1001 Inconsequential Flora & Fauna


Homebrew and House Rules

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Set wrote:

Oh wow, I love these two in particular!

Ryze Kuja wrote:

229. Chronolichen

This cream-white and light-blue colored lichen prefers to grow on cavernous ceilings in moist, damp caverns, especially near underground waterfalls that produce mist and fog. Instinctively, every 24 hours on the exact second, this lichen produces a white and light-blue phosphorescent glow for exactly 1 hour, allowing creatures and plants nearby to have circadian rhythm.

Perhaps it responds to ultraviolet wavelengths passing through the earth from the distant sun, either to large doses of it, causing it to 'glow' in response at exactly noon, when the energy is most intense, or in reaction to a dearth of UV, so that it instead begins to glow at exactly midnight, when the UV is at it's lowest because the sun is furthest away?

Quote:

230. Echo-Reflection Spider

This spider exclusively preys upon cavernous creatures that use Echolocation and Sound for navigating the Underdark, as its web is designed to reflect and bounce sound in such a way as to confuse them into landing into the web. The Echolocation-using victim produces its sound, but instead of mapping the surrounding area properly with the reflecting sound, the victim sees a "cone of safe space to fly" that leads directly to the web. This spider feeds upon any creature that ends up in its web, but is especially adept at killing bats.

I like the side-notion of a spider that twangs it's taut-strung webs as bats are flying by to create disorienting 'music' that spoofs their sonar and makes them more likely to fly into the webs and become lunch!

"I hear banjos. Paddle faster!"

For the Chronolichen, I was thinking radio or x-ray waves would be wide enough spectrum to make it deep in the underdark, or simply PFM works too :P

As for the spider, I would think if the spider "twangs" its web, any creatures using echolocation would probably be disoriented so bad they wouldn't even know which was is up. It would be highly akin to extreme vertigo.


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238. Sabre-toothed Goose

When the gods gave patience, love, and kindness to humankind, they must've siphoned these geese dry of any and all patience, love, and kindness in order to do so. Sabre-toothed Geese are among the most hostile and ornery creatures in all of the animal kingdom, and will attack anything and everything upon sight, and will even fly across meadows to pick a fight. They even take obviously harmful or possibly suicidal steps in their apparent quest to fight the whole planet, and have no qualms with picking fights with creatures ten times their size.


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239. Toatsu pronounced toh - AHT - su

This carnivorous species of flying lizard is about as long as an adult human's arm from snout to tail and has a similarly-sized wingspan, and typically weigh between 7-8lbs. Toatsu have necks and tails that are long and thin, and their sleek, aerodynamic bodies make them highly proficient divers. They have a particularly potent neurotoxic venom that causes near-immediate paralysis in their victims, which are typically rodents, rabbits, and various small birds, but this venom is not a threat to humans. Humans who have been bitten by these creatures are quite rare, and have reported that the wound has a localized numbing sensation.

Toatsu make great pets for farmers because they kill pests that would otherwise scavenge their gardens, and they have a noteworthy reputation for being docile, patient, and understanding around humans, even when around rambunctious toddlers and small children. Wizards have been known to use Toatsu as familiars (use Lizard stat block, except change Speed to: 10ft, climb 10ft, fly 30ft (Average), dive 600ft roughly 67.5mph or 108kph (flying charge; must be steeply diving almost straight down); and +2 Fortitude saves for master) as well.

In the wild, these creatures are rather reclusive and only pair up during mating season. They are territorial insofar as their hunting grounds, but if another Toatsu enters their hunting ground, they will typically fly to a new area rather than fight over it. However, when these creatures are domesticated, they are known to hunt in packs, and employ similar hunting strategies witnessed with velociraptors; 2-3 Toatsu will act as a distraction to frighten and flush out their prey into a kill zone, where the other Toatsu are waiting above to dive in for a massacre.

240. Cryptvine

This animated vine exclusively lives in crypts and areas with rotting carcasses, and feeds off of decaying flesh. The vines are littered with small, razor-sharp thorns that can inflict Mummy Rot (Fort DC: 16, injury disease) if they perforate a victim's skin, and the ends of the vines weave and roil back and forth as if they were muscular tentacles, which attempt to whip and latch on to prey. Cryptvine instinctively grows towards the smell of decaying flesh, similar to how plants will move to face the sun.

241. Behemoth Lobster

Also known as Dire Lobsters, Behemoth Lobsters are colossal-sized creatures that dwell in the abyssopelagic and hadopelagic zones of the ocean. These creatures are so rare and expensive that lobster fisherman will go years without catching one, but when they do, they are paid a king's ransom for the meat and carapace. The meat is especially succulent and is commonly served with a mixture of melted butter, lemon juice, garlic, thyme, and rosemary, and the chitinous carapace is especially sought after by museums and research institutions worldwide. There is a lucrative black market amongst farmers and gardeners to acquire even a mere couple of pounds of this carapace because it is biodegradable and densely packed with nutrients, and can be ground up and used as "super fertilizer".


