1001 Inconsequential Flora & Fauna

Homebrew and House Rules

501 to 513 of 513 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

Ryze Kuja wrote:


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.

2 people marked this as a favorite.

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.

3 people marked this as a favorite.

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

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

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

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

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

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,.

1 person marked this as a favorite.

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.

1 person marked this as a favorite.

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.

1 person marked this as a favorite.

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.

1 person marked this as a favorite.

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.

1 person marked this as a favorite.

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.

1 person marked this as a favorite.

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.

1 person marked this as a favorite.

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:


Type ingested; Addiction minor, Fortitude DC 11


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.

1 person marked this as a favorite.

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.

1 person marked this as a favorite.

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.

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.

501 to 513 of 513 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / 1001 Inconsequential Flora & Fauna All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules