1001 Inconsequential Flora & Fauna


Homebrew and House Rules

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We all know the usual offenders—owlbears, hydras, rust monsters, huge birds that have no damn right to be airborne, other huge birds that don't get to fly because even though we're ignoring laws of physics we still gotta have our dire emus terrorbirds.

But this is a fantasy world with a fantasy ecology, and not all animals (and plants) are out to kill the adventurers. And plenty of those that are aren't especially different from existing monsters in stats, despite being entirely separate species.

So let's list some of the critters that didn't need their own stats. Minor stat adjustments are allowed, if the creature calls for it.

1. Dire Mouse: While not a rat, the dire mouse is roughly rat-sized. Dire mice are hardy creatures only kept in check by their chief predators—housecats of unusual size. Dire mice have been known to infest farmhouses and churches, and have an uncanny knack for finding their way into critical food supplies. Rat.

2. Dire Potoo: The majestic dire potoos are fearsome creatures indeed, and not least for their hunting tactics: Dire potoos have established a mutualistic relationship with the peculiar beast known as the "wolf in sheep's clothing". Dire potoos use their swallow whole ability to fetch the false tree stump animals to use as its lures, and in turn benefit from the impressive protections the wolf in sheep's clothing can offer. They will assist in fights, using their camouflage to hide upon the wolf in sheep's clothing right up until particularly troublesome prey arrives. Vulture with Giant simple template (not a giant vulture), Swallow Whole, and Flyby Attack.

3. Omen Mold: This strange species of mold has evolved to prey upon carrion-eating insects of the depths. To a casual eye, the mold closely resembles the corpse of an adventurer. A closer inspection, however, reveals that it is in fact a mass of colorful, puffy mold sporangiums. Intelligent monsters sometimes like to use this mold as bait, or just as eye-catching decorations for their lairs.

4. Goblin Pines: Known to grow in regions goblins frequent, these short, squat, ugly pine trees produce very large pinecones. They start out exactly green, but over the course of their short lifetimes, they shrivel up more and more as flammable pitch crystallizes all over them, giving them an amber sheen. Goblin pines fully matured release lovely popping and crackling noises when burned, as well as producing extremely bright, extremely weak-burning fires. Goblins find these trees to be utterly delightful and love burning them in grand celebrations, something the tree itself is evolved to capitalize on: Their tough pinecones only open up and release their seeds in such fires. The burr-like seeds latch onto anything in the region—including goblins—and can be carried great distances in this way. The presence of fresh goblin pine saplings in an area is often one of the first clear indicators of new goblin activity.

5. Owlbear Moth: This enormous moth has evolved markings highly reminiscent of an owlbear's face to ward off predators. The moth can grow to the diameter of an actual owlbear head, and some have taken to taking the moths as decoration—either alive or pinned to a board.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

Please. Don't just toss that word "dire" in front of any critter to have it be a bigger and meaner version of that critter. I mean really, who was the genius who first thought of coining "dire lions" and "dire bears", not to mention "dire badgers". And now you would have us use "dire mice"?


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I think this is a satire, Wheldrake :P

Though I really like that in Pathfinder, 'dire' animals are just evolutionary throwbacks to actual ice age creatures.


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Okay, I didn't expect to have to deal with a "wrongbadfun" peanut gallery right off the bat, but as long as we're going to do this—

Dire animals are a part of Golarion's ecosystem. You can hate it and ignore it and pretend it's not there if you like. Alternatively, you can have a little fun with it, and consider the dire animals that bards don't write songs about.

Also, many animals can only be used as threats if you make them bigger, and need to be used as threats because they're amazing. You'll understand that when game designers stumble upon the pom-pom crab.


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Since I'm a plant ecologist, I'll stick with background flora.

6. Blazeflower. Found in sunny fields and occasionally in openings in the forest canopy, this small white flower is named not because of its color, but because it springs up in the wake of fires. Oh, and also because when burned, it emits a smell much like hickory-smoked sausage, earning it the love of many an adventurer.

7. Honeyvine. Thought by some to be related to honeysuckle, this vine can be found growing on farmer's fences to their horror. The large flowers are quite showy, a brilliant yellow or orange, and loved by hummingbirds. In the summer, they bloom and literally drip with honey, attracting all sorts of giant ants and bees (as well as their regular counterparts), making a sticky mess of things. Most often found in semitropical regions or the tropics, but once in a while found in the temperate climes.

8. Mage's bush. The deep red foliage of this plant is obvious from a distance. Full growth is a good five-six feet in height, just as big in circumference. It manages to grow in all the places where other plants don't: sides of volcanos and cliffs, rocky shores, the odd sandy beach. It gets its name from an unknown adventurer and part-time naturalist who kept finding it in all the most extreme conditions and said, "It must be magic!" To date, no one has found a use for it besides as erosion control and once in a while as an accent to their garden.


