initial effects expire the creature makes an additional Fortitude DC 11 check or gains the fatigued condition lasting 1d3 hours and suffers 1 Wisdom damage. This secondary effect can be postponed by consuming another cup of Detouley Tea, but each time it is postponed the Fort DC increases by 2 and any fatigue or wisdom penalties become doubled. (i.e. consuming 3 cups of Detouley Tea would become a Fort DC 15 or gain fatigue for 1d9 hours and 3 wisdom damage.

489. Emperor Neon Prawn

Sometimes referred to as "Dire Prawns", this horse-sized species of prawn is similar to its smaller cousins insofar that it is a crustacean with an exoskeleton and has ten legs, except the Emperor Neon Prawn has a neon blue and green exoskeleton and can weigh up to 800 lbs and grow to nearly 10 feet long. Like other species of prawns, Emperor Neon Prawns are primarily scavengers, and typically eat detritus and dead sea creatures, but they can be predators as well, typically eating smaller crustaceans, planktonic organisms, invertebrates, and fish. Emperor Neon Prawns typically reside in the shallower zones of the ocean, usually hunting for food in the Epipelagic and Mesopelagic zones.

Astonishingly, the Emperor Neon Prawn can displace its true position by flashing electrochemical light from its ventral nerve cord through its neon blue and green exoskeleton to become almost mirage-like as per a Displacement spell to evade predators. Furthermore, these creatures are a top contender for the "fastest short burst of swimming speed in the ocean" award, and can quickly dark up to 30x their own body length per second and can change directions on a dime, which is almost as quick as squid, their primary predator. Emperor Neon Prawns are large enough to feed an entire squad of squid and then some, and squads of squid will typically work together using pack tactics to omnidirectionally surround the Emperor Neon Prawn before moving in to prevent it from darting away, because this mirage effect is highly convincing and can still aid them in escaping even when completely surrounded.

Fishermen have also found it to be quite an arduous task to capture Emperor Neon Prawns save for one method: they create extremely large nets with strategically-placed braces and anchoring weights that cause the net to fold out widely once the net reaches the ocean floor, and it cleverly appears like a field of dense seaweed or kelp. Emperor Neon Prawns are naturally nocturnal creatures that sleep during daylight hours, and they hide in areas overgrown with kelp and seaweed to avoid being caught by predators while sleeping. So, fishermen will place these nets before the sunrise and then pull them up in the late afternoon before they wake. These nets can sometimes catch over 20 of these Emperor Neon Prawns at a time, so it must be a large ship with an adequately sized Masting Sheer or a Treadwheel Crane with a series of torque-multiplying gears capable of hoisting a net with ~20,000lbs-worth of prawns on deck.

The meat of an Emperor Neon Prawn is considered a delicacy almost everywhere in the world due to the difficulty and cost investment in capturing them. Not only is this a dangerous profession for the deckhands due to the incredible weights of these nets, but shipwrecks can also occur if the prawns wake up while being netted because they can exert enough force to drag the ship even if it's anchored.

490. Subterranean Fox

The Subterranean Fox is a relentless and adept predator that hunts up to 500ft below the ground to the earth's surface, accurately pinpointing its prey via a triad of extraordinary abilities. These foxes have tremorsense Tremorsense 60ft, a pseudo-6th sense that acts like a constant Determine Depth effect maximum 60ft, and its supernatural ability to create Passwall effects to move earth and stone and quickly dart after its prey. Great Thinkers and Researchers believe that these creatures perform these abilities psionically and with sheer will power to reshape reality around them. Subterranean Foxes usually weigh between 10-16 lbs, and typically hunt field mice, voles, bandicoots, rabbits, hares, moles, and any number of various birds on the surface that are attempting to make a meal out of an earthworm.

Subterranean Foxes rarely come up to the surface except during mating season, as they are reliant upon both smelling and hearing a female in heat, which usually happens from the middle of winter until the early spring. Vixens will only be estrous for less than 3 days and only a small amount of vixens will be in heat at any given time during these few months, and this presents a significant challenge in breeding and finding mates, so once a vixen goes becomes in heat, she will retreat to the surface and bark, yip, and howl to aid the male in finding her. The vixens usually have litters between 3 to 8 kits and will take care of them for the first month of their life, while the male fox will hunt for her and the kits. Unlike other species of foxes, Subterranean Foxes are not monogamous and may mate with several vixens even within a single mating season.


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491. Fieldveil Also known as Maiden's Ivy and Wedding Veil Plant, this climbing ivy is quite delicate in appearance(although it can survive all but the harshest of winters and summers) and very pale in coloration, with ivory and even white specimens not uncommon. In most rustic villages, the largest house cultivates a vein of fieldveil for local women who are about to be married to harvest for use as a veil, as the thin, gauzy material popular in well to do cities as a wedding veil is usually both financially and physically beyond them. The greener specimens are often used by macho young hunters as material for a ghille suit, and as a result many future married couples meet for the first time "by the fieldveil", which is a term most older folks use to describe the beginning of a relationship. Larger villages often have a tavern or cafe of good repute nearby a fieldveil, sometimes owned by the family that is growing it. Telling a young person to "go to the fieldveil" is the equivalent of telling him to grow up and get married thereby, although there is an element of anti intellectual sexism there- a young person who has expressed interest in something intellectual or outside their gender roles is often told to "go to the fieldveil" by exasperated, old fashioned parents who have no idea why someone might want to study art, magic, or something seen as outside the boundaries of tasteful gender roles. Saying the same to a young person who enjoys a great deal of different lovers with no desire to settle down or, in some places, is not interested in the opposite gender, is a indirect and possibly dire insult. A divorced or widowed person who is told this is being encouraged to get into a new relationship, although this can also be quite insulting even when stated with genuine care.

On Golarion, it is fieldveil is often associated with Erastil as opposed to Shelyn(and almost never with Calistria), and in that setting the term "taking someone to the fieldveil" means a forced marriage between people found to be in some kind of sexual activity before being wedded or, worse, when infidelity of some sort occurs. It is also sometimes referred to as "Erastil's Boquet" which is also a term used to refer to a particularly unimaginative or overly-serious lover in some areas.