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9.Small/Dire Dandelion. Farmers keep calling it dire. It's just a normal wildflower the size of a halfling. Dire Dandelion tea is a good base for growth potions. Pulling up a Dire Dandelion while a Midge Pixie is taking a nap under it can make them angry.

10.Hot Peppermint. This strain of mint has red stripes on the leaves and is very spicy. The tea is great for sore throats. It's a crucial ingredient in frost fire chili. It's also used to make an admixture potion of fire and frost breath.

11.Dire Squirrel. This normal sized squirrel has a six strength and 2 sharp saber teeth. It's bite does 1-4 but it usually only bites if you try to take away the nuts it collects.


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Completely ordinary squirrel that is in no way suspicious whatsoever. In fact, forget I even mentioned it.

3.5 Stat Block (not converted to PF, sorry):
Vorash, Squirrel Form
Female advanced great wyrm bronze dragon/dragon ascendant 12/ druid 20
Tiny dragon (water)
Divine Rank: 0
Hit Dice: 51d12+12d12+20d8+818 (1734 hp)
Initiative: +6
Speed: 15 ft., climb 15 ft.
AC: 24 (+2 size, +2 Dex, +10 deflection), touch 24, flat-footed 22
Base Attack/Grapple: +74/+66
Attack: Bite +76 (1d3-4)
Full Attack: Bite +76 (1d3-4)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Awesome aura, spell-like abilities, spells
Special Qualities: Alternate form, animal companion, a thousand faces, DR 25/epic, fast healing 3, fire resistance 20, immortality, immunities, low-light vision, resist nature’s lure, scent, SR 41, timeless body, trackless step, venom immunity, wild empathy (+6), wild shape (6/day, Huge, Large, plant, Tiny; elemental 3/day, Huge), woodland stride
Alignment: NG
CR: ~65
Saves: Fort +39, Ref +45, Will +59
Abilities: Str 2, Dex 15, Con 10, Int 30, Wis 31, Cha 30
Skills: Balance +10, Climb +4, Concentration +42, Craft (alchemy) +30, Diplomacy +101, Disguise +22, Escape Artist +13, Gather Information +14, Handle Animal +64, Heal +62, Hide +38, Intimidate +83, Jump +3, Knowledge (arcana) +60, Knowledge (geography) +38, Knowledge (history) +53, Knowledge (local) +53, Knowledge (nature) +81, Knowledge (religion) +38, Knowledge (the planes) +38, Listen +94, Move Silently +36, Ride +10, Search +72, Sense Motive +73, Spellcraft +43, Spot +94, Survival +77, Swim +28, Tumble +5, Use Magic Device +22
+2 on Appraise checks involving alchemy, +2 on Use Rope checks involving bindings, +4 on Survival checks to avoid getting lost or hazards, +6 on Survival checks in aboveground natural environments, +4 on Survival checks when on other planes, +6 on Survival checks when following tracks, +4 on Use Magic Device checks involving scrolls, +2 on Spellcraft checks to decipher spells on scrolls
Feats: Adroit Flyby Attack, Alertness, Animal Affinity, Blind-Fight, Combat Reflexes, Draconic Knowledge, Eschew Materials, Eyes in the Back of Your Head, Fast Healing, Flyby Attack, Greater Spell Penetration, Great Fortitude, Hear the Unseen, Hover, Improved Initiative, Improved Maneuverability, Improved Speed, Iron Will, Lightning Reflexes, Maximize Breath (+3), Multiattack, Natural Spell, Negotiator, Power Attack, Recover Breath, Shape Breath (+1), Spell Penetration, Wingover
Languages: Arbolan, Aquan, Common, Darnassian, Draconic, Drow, Elven, Gnome, Orc, Sylvan, Taur-ahe (Vorash cannot communicate verbally in this form)

Vorash has been known to show her mischievous side when in this form, playing pranks on travelers.

Alternate Form (Su): Vorash can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability otherwise functions as a polymorph spell cast on herself at caster level 27th, except that she does not regain hit points for changing form. Vorash can remain in her animal or humanoid form until she chooses to assume a new one or return to her natural form.
Awesome Aura (Ex): 360-ft. radius, Will DC 51 negates. Vorash chooses the size and effect of the aura. All uses of the awesome aura are mind-affecting effects.
Fear: Creatures that fail their saving throws are shaken. If Vorash attacks or charges, shaken creatures must attempt a second Will save or become frightened. Vorash can choose to exclude her allies from this effect.
Resolve: All allies within the aura receive a +4 morale bonus on attack rolls, saves, and checks. Foes must succeed on a Will saving throw or take a -4 penalty on attack rolls, saves, and checks.
Daze: Affected creatures become dazed, simply staring at Vorash in fascinated awe. Vorash can choose to exclude her allies from this effect.
Draconic Knowledge (Ex): Vorash may make a special Draconic Knowledge check (d20+26) to see if she knows some relevant information about an item, event, or locale. This check will not reveal the powers of a magic item but may give a hint about its general function. She may not take 10 or take 20 on this check. If she has a Knowledge skill that is related or applicable to the information she seeks, Vorash receives a +1 bonus on the Draconic Knowledge check for every 5 ranks in that skill.
Immortality: Vorash does not age, and she does not need to eat, sleep, or breathe.
Spell-Like Abilities: Vorash uses these abilities as a 27th level caster. At will- speak with animals; 3/day- create food and water, fog cloud, detect thoughts, control water; 1/day- control weather.
Spells: As 27th level sorcerer.
Sorcerer Spells Known
(6/9/9/8/8/8/8/7/7/7; save DC 20 + spell level): 0- caltrops, dancing lights, detect magic, electric jolt, mage hand, prestidigitation, purify food and drink, ray of frost, whisper; 1st- calm animals, cure light wounds, magic missile, nightshield, wings of the sea; 2nd- cat’s grace, detect thoughts, gust of wind, summon Elysian thrush, zone of truth; 3rd- arcane sight, greater mage armor, lightning bolt, tongues; 4th- arcane eye, cure critical wounds, greater invisibility, sharptooth; 5th- breath weapon substitution, commune with nature, ice storm, wall of dispel magic; 6th- dream casting, greater dispel magic, illusory pit; 7th- ethereal jaunt, greater scrying, greater teleport; 8th- field of icy razors, maddening whispers, prismatic wall; 9- instant refuge, mass heal, storm of vengeance.
As 20th level druid.
Druid Spells Prepared
(6/8/8/7/7/7/6/5/5/5; save DC 20 + spell level): Select whatever prepared spells you like; I'm too lazy to do it myself.
Immunities: Ability damage, ability drain, critical hits, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, transmutation

Possessions: gemstone of heavy fortification


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Already forgotten! ;)

12. Meat Squash: This species of carnivorous squash grows wild, though some have begun attempting to breed a domestic crop for use in pest control, actual farming (the squash is said to taste extremely savory), and even as a pet. The meat squash preys upon small mammals and birds, and favors areas with nutrient-poor soil. It benefits uniquely—its fruits are favored by carnivores, and so its vector for seed redistribution is entirely free from competition with other fruit-bearing plants. Meat squash do not generally target larger species, lacking strength in their thin vines, but have been known to strangle cats and dogs on occasion.

13. Azure Armadillo: This man-sized armadillo is largely harmless to people, mainly preying upon giant insects, but is known for its peculiar pigmentation and markings. The azure armadillo, also has evolved a style of mimicry to imitate behirs. When curled up, it very closely resembles a behir in the "rolling posture", a defense designed to frighten away its chief predators: Dire pumas, wolves, and giant vultures that pick it up and drop it to shatter the hard shell.


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14. Skeleton Toes These small, tough-skinned tubers grow in the wild in the lands south of the Barrier Wall mountains. Introduced to the Avistan ecosystem by Chelaxians, the plant has caused problems in southwestern Cheliax where it strangles out the native flora (in the gardening sense, not the roll for grapple sense). Although a common staple in both Garundi and Mwangi cuisine, adventurers should beware as they are poisonous when eaten raw. They are sometimes called Pharasma's Trumpets for their large white flowers.

15. Fire Figs Named for the intense red-gold of their fruit, fire figs are cultivated throughout Golarion, with the most prolific orchards located in the countries bordering the Inner Sea. They are a particular favorite of the Church of Calistria, who make an intensely sweet, even more intensely alcoholic wine from the fall harvest of the fruit.


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16. Mana Moss: This fluorescent moss can be found in select moist, dark locations. They are found in patches clinging to the walls, ceilings, and floor of underground rivers, wells, and similar areas. Though Mana Moss usually glows with a faint, soft yellow, their affinity for magical residue separates them from other fungi. Near the presence of a magical effect, Mana Moss glows a different color depending on the school of magic. The onset period and duration of the color change depends on both the temperature and the strength of the magic aura. A brief fluctuation of magic, such as a single casting of a spell, will change the glow color of the surrounding moss for a temporary period of time. But a continuous effect, such as a stationary magic item, may create a radial pattern of color as certain waves of magic intertwine with the moss, not unlike the pattern of magnets and iron dust. Some call this phenomenon the underdark aurora. When select patches of Mana Moss have unusual color, they sometimes hint the presence of leylines. Mana Moss dies when exposed to direct sunlight.


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17 Dire Halfling
These hardy creatures are humanoids, averaging just under two meters in height. They appear in many skin, eye, and hair color combinations, often varying by geographical location. They are known to form local cultures in many regions, and may react with distrust and hostility to members of other such cultures. In all matters of statistics they use the human statblock.


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My mind went in an entirely different direction when I read the name Mage's Bush...

18. Quicksilverfish

Evolved from normal silverfish living in libraries containing magical texts, this pest is distinguishable from it's normal brethren by the slight blurring effect that surrounds them. They are highly resistant to magic and poison and so are the bane of wizards and librarians everywhere.