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492. Winkfly

The Winkfly is a long, thin fly that measures roughly 40-48mm in length, and has an even longer proboscis that extends an additional 50mm from its mouthparts, and is a hematophagous creature that is notorious for spreading bloodborne pathogens and diseases. Highly comparable to mosquitos, which usually only range from 3mm to 7mm long and a lifespan of roughly 50 days, Winkflies are around 15x their size and have a lifespan of up to 1 year. Winkflies have two sets of 30mm-long wings on their thorax, and while in flight are somewhat reminiscent of a hummingbird's wings, but they beat an astonishing 500 times per second. Somehow, when these wings are beating this fast, they have the extraordinary ability to create dimensional tears or pockets that can briefly access the Ethereal plane, acting similar to a Blink spell, causing the Winkfly to constantly "wink" in and out of existence in the Material Plane; however, while the Winkfly is perched upon something or otherwise not beating its wings, it does not wink in and out of existence. With its proboscis being longer than its own body, a Winkfly must be in flight in order to draw blood from an animal, so this makes it difficult for animals or humanoids to swat these insects away.

Much of the spread of diseases in the world can be directly linked to Winkflies even though they are not migratory, but the animals or humanoids that they bite usually are. Their proboscis is extremely thin and prehensile, and it can penetrate most clothing and padded armor, but not armor such as leather or metal. Winkflies can be found in swamps, bogs, marshes, and various ponds, lakes, and rivers, which are their most common spawning grounds. It is common for humanoid settlements to issue quarantines for those who they know have been bitten by Winkflies, at least for a couple of days to assess if any diseases show up in the bitten person.

While one Winkfly isn't a danger to humans (other than spreading disease), swarms of Winkflies can represent an immediate and deadly danger. Due to their incredibly fast wingbeats, these insects' metabolism requires that they drink their own body weight in blood on a daily basis, and their behavior in acquiring blood has been described as "suicidally aggressive", and this can be deadly to a single traveler or animal when faced with a swarm of Winkflies. Corpses of solo travelers are sometimes found on the road that have been completely drained of blood by these insects, and although one might think that a drained corpse would be shriveled, that isn't the case; depending on the natural color of one's skin while they were alive, the skin of a fully-drained corpse can appear from a milky-white color to the color of candlewax, and if touched, their skin has the physical consistency of a deflated balloon. Most travelers are well abreast of this knowledge and that means that a swarm of these insects could be nearby, and that they should make haste in the opposite direction lest they too might find themselves prey to these creatures.


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493. Dreadwood Tree

The Dreadwood Tree is highly similar to a Cottonwood Tree, and produces cottony seeds that can float on the wind for miles, and the wispy cotton supernaturally imbues itself into the ground and blights the earth while the seed creates the next generation of Dreadwood Trees. These trees weren't the product of evolution, but rather they were created with blasphemic magic, and each tree supernaturally curses the land around it as per a Curse Terrain spell with a different curse. Their origin remains unknown, but some believe this work was accomplished by vengeful druids to encroach upon and make large cities uninhabitable, while others have postulated that this was the work of insidious witches or warlocks.

Some Dreadwood Trees produce curses of Endless Night or Unseasonable Weather, while other Dreadwood Trees produce a Creeping Senility curse, or can cause vivid nightmares per a Fevered Dreams curse, and some Dreadwood Trees can even cause any food nearby to become putrescent and rot as per a Famine curse. Sample curses here: Curses . Depending on how old the tree is and the given level of wind in an area, the amount of land that can be cursed by a single one of these Dreadwood Trees can range from hundreds of feet radius to a 5 mile radius. Sometimes the cottony seed lands on an animal or a humanoid, and that animal or person becomes cursed with whichever effect that particular tree produces, and must be removed with a Remove Curse spell.

Dreadwood Forests are extremely rare due to the fact they are an unbearable plague that consistently spreads and can render entire regions uninhabitable if left unchecked, eventually possibly taking over entire continents. Most people would rather defend their homes and grab axes and brave the cursed landscape to cut down the forest rather than give up their homes and leave. Whenever Dreadwood Forests do arise on the material plane, there is almost always an evil or crazy fanatic shaman, druid, or a witch at the center of it. Sometimes a coven of witches.

Great Thinkers and Researchers have taken samples of these Dreadwood Trees and usually conclude that their origin is extraplanar, but which plane they are from is still a mystery. Through this research, it was found that the best way to get rid of a Dreadwood Tree infestation is to chop every tree down, then bless the center of the forest with a multitude of Hallow spells to get rid of the cursed cotton and seeds still in the ground.


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494. Entropic Conifer
This tree is the source of Entropic resin. It can be identified by it's dark bark, often twisted and menacing appearance, and wounds caused by supernatural beasts such as hell hounds and undead animals.

Fresh resin is bitter, not sweet, and gives a creature that consumes it an extra damage die to it's main attack. If allowed to harden, it can be used as an additional material component for evocation and necromancy spells, adding a point or dice of damage as if the caster was of a higher level. In it's pure form, it is opaque and black. There is often Entropic amber in the surrounding area, which is usually translucent, and may contain inclusions.

Ecology. It grows best in ancient battlefields, but some druidic cults will sacrifice their enemies to these trees.


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495. Chasmanthe Nocta

The Chasmanthe Nocta is a partially-aquatic flowering plant that takes root in shallow waters but its leaves, stem, and flower grow above the water. It exclusively inhabits bogs, marshes, estuaries, river inlets and deltas, fjords, bays, lagoons, and sloughs that are brackish and have a mix of fresh water and salt water. It is named Chasmanthe from the root word "chasm" meaning "to gape" and "nocta" meaning "night", and this flower gapes its long tube-like flowers open at night while closing them during the daytime. Each of these tube-shaped flowers hold a highly nutritious nectar that has a smattering of healthy organic acids, cinnamic acid derivatives, flavonoids, isoflavonoids, and fatty acids, and animals that have long tongues or long beaks will drink the nectar from these flowers while the flower is open.

Humanoids have found some medicinal uses for the nectar, and have created a host of various anti-allergic, anti-inflammatory, and anti-hyperglycemic medicines, salves, and tonics. The root system that absorbs the brackish fresh and salt water is perhaps the most extraordinary portion of this flower, and can be sliced into small chunks and then added raw to any food or drink to purify it, and doing so acts as a Purify Food and Drink spell. When fully grown, a Chasmanthe Nocta is about 1 to 1.5 meters tall.