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Now I know why wizard's libraries have so many spiders.


Scythia wrote:

17 Dire Halfling

These hardy creatures are humanoids, averaging just under two meters in height. They appear in many skin, eye, and hair color combinations, often varying by geographical location. They are known to form local cultures in many regions, and may react with distrust and hostility to members of other such cultures. In all matters of statistics they use the human statblock.

Dang it, you beat me to it! I thought of this as soon as I saw the post haha.

Scarab Sages

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19. Anarachnic Fungus: Also known by many other names (including "vampire silk," "fool's webs," "spiderless webs," and "tomb drapes"), this fungus is nearly always found in dark, mostly quiet and still places inhabited by undead (the organic detritus of which they are specially evolved to thrive on), and is responsible for a very large percentage of what visitors to such places usually mistake for cobwebs. Attentive and informed senses, however, will soon learn to recognize these fungal formations for their thickness, more linear structure, lack of patterns, and cottony texture relative to real cobwebs. They are a useful alternative ingredient in forming the base for many necromantic and/or restorative potions, as well as in certain expensive Elven confections.


Dragonflyer1243 wrote:
Scythia wrote:

17 Dire Halfling

These hardy creatures are humanoids, averaging just under two meters in height. They appear in many skin, eye, and hair color combinations, often varying by geographical location. They are known to form local cultures in many regions, and may react with distrust and hostility to members of other such cultures. In all matters of statistics they use the human statblock.
Dang it, you beat me to it! I thought of this as soon as I saw the post haha.

Seeing the earlier criticism of tacking "dire" onto things, I had to. :P


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20. Dire Spider Literally indistinguishable, save by fine genetic code, from normal Tiny-sized spiders. Some biologists have expressed incredible exasperation at the apparent need to call these spiders "dire" at all (especially since until recently it was also common custom to refer to tarantulas as "dire house spiders" and orcs as "dire humans").

Scarab Sages

If Orcs are "dire Humans," are Elves "dire Aspies?"


Look, I'm still trying to work out what a "corby" is, let's not complicate matters further.


Lizardfolk = Dire Kobolds?

Dark Archive

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21. Blood Wasps Raised in Calistrian apiaries and sacred to the Savored Sting, these wasps range from the size of a bird (for normal workers) to that of a housecat or small dog (for the warriors and queens), and combine traits of normal wasps, with those of mosquitos (in that they occasionally draw blood from paralyzed prey) and honeybees (in that they produce a bitter orange-hued 'blood honey' for their larva).

22. Glass Falcons These small hawks have translucent feathers and skins, and are both harder to see when aloft, and cast a smaller shadow than expected, giving them a superior ability to surprise ground-based prey. They fly with an erratic 'jinking' motion, making them unusually difficult to target with ranged attacks, adding to the difficulty of hunting them. And yet they are nearly extinct anyway, as it became fashionable for a time for aristrocratic sorts to wear long gloves of glass falcon leather, which had to be removed and treated within an hour of the creatures death or it would darken and lose it's translucency, due to the skin becoming saturated with visible compounds from the creature's visible internal organs. The feathers (which regrow if carefully gathered without harm to the animal) also retain their translucency, and are popular for quills used by arcanists and scribes. Fortunately for the glass falcon, the translucent gloves have gone out of fashion after someone went a step further and made leggings out of them as well, only to be derided for wearing 'sausage casings.' Thanks to the fickle nature of fashion, the glass falcon population in slowly recovering.

23. Rukhs / Rothawks. These carrion eating birds use vulture stats, and are unique for their paired long colorful 'scissor-tail' feathers. Rothawks are prone to mutation, perhaps because of the tainted fare they devour (particularly those native to Numeria, although they range from the Lands of the Linnorm Kings to Qadira), and the more common mutations include a rothawk being born with two heads, something of a mixed blessing, as it sometimes leads to the creature choking to death as both heads attempt to swallow at the same time, or a rothawk being born with a thick featherless lizard-like scaled tail, which serves no purpose other than to make the creature an ungainly flier.

24. Shiners These extremely tiny near-translucent shrimp are delicate and feathery creatures that live in deep darklands waterways, where they have adapted to 'feed' off of the ambient magical radiations leaching away from submerged ruins and artifacts. In the presence of magical auras, they become agitated and begin to glow dimly, with the colors and fluctuations being familiar to regular users of detect magic, who can learn about the strength and school of nearby magical sources by studying the luminescence and behavior of these tiny shrimp. In some darklands ecosystems, they serve as the base of local food pyramids, turning the magical energies left behind in magically warded ruins and structures into sustenance, first for themselves, and, in turn, for the larger fish and eels that prey upon them.


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25. Giant's Tooth- This large, squat weed grows only in the most lush of temperate climes, as it needs a surprising amount of water to grow. From a distance, the small white dandelion-like fuzz growing upon it does make it look like a molar growing out of the ground, as does its root structure, strangely enough, which accounts for the disproportionate amounts of water the plant uses. Giants of all kinds are known to avoid areas where the plant grows, for reasons unknown, although they will attack anyone who bears the plant as a favor or brandishes it at them. As a result, the plant is popular with dwarves and humans, the latter building communities around it, the former harvesting it for their warriors.


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26. Dyer Spiders: These dark violet and scarlet Diminutive relatives of peacock jumping spiders are well known for their curiosity of humanoids, often happily hopping aboard a passerby to investigatively explore. While incapable of physically harming humanoids, they are often an irritation to the image conscious, as their meandering explorations leave teeny vibrant streaks across gear, apparel, and skin from the constant prestidigitation effect emanating from the claws on their legs.


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26. Gigglecups - The bane of sober minded folk everywhere, this plain-looking flowering plant lets out biological-sounding rasps when the wind hits its petals just right. Perhaps thankfully, this only ever occurs when the plant is in the ground and fully bloomed, never when it is picked or young. This often results in a few gaggles of less mature folk gathering around the blossom and blowing on it gently to hear it's cry, or simply waiting around for a paricularly loud report when the wind picks up. It is considered a grave insult in the language of flowers and is also sometimes cultivated to keep unwanted folk away from the area, such as amorous couples sneaking onto the grounds of a wealthy private citizen. And yes, it known as a "fartflower" in the vernacular.

Dark Archive

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28. Bearowls These tiny to small owls have the head of a bear, but the body of an owl. A reverse of the more common owlbear, they are extremely easy-going and sociable, bonding easily with humanoids who keep them feeling safe and provide easy access to food, and spend an inordinate amount of their time sleeping. As familiars they grant a +2 bonus to Sense Motive checks. They are extremely rare, as they only hatch in clusters of 3 to 6 from owlbear eggs, and are usually devoured by their disappointed owlbear parent when this happens. Use owl statistics, but with no Perception bonus, the scent quality and an additional bite attack (1d4-2).


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29.Taunting Fruit.
This orange colored fruit grows on semi tropical trees.
It has eyes and a mouth that is forever taunting everyone.
It is often grown in glass and wood houses which the fruit calls "Not really greenhouses." Note that it has lots of vitamin C and is a sovereign cure for scurvy. It is often juiced or made into tarts. Some like to throw them into dungeon rooms to set off traps and ambushes.
Supposedly, they came in a time machine that crashed and no one could repair.


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30.heal-all.
This red budded then purple flowered weed grows in temperate regions. When brewed and mixed with powdered lapis (or other minerals with healing properties)this needs only the cure light wounds spell to be made into a potion. There's a real plant. As a weed it can be cultivated in an herb garden.


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31.Squid canary
These tiny albino squids live in secluded lakes and ponds in the Darklands. While they are blind they have an exceptional sixth sense that allows them to escape danger and avoid hazards. This makes them popular among travelers in the Darklands who keep them in special tanks filled with water. When a danger or hazard is nearby the squid release a cloud of ink alerting the travelers to the presence of danger. Treat the squid as a tiny octopus familiar that is blind but has blindsense 300 ft.


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32. Tree Octopus
The Tree Octopus (Octopus paxarbolis) can be found in temperate rainforests. These solitary cephalopods reach an average size (measured from arm-tip to mantle-tip,) of 30-33 cm. Unlike most other cephalopods, tree octopuses are amphibious, spending only their early life and the period of their mating season in their ancestral aquatic environment. Because of the moistness of the rainforests and specialized skin adaptations, they are able to keep from becoming desiccated for prolonged periods of time, but given the chance they would prefer resting in pooled water.

An intelligent and inquisitive being (it has the largest brain-to-body ratio for any mollusk), the tree octopus explores its arboreal world by both touch and sight. Adaptations its ancestors originally evolved in the three dimensional environment of the sea have been put to good use in the spatially complex maze of the coniferous Olympic rainforests. The challenges and richness of this environment (and the intimate way in which it interacts with it,) may account for the tree octopus's advanced behavioral development.

Reaching out with one of her eight arms, each covered in sensitive suckers, a tree octopus might grab a branch to pull herself along in a form of locomotion called tentaculation; or she might be preparing to strike at an insect or small vertebrate, such as a frog or rodent, or steal an egg from a bird's nest; or she might even be examining some object that caught her fancy, instinctively desiring to manipulate it with her dexterous limbs (really deserving the title "sensory organs" more than mere "limbs",) in order to better know it.

Tree octopuses have eyesight comparable to humans. Besides allowing them to see their prey and environment, it helps them in inter-octopus relations. Although they are not social animals like us, they display to one-another their emotions through their ability to change the color of their skin: red indicates anger, white fear, while they normally maintain a mottled brown tone to blend in with the background.