496. Crystal Tears

This strange plant has uncanny control over cryomancy, and its leaves can instantly flash-freeze just about anything it touches. It grows to be about 3 feet tall, but its leaves grow to be about 6-8 feet wide; this plant is seemingly "out of its element" mind the pun because it only grows in temperate climates. Any creature whose bare skin comes in contact with this plant's leaves takes 1d6 points of cold non-lethal damage. It has a bulbous central pod that is full of seeds and all of its leaves are attached to this pod, and this pod is highly durable. As it rains, water becomes instantly flash-frozen on the leaves, which cause icicles to form on the leaves. Eventually, these icicles become heavy enough to weigh the leaf to the ground, and it begins to act as a prying force by digging into the ground and pulling the pod open to release its seeds, and then the Crystal Tears plant dies. Surprisingly, the amount of force required to open this pod is quite extensive, and can take several years. When it finally does get ripped open, it is highly reminiscent of popcorn popping, and its seeds are flung in a wide spread.

The leaves of a Crystal Tears plant can be used as a primary reagent for creating the Alchemical Item "Quick Freeze Oil" see Oil, Quick Freeze here.

497. Chrono Ocelots

These three-tailed, pack-hunting cat cousins of ocelots have an incredible control over time and space, which allows them to be highly proficient predators. These creatures stand roughly 48-55cm at the shoulders and can weigh between 20-35lbs. Each of their three tails has a different spell-like ability that it can cast, and they are Haste, Phase Step, Slow, and it casts these spell-like abilities by touching its allies or its prey with one of its three tails.

Once a creature has been been identified as prey, each Chrono Ocelot in the pack touches another nearby Chrono Ocelots to either cast Haste or Phase Step to quickly close the distance, and when one or more of the Chronocelots can pounce on the prey, the pouncing Chrono Ocelots will use their 3rd tail to afflict the prey with Slow so that the pack can catch up to it. Chrono Ocelots cannot cast these spell-like abilities on themselves, they must touch a nearby Chrono Ocelot, so their need for pack-hunting was an evolutionary necessity. These creatures are never found by themselves unless they've become separated. lost, or ostracized by the pack.

Chrono Ocelots are typically nocturnal and crepuscular hunters that sleep in the shade of trees during daylight hours, and have a wide range of habitats. They usually favor warmer climes, but can be found in tropical forests and savannas, sometimes even in arid or desert climates. A pack of Ocelots is called a clowder, but a pack of Chrono Ocelots is called a Sequence, and this is due to observing their movements while running down their prey; their liberal use of Haste and teleporting via Phase Step causes them to appear as a constant stream, or sequence, of teleporting and "quicker-than-normal" ocelots. Sequences of Chrono Ocelots can range from 3 to 20 cats.

498. Phrenic Blue-finned Shark

Much of what we know about the Phrenic Blue-finned Shark is shrouded in mystery because these creatures are terribly difficult to observe and track. They employ an Extraordinary Ability that emulates a psionic power called Cloud Mind to any creature that gets within 60 feet, making them invisible, inaudible, and impossible to pinpoint via blindsense, blindsight, scent, or another means of perception to that creature. The one caveat to this Extraordinary Ability is that the target that they're attempting to cloud must also have its head underwater; this ability cannot affect the minds of those who have their heads above water.

The few redeeming qualities of a predator with this kind of ability is that they're somewhat docile and about the size of a Mako Shark and are roughly 5 to 8 feet long, because they would be absolutely terrifying if they were larger or more aggressive. Phrenic Blue-finned Shark attacks against humanoids are extremely rare, and deaths are nearly non-existent, because they consider humanoids as predators rather than prey. When they detect a humanoid they will typically use Cloud Mind and swim elsewhere, and only when they feel threatened or cornered do they attack humanoids.

Their incredible facility with entering the minds of their predators and prey is astounding, and becoming undetectable allows them an unparalleled survivability in the wild and efficiency as a hunter. Phrenic Blue-finned Sharks have a white and grey body and fins, but the tip of each of their pectoral fin, caudal fin, first dorsal fin, and second dorsal fin are a deep indigo blue color. Great Thinkers and Researchers have performed autopsies on these creatures and have discovered that each of these blue fin tips hold over 30,000 nerve endings and touch receptors, and that these primarily respond to pressure changes. It is believed that these nerve endings not only help these creatures locate prey and predators, but also somehow help in their ability to cloud the minds of their prey and predators.

499. Petrichor Drosanthemum

This dew flower gives off a strong but pleasant stench of an aromatic petrichor that is similar to the smell of the earth after a fresh rain, but this musky scent is moderately intoxicating to most and can be wildly intoxicating to a select few. Animals and humanoids who come within 30 feet of a Petrichor Drosanthemum must make a Will Save DC: 13 or become afflicted with platonic adoration towards the plant, similar to a Charm Monster spell, and feel compelled to move towards it and smell each of its flowers and rub up against the plant for up to 1d6+1 rounds, thus allowing its pollen to attach to the creature. Pluviophiles and other similar lovers of nature take a -4 to this Will Save (as to whether a PC or NPC can be considered a pluviophile or "lover of nature", this is to be decided by the GM).

Additionally, this flower may be picked and worn on one's lapel or clothing; doing so causes one to gain an aromatic petrichor scent similar to a high-quality perfume or cologne, providing the wearer with a +4 circumstance bonus to Diplomacy, Bluff, and Intimidate checks against pluviophiles and other similar lovers of nature, and this can even act as a powerful aphrodisiac if the target can be sexually attracted to the wearer. 24 hours after this flower has been picked, this effect ends.


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500. Lilliputian Exterminator Tree

Highly similar to a Hangman's Tree except much smaller, this tiny-sized insectivorous tree produces spores that attract a wide array of insects, including flies, bees, and ants. Once an insect gets close, it lashes out with its vines to ensnare and strangulate its victim. Just as it is common for opulent and affluent members of society to keep and care for miniature bonsai trees, the practice of keeping and caring for Lilliputian Exterminator Trees is equally as trendy. Lilliputian Exterminator Trees can usually fare for their own in terms of getting their own food, but sometimes owners "fatten up" their trees for Lilliputian Exterminator Cultivation Contests that are held in major cities; competitive owners need only set out old fruit and some sticky wax paper to ensnare several insects, and then place the captured insects near the Lilliputian Exterminator Tree to be devoured. The Lilliputian Exterminator Trees are judged on three categories: 1) foliage form and clipping, 2) size and overall healthiness, and 3) how fast it can ensnare, strangle, and devour 20 insects (similar to eating 50+ hotdogs a hotdog eating contest, eating 20 insects is quite a feat).