The reproductive cycle of the tree octopus is still linked to its roots in the waters of the Puget Sound from where it is thought to have originated. Every year, in Spring, tree octopuses leave their homes in the forest and migrate towards the shore and their spawning grounds. There, they congregate (the only real social time in their lives,) and find mates. After the male has deposited his sperm, he returns to the forests, leaving the female to find an aquatic lair in which to attach her strands of egg-clusters. The female will guard and care for her eggs until they hatch, refusing even to eat, and usually dying from her selflessness. The young will spend the first month or so floating along currents, sometimes traveling hundreds of miles before eventually moving out of the water and beginning their adult lives.


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Argulum the Unwise was renowned for the unorthodox products of his horticultural talents. One of the more exotic of these creations, and one that has found success in the wild outside of Argulum's gardens, is the Snapdragon.

Snapdragons: This colorful, elongated flower appears on a climbing vine. While appearing to be a normal flowering vine, it is in fact a type of carnivorous plant akin to the Venus flytrap. When objects move within a couple of inches of one of the blossoms, the plant reacts by releasing methane gas and a pulse of static electricity that results in a small puff of bluish flame. The amount of heat generated isn't enough to damage most creatures or start fires in its normally damb environs, but is sufficient to kill or incapacitate smaller insects, arachnids, and the like. These fall to the ground at the base area of the plant providing compost.


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Devil Monkey: This large creature, resembling a wolf sized baboon with black eyes, is a dangerous creature to adventurers and shepherds alike. This is mainly due to the fact that, while they mainly hunt large deer and wild boar, they won't hesitate to attack any creature it can overpower-this includes guard dogs, war horses, and even humanoids. They are surprisingly agile and strong, able to bound several feet in a single leap, and their jaws have canines that crunch through bones-indeed, a common sight of a devil monkey attack is a pile of blood and flesh soaked bones that, without a Knowledge (nature) DC 30 check, it is impossible to figure out what exactly the creature (whether animal or humanoid) even was in life. They will eat everything off of their prey, once they rip the brain out of the skull (thanks to their ambidextrous fingers and great strength) except for the teeth and the hardiest of bones or clothing-shoes made from leather seem to be undamaged for some reason.


I'm definitely going to use these, and post some here later.


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Boomblooms: Found in volcanic regions and areas with heavy sulfur content in the soil, as such a discerning sniff will detect a strong smell of rotten eggs. These plants with brilliant, yellow-orange flowers are a lovely sight to behold, but they do not suffer rough handling or jostling well. When subjected to excessive force, the flowers explode in miniature fireballs, cause 1d4 points of fire damage. The explosions also allow spread of the seeds.

Now while this may not seem like a significant danger (although it would severely injure the average commoner) imagine falling into/onto a field of the little beauties...


Saldiven wrote:

Argulum the Unwise was renowned for the unorthodox products of his horticultural talents. One of the more exotic of these creations, and one that has found success in the wild outside of Argulum's gardens, is the Snapdragon.

33.Snapdragons: This colorful, elongated flower appears on a climbing vine. While appearing to be a normal flowering vine, it is in fact a type of carnivorous plant akin to the Venus flytrap. When objects move within a couple of inches of one of the blossoms, the plant reacts by releasing methane gas and a pulse of static electricity that results in a small puff of bluish flame. The amount of heat generated isn't enough to damage most creatures or start fires in its normally damb environs, but is sufficient to kill or incapacitate smaller insects, arachnids, and the like. These fall to the ground at the base area of the plant providing compost.

KoolKobold

34.Devil Monkey: This large creature, resembling a wolf sized baboon with black eyes, is a dangerous creature to adventurers and shepherds alike. This is mainly due to the fact that, while they mainly hunt large deer and wild boar, they won't hesitate to attack any creature it can overpower-this includes guard dogs, war horses, and even humanoids. They are surprisingly agile and strong, able to bound several feet in a single leap, and their jaws have canines that crunch through bones-indeed, a common sight of a devil monkey attack is a pile of blood and flesh soaked bones that, without a Knowledge (nature) DC 30 check, it is impossible to figure out what exactly the creature (whether animal or humanoid) even was in life. They will eat everything off of their prey, once they rip the brain out of the skull (thanks to their ambidextrous fingers and great strength) except for the teeth and the hardiest of bones or clothing-shoes made from leather seem to be undamaged for some reason.

Randarak
35.Boomblooms: Found in volcanic regions and areas with heavy sulfur content in the soil, as such a discerning sniff will detect a strong smell of rotten eggs. These plants with brilliant, yellow-orange flowers are a lovely sight to behold, but they do not suffer rough handling or jostling well. When subjected to excessive force, the flowers explode in miniature fireballs, cause 1d4 points of fire damage. The explosions also allow spread of the seeds.

Now while this may not seem like a significant danger (although it would severely injure the average commoner) imagine falling into/onto a field of the little beauties...

You have to harvest these very carefully to get gunpowder.


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36.Squint: These tiny rodent like creatures are no bigger than most pet mice. But they resemble squirrels in the shape of their body, and feet. Their tails however are nearly as long as their body, and they are covered head to toe in multicolored striped fur. They have beady black eyes, and prefer to jump from one spot to another. They have webbing under their arms to help them glide during a jump, and between their toes to help with swimming.