501. Espermella's Radish

This sweet-tasting radish is a popular vegetable amongst fey, and pound for pound, it has one of the highest sugar ratios of all vegetables. While most humanoids do enjoy the taste, fey are particularly drawn to this as both a comfort food and a way to become giddy and hyper from the excessive amount of sugar. Feykind that consume Espermella's Radish gain a +2 morale bonus to Dexterity, Reflex Saves, Perception, and Initiative for 15 minutes. After 15 minutes, the fey will go through a "sugar crash" and take a -4 penalty to Dexterity, Reflex Saves, Perception, and Initiative for 45 minutes; during this "sugar crash" period, they also gain a +1 morale bonus to take a nap.

502. Ogreleek

This 21-28ft tall leek cousin of the onion, garlic, and shallot genus typically grows in mountain foothills and other cold hills, and is no stranger to temperate zones. As the name suggests, it is a favored vegetable of ogres and other humanoids of the giant subtype. Members of the goblin family that inhabit these areas, such as bugbears, also consider this vegetable as a staple among their diet. Unsurprisingly, to just about every other humanoid, Ogreleeks smell and taste like a hydrophobic hobo's socks in summer. Like most disgustingly-tasting vegetables, it is highly nutritious, and is an excellent source of vitamins, folate, iron, and manganese.

503. Dragonwig

These infernal pests are a member of the earwig family, and are a nuisance of farmers on nearly every continent. Dragonwigs usually eat vegetables, flowers, and various plants, but will also eat other insects if the opportunity arises. They are also detritivorous, and will consume animal corpses and decaying plants. The name "Dragonwig" might suggest that these insects torment dragons but nay; they're named as such for their chitinous exoskeleton having grooves appearing similar to draconic scales. Common earwigs are roughly 1/2 inch to 1 inch long, but Dragonwigs are much larger and are usually between 0.5 to 0.7 meters long, or 19 to 27 inches long. The forceps on their rear are extremely strong, and can even pierce leather armor, but cannot pierce metal armor.

Infestations of Dragonwigs have been known to completely overrun small farms if not dealt with immediately, and the imminent threat is that every female usually lays between 200-300 eggs up to 8-10 times per year, so this can get out of hand rather quickly if and when a colony starts near your property. Once a farmer has identified a colony of Dragonwigs or a possible infestation, common strategies for getting rid of them are to plant Sirensbloom (Inconsequential Flora & Fauna entry #456) or other insectivorous plants near the infestation, or to hire a Teacup Panda breeder (Inc F&F #456) to bring out an Ascension of Teacup Pandas to hunt, kill, and eat them. Some communities of farmers even keep parliaments of Statica Striga (Inc F&F #212), roosts full of Tagimitui Bats (Inc F&F #454), or roosts of Toatsu (Inc F&F #239) on their properties for wide-spread year-round protection from Dragonwigs and other insects. If a Dragonwig infestation truly becomes so large that it can no longer be managed, farmers either abandon their property or commission the transplantation of Semisolid Polyhedras (Inc F&F #352) to their farm because they are Dragonwig-killing machines that never sleep and their hunger is insatiable.


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VoodistMonk wrote:

482. Photovoltaic Cactus:

These carnivorous cacti appear as large flowers growing directly on the ground. They usually have three to seven sticky purple petals, always an odd number, each about the size of dinner plate. Unlike most other cacti, this species has no visible spines or thorns above ground. Its areoles form on its vast spreading roots, so its spines grow underground.

Photovoltaic Cacti's dark petals use an evolved form of photosynthesis to produce electricity through a combination of photochemistry and electrochemistry. This electricity is stored in a bulbous pod at the top of a fuzzy stalk protruding from the center of the flower, and creates a field of static to stun/kill flying insects in close proximity. The falling insects either get caught in the sticky hairs covering the stalk, or land on the sticky petals below... either way, the stuck insects are dissolved and their nutrients absorbed.

The Photovoltaic Cactus is also capable of discharging most of its stored electricity in a single, spectacular burst... which it uses to kill burrowing critters that get caught in the thorny labyrinth of its roots. The spines are formed from tightly rolled leaves, and are hollow in the center... capable of both delivering enzymes to break down its prey, and syphoning the nutrients back into the plant.

This is a natural Tesla coil. Some technology will recharge if placed just out of range of the stun field.


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504. Wileys- These smallish, skinny canids are roughly the size of petite dogs. They eat mostly voles and other vermin, and are perhaps most easily distinct from other animals of their species by their intense yellowish eyes, which are matched with eyebrow-like protrusions that make them very expressive. While they are a predator, they are far from apex ones, and have a unique defense mechanism that makes all but carrion eaters avoid them in disgust- they play dead. But not like regular animals, wileys(a group of which is called a genius) use mild illusion magic to make themselves seem as if they have met with a truly horrific fate. They have made themselves look as if they were blown up with some type of explosive, as if they were mangled under the wheels of a passing cart, crushed flat under massive boulders, or splattered across the pavement as if they fell from a great height. Some mischievous bored and impoverished folk in small towns make sport of frightening wileys when they find them to see what their response would be.


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505.Timecups are big(for flowers) six petaled blooms with a liquid in the middle. You can scry on any time or space as if it was a crystal ball. If you drink any of the liquid, you plane shift to where it was depicted. There are transparent seeds in the liquid that are not harmed by passing through the digestive system. On the material plane they are often found growing out of or near a cesspit. Animals sometimes use them to skip over winter and or hunting season.

Notes on scrying: The Core Rulebook doesn't say you cannot scry an empty space, and spring flowers don't get will saves, usually, but anything that enters the area will get a will save.


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506. Shaman's Sage

This magenta-colored species of sage is a godsend for those who practice herbalism and botany for the purposes of healing others, or themselves for that matter. If a creature consumes a leaf of Shaman's Sage, they treat their natural healing during 8 hours of rest as if they were 1 level higher, or their natural healing during 24 hours of complete bed-rest as if they were 2 levels higher. Shaman's Sage is quite rare to find in the wild because it only grows in areas that have over 50 inches of rainfall in a year, but not more than 70 inches of rainfall per year, but it is most commonly seen in personal gardens of clerics and healers. It is difficult to care for due to its strict hydration needs.


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507.Timeflies
Before they fill with liquid, Timecups attract Timeflies. These big(for insects) black flies pollinate the Timecups and bite causing aging at the site(1D6 damage). White Timeflies are the same bugs traveling backwards through time. Bone white, there bite causes a small area to become younger(one point subdual). An entire swarm of white timeflies is necessary to make one mortal a year younger.


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508. Dire Tomato
Dire tomatoes are much like ordinary tomatoes, but they grow much larger, with fruits close to the size of an orc's fist, and bear thorns dripping with a deadly toxin. The fruits are known for being quite spicy, and they are very popular with chefs--and with assassins who like plausible deniability.


The last game I played, one of the players was a real fan of poisons. Gaming related only, but is it nightshade like? Can it be made to coat weapons?


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509. Mirror Elk

It is difficult to call this creature a true animal, because it has no discernable anatomy or cardiovascular system. It would be more appropriate to describe these creatures as "living crystal", or possibly even an "autonomous plant" or "non-sentient fey", because their primary form of sustenance is through photosynthesis and they create nourishment by absorbing certain spectrums of infrared and ultraviolet light, while reflecting unneeded visible light. These creatures have a very short list of natural predators due to their lack of meat, but their predators primarily consist of creatures that consume positive or negative energy as a food source. When attacked, Mirror Elk create intense refracted light beams to create an effect identical to a Mirror Image spell to confuse their predator and then attempt to flee, and if cornered, they will attempt to gore their attacker with their crystalline antlers. These creatures are particularly rare, and can only exist in climes with year-round sunlight. From nose to tail, they can grow to be 6 to 8 feet long and 5 to 6 feet tall at the shoulder, and weigh roughly 600 to 900 lbs.

510. Tumbling Squallweed

This species of Tumbleweed has the unique ability to generate and release swirling air currents while it rolls, and if enough of these Tumbling Squallweeds generate these swirling air currents in a given area, they can create dust devils and small tornadoes. While this can become a minor or even a major nuisance to humanoid settlements, these plants are vital to the spread of seeds, pollen, stamen, and pistils of other plants throughout their ecosystems, and are considered a Keystone Species because of this vital role. Unlike their tumbleweed cousins that dwell in desert and arid climates, Tumbling Squallweeds typically reside in hilly and mountainous climates that do not have an abundance of trees, and in areas that have meadows, plateaus, and plains. Some humanoid settlements have undergone efforts to transplant Tumbling Squallweeds to other areas that are either experiencing drought or if they have a lack of bee colonies in their ecosystems.

511. Cave Thetty

This species of Ixora flower is a staple amongst dwarven medicine, and the root, stem, and petals can be used to treat a variety of skin diseases, infections, and can be used as an anti-venom. Dwarven healers will often carry tonics, elixirs, and salves created from this cavernous plant into battlefields to heal infected wounds and thwart the effects of poison. Drow and Svirfneblin are particularly known for their use of potent poisons coated on their weapons during war, and these tonics and elixirs can provide a +2 alchemical bonus to Fortitude checks to its imbiber to resist poisons for up to 4 hours.

512. Foghedge

This species of yew bush is from the family of needle-bearing evergreen hedges, and grows best in areas with ample shade or cloud cover, and is a favorable plant for settlements that enjoy a certain amount of privacy from the outside world due to their extraordinary ability to generate a cloud of fog around it that is similar to an Obscuring Mist spell. Privacy-appreciative settlements will often plant Foghedge as an exterior perimeter around their community.

513. Jasper Alligator

Sometimes called "Red Alligators", the Jasper Alligator has an iconicly-colored burnt-red skin that has the appearance and physical consistency of chalcedony or silica. Unfortunately, these alligators are constantly under the threat of being hunted or poached by humanoids for the medicinal qualities of their skin, and there exists a lucrative black market for the buying and selling of candles, incense sticks, perfumes, fragrant oils, and other aromatic products created from their skins that are meant to be inhaled. The medicinal qualities of these inhalants are scientifically disputed worldwide because these effects seem to be purely metaphysical benefits, such as dispersing negative energy and balancing one's yin and yang, thwarting aging effects from harmful radiation from sunlight, and helping one achieve a heightened state of calm and zen. Monks typically do not seek these out, but it is commonly purchased by royalty and the wealthy hoping to achieve Monk-like zen and spiritual balance.

514. Rose Spider

Much like black widow spiders, the Rose Spider is a dark black color but it bears a unique emblem on the top of its abdomen that resembles an ultramarine-colored rose, as opposed to the black widow spider which bears its distinctive hourglass mark on the underside of its abdomen. Despite the name name "Rose Spider", these spiders do not typically make rose bushes their home; Rose Spiders typically weave funnel-shaped webs in trees and bushy plants, and then wait to ambush their prey, which are typically aphids, flies, and other small insects. Rose Spiders are about the same size as a huntsman spider and can grow to be about 8-12 inches in diameter, and have a potent venom. This venom is not harmful to most humanoids; the bite of a Rose Spider in most humanoids causes mild swelling, itching, and skin irritation, however the venom of a Rose Spider can be deadly to most lizards, insects, amphibians, and birds, which are their primary predators. Concerning Lizardfolk, insect-like races such as Entobians, amphibian-like races such as Grippli, and bird-like humanoid races such as Tengu, Rose Spider bites cause them to become Sickened for 2 hours, and they must make a Fort DC Save 13 to avoid becoming Nauseated for these 2 hours.

Some Alchemists have domesticated Rose Spiders to milk their venom to create highly-concentrated doses for weapon oils and poisons that can produce the same effect as an Inquisitor's Bane ability, but this Bane effect only affects lizards, insects, amphibians, and birds, as well as races with these subtypes, such as Lizardfolk, Entobian, Grippli, and Tengu. These creatures suffer an additional 2d6 damage when struck by a weapon that has had one of these weapon oils or poisons applied to it.