I had a barbarian names Thunk who loved small animals, and had one of these with him at all times.


37 (not real its just joke )
Dire potato !
and

38

Dire tomato !

you can guess how it look like


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39. Sunless Juniper: Animalia isn't the only kingdom that can be infused with negative energy. Many plants, especially trees and other long-lived species like blackberry brambles and kelp, can be granted unlife—they just don't become animate, so nobody cares that much. They are most often seen in areas where undead are effectively "endemic", and some even serve as important shade for sun-hating creatures like wraiths.

A sunless juniper closely resembles a normal desert juniper tree, but its bark is pale and yellowing, stripped in many places. The leaves have turned a dull red-greenish hue, and the berries produced are extremely poisonous (though not usually fatal). During the night, the juniper's top is constantly producing dull, large-petaled white blooms at a rate of roughly ten per minute. During the day, the petals provide the juniper crucial shade, as the rest of it cannot abide the desert sun. The petals are constantly disintegrating into shadowy vapor as the sun climbs up.

Usually, there are enough petals to protect the juniper, but it's not unheard of for it to run out towards the evening, and it often gets burned lower down when the sun is rising and setting. This is the cause of the places of stripped bark. If the blooms are destroyed for any reason before morning, the tree is destroyed quickly by the sun's rays, leaving naught but a shriveled black stump.


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40. Droning Blueleaf: Mainly found in sparse, somewhat arid climates, the Droning Blueleaf is a hardy plant that can grow with a minimum amount of water. When mature it produces a tall, skinny stem which sprouts 4-6 broad, shiny, blue leaves that roughly resemble a spade symbol from a deck of cards. Visually an unremarkable plant, however, under a steady breeze, the plant's leaves produce an unearthly, but rather melodious, droning that can be heard for several yards. If the leaves are restrained from moving, the sound stops.


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{rolls Will save vs posting (1d20 - 4 ⇒ (15) - 4 = 11): FAIL}

I'm Sorry for This One...:
41. Dire Rhea: This Large flightless bird is related to emus and ostriches, capable of delivering similarly harmful kicks, but they are usually much less aggressive towards humans. Unfortunately, hunters, poachers, and ill-mannered louts have discovered they have an equally effective defense: dire rheas are able to rapidly and accurately evacuate their bowels at assailants at ranges of up to 30 feet.

Goblins excitedly share folk tales of a dire rhea-riding goblin "paladin" named Doodlebug Quixote that tilts at hated ogres, trolls, and pinkskins, but as yet, no non-goblinoid sage or adventurer has uncovered any evidence of his existence.


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42. Sweet nut: It is almost identical to a Black Walnut Tree. The fruit is as large as an orange. The flesh of the fruit is saturated with almost pure high fructose corn syrup. All attempts to control this plant for business reasons have failed. Empires that tried to limit this tree to only royal gardens have resulted in total overthrow.


Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Rulebook Subscriber

Excellent thread, KC! Marked.


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43. Sky Jellies: These airborn creatures live their entire lives in the sky and prefer humid areas that have near-constant cloud cover. These gargantuan jellyfish are almost indistinguishable from clouds in their appearance and their mesenchyma is filled with methane gas to keep them aloft. Their sticky tentacles are only strong enough to hold onto insects and small birds as they have difficulty digesting anything larger. Even so, dragons, flying adventurers, and other such creatures have learned to avoid these troublesome creatures as getting entangled in their tentacles can sometimes cause both parties to tumble dangerously towards the ground.

Lantern Lodge

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44. Dire Beta Fish Swarm
While there's really no base monster for this, you could use have them deal non-lethal damage and swarm-like statistics.


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45. Halfling Pig

Also known as a hogling, essentially a breed of pig bred to be half the size of a regular pig. Predominately found in halfling farms and villages, through sometimes sold to human farmers on the pretense that their just piglets...

46. Book Moth

The book moth is a relatively less dangerous relative of the much larger and far more fearsome slake moth. Like the slake moth the book moth feeds off consciousness, unlike the slake moth it is a scavenger rather then a predator preferring to feed of the residual collective consciousness that clings to ancient and well thumbed texts. They consume this consciousness by physically consuming the text, and store the knowledge within the structure of their Byzantine insect brains. Thanks to the long periods of torpor the moths enter into they are often centuries old, and possess knowledge stretching back millennia. Particularly ancient moths, who have witnessed through the writings of untold generations the rise and fall of countless civilisations, take on an oracular quality, and consumption of their dreamshit leaves the user with a kind of rough foresight. Throughout the cities of Thuvia, Osirion and Kelesh, the Moth-Prophets are a common sight, travelling from town to town with their charges changed on their back, speaking prophecy and offering the ancient historical mysteries of the moth.