515. Thousand-tailed Iguana

The Thousand-tailed Iguana is a 5-7lbs lizard that has a unique, prehensile tail that appears wispy as though like a woman's hair flowing in the wind, but autopsies of these creatures have revealed that each strand of their hair-like tail is actually bone-like cartilage that has thousands of nerve endings and receptors, and that this tail functions as a primary form of sensing its surroundings. Thousand-tailed Iguanas certainly have a "sixth" or even "seventh" sense due to this iconic tail, and can sense minute vibrations, wind changes, and the auras of nearby creatures Blindsight and Lifesense 10ft. Strangely, these creatures are measurably empathetic and have an uncanny ability to both sense and change the moods of nearby creatures; as such, many humanoids keep Thousand-tailed Iguana as house pets, and some doctors and healers even prescribe these pets as service animals for those who suffer from mood swings, empathetic disorders, and PTSD. Some magically-inclined humanoids use these creatures as familiars use Lizard statblock except master receives +3 Diplomacy.

516. Vivirica

Vivirica is a flowering herb that is primarily used in ayurvedic medicine and is a staple amongst the personal gardens of those who promote holistic approaches to one's health, and consuming Vivirica before bedtime produces lucid and pleasant dreams, and helps one achieve better REM sleep and cellular repair while sleeping. It is naturally rich in Vitamin D, Vitamin E, and melatonin, and is typically added and mixed in with various teas, juices, honey, as well as fruity jams and jellies. Vivirica leaves can also be ground into flakes that is then compressed into a square-shaped gelatin-like substance, and then smoked through waterpipes and hookah, and this is usually a concentrated dose that produces feelings of mellow euphoria, drowsiness, and mild but pleasant hallucinations. Those who frequent Hookah Lounges to smoke Vivirica have reported feeling convalescent, restored, and rejuvenated, and that the substance is not addictive.

517. Guruberry Bush

The Guruberry Bushes are perennial shrubs that can stand between 5 to 7 meters tall and produce deep blue and orange colored leaves, and these leaves have sticky, fibrous hairs that are excellent for making rope, twine, and textiles. These bushes also produce edible berries that excite the acumen and subconsciousness of its imbiber, similar to the psionic power Call to Mind, and provide its imbiber with a +4 competence bonus to Knowledge checks for up to an hour. The effect ends after performing one Knowledge check, or after one hour transpires even if no Knowledge check is attempted. While Guruberries can only provide this Call to Mind effect to any given humanoid once every 24 hours, these berries have caused quite a controversy in schools, universities, and academic settings around the world, especially around semester final test seasons. Some universities have encouraged their students to use these berries, while other universities have taken great lengths to ban and regularly perform fecal and stool testing to discourage their students from using them while attending school. Some of the punitive measures these universities take can range from suspension or expulsion from the school, and some even go as far as public flogging or pillory.


Goth Guru wrote:
The last game I played, one of the players was a real fan of poisons. Gaming related only, but is it nightshade like? Can it be made to coat weapons?

Probably, since it coats the thorns. The tomatoes themselves are perfectly edible.


518. Ceramic Succulents- These unusual succulent plants grow in strange segments almost like miniature finger joints. Bone white and incredibly tough, ceramic succulents are often used for all manner of folk art due to a broken segments gluey, gummy bottom, which has the consistency of aloe, but sticks to just about anything. They are best known for being used as veneers in adventurers circles.


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519. Summongrass- In many rustic areas, people turn blades of grass into ersatz musical instruments. In areas where there is excess magical energy due to experiments or accidents, some of these blades of grass turn into a magical whistle that summons monsters- if by "summon" you mean "attract the attention of" and "monster" you mean "a specific type of creature". These semi magical whistles emit an annoying tone only certain subtypes of beings can hear. They have next to no practical use, although some swear that they can be used to detect undead creatures and similar hidden threats hiding in plain sight. But as telling the difference between individual blades of summongrass can be challenging, to say nothing of actually creating a sound that can't be heard by blowing on the grass, this is a dicey proposition at best.


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Summongrass will be an annoyance to half dragons and such. Even using skills will need a concentration check. Local monsters might trade an item they cannot use for the correct blade of it(or the entire patch) to be plucked, burned, or otherwise silenced.


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520. Teasels. Seen late at night, out of the corner of the eye, one might think these charcoal-gray creatures are just another rodent. In fact they are a tiny weasel and are named as such. Voracious predators of insects and small vermin, the teasel is hyperactive in its hunt for food. It is hypothesized that they may somehow be related to shrews, but they are still weasels albeit with similar behaviors. Farmers encourage them to live in barns by keeping piles of hay in corners for them to nest in, due to their efficiency at pest removal. Cat lovers disagree over the efficiency of teasels vs. barn cats of course. If desired, one can take one as a familiar to gain a +5 bonus to their own movement. The scent of teasels is also far muted to that of regular weasels.

They also look adorable curled up in a teacup.


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Freehold DM wrote:
519. Summongrass- In many rustic areas, people turn blades of grass into ersatz musical instruments. In areas where there is excess magical energy due to experiments or accidents, some of these blades of grass turn into a magical whistle that summons monsters- if by "summon" you mean "attract the attention of" and "monster" you mean "a specific type of creature". These semi magical whistles emit an annoying tone only certain subtypes of beings can hear. They have next to no practical use, although some swear that they can be used to detect undead creatures and similar hidden threats hiding in plain sight. But as telling the difference between individual blades of summongrass can be challenging, to say nothing of actually creating a sound that can't be heard by blowing on the grass, this is a dicey proposition at best.

Like a "dog whistle"... or that frequency adults can't hear, but it annoys children so businesses play it over outside speakers to prevent kids loitering.

Does this grass make the same noise for everyone? If an Elf, a Human, and an Orc were each to describe the sound, would they all describe the same noise? Would a Half-Elf or Half-Orc hear the Human grass and the Elf/Orc grass? Would they hear the same noise from both?


Based on the early bean experiments,
1-2 inner ear like an orc. Annoyed by orc grass blade.
3-4 inner ear like a human. Unaffected.
5-6 inner ear tuned to a frequency halfway between. Unaffected.
Roll separately once for each half orc.

The GM must determine what constitutes a monster.


VoodistMonk wrote:
Freehold DM wrote:
519. Summongrass- In many rustic areas, people turn blades of grass into ersatz musical instruments. In areas where there is excess magical energy due to experiments or accidents, some of these blades of grass turn into a magical whistle that summons monsters- if by "summon" you mean "attract the attention of" and "monster" you mean "a specific type of creature". These semi magical whistles emit an annoying tone only certain subtypes of beings can hear. They have next to no practical use, although some swear that they can be used to detect undead creatures and similar hidden threats hiding in plain sight. But as telling the difference between individual blades of summongrass can be challenging, to say nothing of actually creating a sound that can't be heard by blowing on the grass, this is a dicey proposition at best.