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47. Swamp stalker. This marsh plant bears a resemblance to the common water lily. Examination of the leaves reveals that the upper surfaces of the leaves are covered in fine white hairs. This plant is actually a carnivorous plant related to both bladderwort and the well-known venus flytrap. Any creature landing on the leaves that does not push the leaf below the surface (indicating it is too heavy and likely too strong) is soon trapped as the leaf snaps shut like the flytrap and then submerges on its own, drowning its prey. The leaf remains closed and emits enzymes that aid in digestion of the dead animal. Their most common prey include frogs, small birds, turtles, and many flying insects. Once in a while a mage loses their familiar to these plants.

48. Air cypress. A relative of the well-known bald cypress, this wetland tree is liked by some travellers for its fragrance. The air within sixty feet of its canopy is pure and clean. The smells of even the dankest swamp are removed from the air as it cleans the atmosphere nearby. Many adventurers try to camp within its canopy or ashore beneath its bough as a result. The sap of the tree is often used as an ingredient in potions and scrolls for spells that remove poison or purify air.


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49. Snow frog. These strange bluish-green frogs are found only in cold areas where megafauna such as mammoths, dire tigers, and dire bears dwell. An adult snow frog cannot survive prolonged temperatures much below 10 F, but its eggs can. Snow frogs lay eggs in the first deep snows of winter, then the adults die. When the spring thaw arrives, the snow melts and the eggs hatch into tadpoles, which rapidly develop into snow frogs. A snow frog lives less than one year, from hatching in spring to dying in early winter. (Toad statistics).

50. Gliglis lizard. Small, arboreal lizards that dwell in dense jungles. They are bright red with purple and azure splotches - dramatic warning coloration. A gliglis lizard has a strongly venomous bite, but doesn't normally attack anything larger than a frog or small rat. (Lizard statistics, but with the poison of a viper and CR 1/2).

51. Lisil frog. Found in the same dense jungles as the gliglis lizard, the lisil frog has a bizarre life cycle. The female lisil frog does not lay eggs. Instead, when the eggs are developed, the female begins to emit a scent irresistible to predators. If the female frog is eaten by a bird or mammal, the high body temperature prevents the eggs from developing properly and they are simply digested. But if it is eaten by a lizard or snake, the eggs hatch into tadpoles inside the predator's digestive system, swimming in the digestive fluids. By the time they are excreted, they have developed into froglings that can live independently. (Toad statistics.)


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Lathiira wrote:
47. Swamp stalker. This marsh plant bears a resemblance to the common water lily. Examination of the leaves reveals that the upper surfaces of the leaves are covered in fine white hairs. This plant is actually a carnivorous plant related to both bladderwort and the well-known venus flytrap. Any creature landing on the leaves that does not push the leaf below the surface (indicating it is too heavy and likely too strong) is soon trapped as the leaf snaps shut like the flytrap and then submerges on its own, drowning its prey. The leaf remains closed and emits enzymes that aid in digestion of the dead animal. Their most common prey include frogs, small birds, turtles, and many flying insects. Once in a while a mage loses their familiar to these plants.

What I really love about this one is you give it both a largely flavorful nature (it's only a danger to very small creatures) and a potential encounter hook: It grabs a PC's familiar and darts underwater! Retrieving the familiar could be the encounter, or the retrieval might be interrupted by a bigger, meaner nasty lurking beneath the waters.

52. Shoeshroom: A large breed of subterranean puffball mushroom with a curious trait: Every puffball contains a small indentation roughly large enough for a halfling or kobold to stick their foot into. The indentation gives way if pressure is applied, and the mushroom's porous flesh pushes in around the invading object, holding it fast. This is not a carnivorous reaction: The mushroom is serving as a shoe. Shoeshrooms fit small wearers only, and grant a +5 bonus on Acrobatics checks made to jump or to absorb damage from a fall. When falling, the wearer is always assumed to have jumped intentionally. Shoeshrooms do reduce movement speed by 5 feet, however.

In exchange, the wearers—usually kobolds or mites—spread the spores with every step. This allows the shoeshrooms to reach locations otherwise inaccessible to them in the windless expanse of the Darklands.

The dark brown fungi are rough and leathery in texture, and taste about as good as the kobolds that wear them.


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53. Timtom: At home in the treetops of the jungles canopy. The timtom is the smallest species of feline known. Weighing in at just 12 oz. these tiny predators feed almost exclusively on Squints and are known for their raucous mating calls that can be heard for miles around. Legend states that timtom gallbladder can cure gout.


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54. Goliath Mask: among the foliage and flowers, there is a huge discernible pattern with large eyes and sharp bright lines. Getting closer however causes the mask to shake and even flap, revealing a giant-sized butterfly that soars away.

Recipe: Thrush (Ultimate Magic, Mastering Magic, New Familiars), Giant simple template as many times as you wish :P If you have the Advanced Bestiary, pick the Gigantean template.


Goliath Mask can be an ingredient in an oil of frightening visage.
Goblins might farm this critter for that reason.

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