Like a "dog whistle"... or that frequency adults can't hear, but it annoys children so businesses play it over outside speakers to prevent kids loitering.

Does this grass make the same noise for everyone? If an Elf, a Human, and an Orc were each to describe the sound, would they all describe the same noise? Would a Half-Elf or Half-Orc hear the Human grass and the Elf/Orc grass? Would they hear the same noise from both?

The sound is the same for all manner of sentient beings- a high pitched droning sound juuuuust on the edge of hearing that sets teeth on edge- like particularly squeaky Styrofoam only you can hear. Unfortunately, it does not differentiate by age of a creature, although it is quite painful to those who have never heard it before, rendering them nauseated for a single round if they fail a DC 10 fort save. This only applies the first time one hears it. Some cultures have rites of masculinity/femininity/non gender specific adulthood around this, but this is quite rare.


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521. Dust Bunnies These animals are as annoying to any farmer as the regular variety, but have a unique ability that make them hard for predators to catch- they collect absurd amounts of dust and debris on their comings and goings and have found a way to discharge it all at once when being chased by a predator. This results in often uncontrollable sneezing and retching(DC 10 to be sickened for two rounds to any creature that attempted to attack it in the round it used the ability), often giving the dust bunny the chance to live another day. Unfortunately for the dust bunny, it takes anywhere from 24 to 48 hours to get enough dust on their person to be able to pull off that particular trick again, and although they are a greyish brown lagomorph apt at camouflage, it is as vulnerable as any other of their cousins during this time. They are unpopular pets in urban areas, although illusionist enjoy them as a familiar, as they give their humanoid friend a +2 bonus to Slight of Hand checks.


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522. Bullybite- This horrid tasting but addictive chew has the odd side effect of making ones saliva acidic. While it does not offer users a bite or spit attack, it does make kissing them somewhat painful, akin to eating an incredibly hot pepper(although some find it a macho affectation, using their lips...elsewhere...is right out for all but the most sadistic or masochistic, depending), and allow them to make an intimidating gouts of hissing steam when spitting at a rivals feet. Habitual users are known for their foul breath and love of spicy foods- it does mild damage to both tongue and tastebuds over time. Calling someone a bullybite or calling attention to their habit is akin to telling someone to stop being an posturing ass.


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523. Shed pei- This rather common looking dog is the bane of dogcatchers everywhere. They have the unique ability to shed their fur upon being grappled, in game terms ending the grapple(although another can be started next round, the dog is assumed to have enough fur to excape 1d3+1 grapples), and as a result have often become the "top dog" of many semi-feral packs that wander through the rougher parts of town. Adoptions for more domesticated specimens can be a problem, as they will shed during regular rough play and the hair is unusually thick and oily, making it difficult to clean up.


Edit above- unlike other semi magical animals, Shed pei must regrow their hair naturally, and this takes about 2d4 weeks to reach a state where they regain what was shed in a specific instance of using their unique ability.


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524. Sharpsmile The bark of this plant is excellent for oral health, particularly for those suffering from gingivitis and similar concerns, although chewing on it is misery inducing. It takes a full two minutes to chew, and does exactly a single point of nonlethal damage in the doing, but tastes of a combination of sage, parsley and leather, and cleans the mouth quite thoroughly, freshening the breath. It also leaves the user with very white, and somewhat sharpened teeth, giving the user the ability to make a bite attack that deals exactly 1 point of nonlethal damage in turn for about 2 or so hours after using. This barkchew is quite popular with orcs of all stripes and some humans who enjoy biting or being bitten during intimate moments.


In Golarion, Sharpsmile is particularly popular among adherents of Calistria- who enjoy using it when sex is a form of revenge upon the person they are seducing- Zon Kuthon- who use it to gently inflict pain upon someone they are being intimate with who are perhaps new to intimacies with a kuthite, but especially with Urgathoa, for whom chewing on the substance quietly while looking at someone shyly is the equivalent of making moon eyes at someone.


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I feel like Zon Kuthon is the 50 Shades of Grey to Calistria's The Ethical Slut--his servants claim to be into that sort of thing, but Calistrians will not hesitate to tear apart their methods at every opportunity and reveal everything they're doing wrong.

This is my way of saying, I imagine Calistrians would enjoy Sharpsmile for other reasons, too. :P


Kobold Catgirl wrote:

I feel like Zon Kuthon is the 50 Shades of Grey to Calistria's The Ethical Slut--his servants claim to be into that sort of thing, but Calistrians will not hesitate to tear apart their methods at every opportunity and reveal everything they're doing wrong.

This is my way of saying, I imagine Calistrians would enjoy Sharpsmile for other reasons, too. :P

Intriguing.

I feel that attitude would be more aimed at Urgathoa or Lamashtu.


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525. Tindertusk- This common, wode ranging plant looks very much like a cattail or similar save it is far more bristle-y and unpleasant for most to touch. It has a unique ability to act as a tindertwig once it has interacted with saliva although it only does so upon being struck upon dentin. Full blooded orcs often use tindertusk as a match when on long exploratory marches, as an emergency heat source in colder environs or times of year, and just about any time they lack a flint and steel- their larger tusks when compared to half orcs make it easy once one learns the trick. An Orc calling someone a tindertusk is akin to calling someone "squirt", as orcs over a certain age are expected to have mastered this. Some also use it to refer to their first love, as the short, bright spark is very much indicative of that time of life. Half orcs tend to have issues with the trick, as their tusks are not quite long enough to provide a start, and many use the term as an insult towards another half orc if one is deemed to be overcompensating in connecting to their orcish side. It is next to impossible for any other races to ignite a tindertusk, although some circus and street performing pyros use it on the sly as a part of their displays.


Freehold DM wrote:
Kobold Catgirl wrote:

I feel like Zon Kuthon is the 50 Shades of Grey to Calistria's The Ethical Slut--his servants claim to be into that sort of thing, but Calistrians will not hesitate to tear apart their methods at every opportunity and reveal everything they're doing wrong.

This is my way of saying, I imagine Calistrians would enjoy Sharpsmile for other reasons, too. :P

Intriguing.

I feel that attitude would be more aimed at Urgathoa or Lamashtu.

I just don't think an evil god makes a good BDSM god.


Kobold Catgirl wrote:
Freehold DM wrote:
Kobold Catgirl wrote:

I feel like Zon Kuthon is the 50 Shades of Grey to Calistria's The Ethical Slut--his servants claim to be into that sort of thing, but Calistrians will not hesitate to tear apart their methods at every opportunity and reveal everything they're doing wrong.

This is my way of saying, I imagine Calistrians would enjoy Sharpsmile for other reasons, too. :P

Intriguing.

I feel that attitude would be more aimed at Urgathoa or Lamashtu.

I just don't think an evil god makes a good BDSM god.

true. It's an old trope that needs to be moved past perhaps.


Don't get me wrong, I think it's fine to enjoy Zon-Kuthon from a BDSM angle with an out-of-universe perspective. I just definitely don't think he should have the in-universe monopoly on BDSM. I mean, Calistria's favored weapon is literally a whip.


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Kobold Catgirl wrote:
Don't get me wrong, I think it's fine to enjoy Zon-Kuthon from a BDSM angle with an out-of-universe perspective. I just definitely don't think he should have the in-universe monopoly on BDSM. I mean, Calistria's favored weapon is literally a whip.

true, but whips are poor for chastisement in that realm in practice. A genuine flogger would work better.


Well, sure, but there's no flogger weapon. The intended vibes of the whip are pretty clear. Especially when you're looking at the art. ;P


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526: Flail tree-This tree has it's seed pods in a spiked ball on a ropey stem. The stems are attached to the branches in clusters of usually 3. It had it's origin in the lower planes. Larger limbs can be used to create rods of flailing. It may owe it's quick growing back to the abundant sunlight on the material plane. Druids can use the flails from this tree, and most do not care that it radiates pale evil.

Scarab Sages

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Briefly mentioned in a series I'm reading, author didn't give the plant a name so I have.

527: Ash Tassel - Long despised as a particularly virulent weed this plant became highly popular with adventurers and mercenaries almost overnight when after trying a particularly potent combination of foreign dishes and alchohol a desperate Tarn the one eyed grabbed some leaves from a half burnt out patch to take care of some natural needs. This lead to the discovery that when half dried the leaves of the Ash Tassel are strong, soft, highly absorbent and leave a fresh feeling on body parts cleaned with it. Since then it has found a new existence as a staple natural toilet paper for those adventuring in the wilderness especially as it is so prevalent and the leaves in their half dried state can last up to 2 months before decaying. It has also come to be known as Ash Tassel rather than its previous name of Athorcon.

And a few others . ..

528: Sweet Tansy - growing near water on high mountains the Sweet Tansy is popular amongst those living nearby as its silver berries have a particularly sweet taste and are used to create a variety of local products including the Winter Bell (a small cake in the shape of a bell sprinkled with sugar), the Tansy Berry Jam and Silver Cordial.

529 Angels Moss - A curious plant with a dark reputation. This blood red moss with an almost cobwebby look is said to grow where an angel has shed its blood in defense of the innocent. Chewy and with a bitter taste it however is able to provide enough food to sustain a grown adult for a day with the consumption of only a few grams though few are willing to feed on it.

530 Frost Grass - A plant found only in the coldest regions of the roof of the world this blue/green grass thrives in the coldest environments but dies when brought to more temperate climes. It has a unqiue property of radiating cold leading to expeditions harvesting it to sell to the wealthy and powerful in nearby lands who enjoy using it to cool drinks and other food stuffs, though this is more a matter of status than any true value in the plant itself as once plucked the cold typically fades within 3 days and the grass wilts in a week.

531 Void Parsnip - A vegetable that only grows in areas where large amounts of negative energy have been expended over a prolonged period of time. This pitch black parsnip with small white spots has a strange tingly sensation when consumed and are completely lacking in taste. However an unusual side effect of the negative energy it steeps in is that they take longer to decay once harvested with the average specimum taking 10 years to begin to decay. Mage's believe it changed to resist the normal corruptive effect of negative energy resulting in a greater resistance to normal decay.

532 Orange Needle - Growing in desert regions this small cactus identifiable by its bright orange blooms is particularly hated by those who encounter it. Its small sharp spines easily break off embedding themselves in the flesh of anyone who brushes against it. What is worse is that unlike a normal cactus's spines the orange needles secret a toxin very similar to scorpion venom which is injected when they break off in the flesh of the unwary traveller.

533 Jester Parsnip - Believed by scholars to be related to the void parsnip and everyone else to be a myth. This red, yelllow and blue patterend parsnip is said to cause uncontrollable laughter in those who eat it. To date no one has found an actual Jester Parsnip with their existence mentioned in only the most esoteric of gardening tomes.

534 Skulking Thyme - View with suspicion by many gardeners this strange plant is almost indistinguishable from normal Thyme. What sets it apart is however that it moves seeking to find small enclosed spaces to dwell in. Many a gardener in areas near high magic on rearranging their furniture have found small clumps of this under it that promptly scuttle on their roots for another small dark space to hide in.

545 Cave Spoolwood - Often used by underground societies this plant's fibers can be woven like cloth while retaining the strength of wood resulting in set of clothing that is more resistant to blows and damage than most.

Dark Archive

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Senko wrote:
530 Frost Grass - A plant found only in the coldest regions of the roof of the world this blue/green grass thrives in the coldest environments but dies when brought to more temperate climes. It has a unqiue property of radiating cold leading to expeditions harvesting it to sell to the wealthy and powerful in nearby lands who enjoy using it to cool...

I like this one, because it could be related vaguely to brown mold, and is similar to a plant from the Scarred Lands setting called maidenhair (IIRC), a vine that absorbs heat (while not being fire resistant!) creating a pocket of cool air around itself (and attracting moisture as well) and is cultivated in the swelteringly hot and arid climate of Hollowfaust to keep the surroundings livable.

Druids or wizards who live in regions where Frost Grass grows might be able to magically prolong its ability to absorb heat to weave the fibers into cloth that remains cool even on the hottest days, and sell it far, far to the south, where such a thing would be refreshing and not as deadly as it would be to people who live in the regions where frost grass tends to grow... It'd be a cheap sort of 'magic item,' a suit that gives you a small bonus to avoid heat exhaustion or rolls to avoid environmental heat damage or something.


SEEEEEEEEEEEEEEEEEEEEEEEETAA

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