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Kangakorn CR3

XP 800
CG Medium magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +11
Aura magic circle against evil

DEFENSE

AC 16, touch 13, flat-footed 13; (+3 Dex, +3 natural; +2 deflection vs. evil)
hp 42 (5d10+15)
Fort +7, Ref +7, Will +6; +2 resistance vs. evil
Immune charm, compulsion, poison

OFFENSE

Speed 60 ft.
Melee gore +10 (1d6+4), 2 hooves +7 (1d4+2); or gore +10 (1d6+4), kick +9 (1d6+4 plus trip)
Space 5 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 2d6+8)
Spell-Like Abilities (CL 9th)

At will—detect evil (as free action), light
3/day—cure light wounds
1/day—cure moderate wounds, greater teleport (within its forest territory), neutralize poison (DC 21)

STATISTICS

Str 18, Dex 17, Con 16, Int 11, Wis 21, Cha 24
Base Atk +5; CMB +9; CMD 22
Feats Multiattack, Skill Focus (Acrobatics), Weapon Focus (horn)
Skills Acrobatics +13, Perception +11, Stealth +9, Survival +7 (+10 in forests); Racial Modifiers +3 Survival in forests, +4 Acrobatics, +4 Stealth
Languages Common, Sylvan
SQ magical strike, wild empathy +17

SPECIAL ABILITIES

Magic Circle against Evil (Su)

This ability continually duplicates the effect of the spell. The unicorn cannot suppress this ability.

Magical Strike (Ex)

A unicorn’s gore attack is treated as a magic good weapon for the purposes of damage reduction.

Wild Empathy (Su)

This works like the druid’s wild empathy class feature, except the unicorn has a +6 racial bonus on the check. Unicorns with druid levels add this racial modifier to their wild empathy checks.

ECOLOGY

Environment temperate forests, hills, or plains
Organization solitary, mated pair, blessing (3–6), or mob (3-10)
Treasure none

Kangakorns are fierce, intelligent creatures of the forest, noble beasts who keep their own counsel and typically appear only to defend their homes against evil. These strange-looking animals have long pointy ears and pronounced muzzles, and their strong legs carry them about in amazing leaps. They universally shun all creatures except for good-aligned fey, good-aligned humanoid women, and the woodlands’ native animals, though they may fight alongside other good creatures against common enemies.

Like all marsupials, kangakorns give birth to live young (“uni-roo's”) that are relatively undeveloped at birth and completely helpless, and must remain within a protective pouch on the mother’s belly for months before safely emerging. While not particularly dangerous, a kangakorn is more than capable of defending itself if cornered or when forced to protect its young, striking out at foes with a powerful kick capable of knocking unwary antagonists off their feet. A kangakorn stands over 7 feet tall and weighs upward of 300 pounds.

Kangakorns mate for life, and the pairs generally make their homes in specific glades or dells within the vast forests they protect (these regions can cover anywhere from a few dozen square miles to hundreds). They allow good and neutral creatures to pass through, hunt for food, or reside in their woods unharmed, but evil creatures and those who damage the local ecosystem more than necessary through sport hunting or commercial logging are swiftly driven out or killed. On rare occasions, lone kangakorns without mates or whose partners have been slain have been known to adopt young women of exceptionally pure virtue as surrogates, allowing the women to ride on their backs and becoming their guardians and protectors for life. This bond generally ends amiably if the woman becomes more committed to someone else—such as a lover or child—giving rise to the myth that kangakorns only befriend virgins.

A kangakorn's horn is the focus for its powers, and in order to use its spell-like abilities on other creatures the kangakorn must touch them with it. Evil creatures greatly value kangakorn horns as reagents for healing potions and other dark rites, and a single powdered kangakorn horn counts as 1,600 gp when used as a component for crafting healing magic.


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243. Morrissian

Morrissian are non-sentient fish-like predatory creatures that have horizontal flukes similar to dolphins and whales rather than vertical tail fins like fish, but also have a torso with 2 arms that have 2-fingered/1-thumbed hands, and a fish-like head. They have brightly-colored green and blue scales that they use to "flash" to other Morrissian as a form of primitive communication for commands like "attack", "run away", etc.; Morrissian have roughly the same intelligence as a gorilla or monkey, because they sometimes use rocks, sticks, or various derelict items found in shipwrecks as "tools" to dig for mudfish or to pry open clams and oysters. Morrissian are often rumored amongst landlubbers to be the offspring of Merfolk and Sahuagin due to their sahuagin-like torsos and merfolk-like tails, but these old wives tales are baseless and any moderately-experienced seafarer knows it. They are roughly 0.7-1.2 meters from nose to tail and typically hunt in packs in intertidal zones where the sunlight is greatest, and they do not venture deeper than the mesopelagic zone due to being incapable of seeing in the dark (1000m deep), especially because their primary sense is sight rather than smell. Seafarers know to stay far from these packs because Morrissian have several rows of small but razor-sharp teeth, and are known as the "piranha of the sea" for a reason. While they commonly eat mudfish, birds, and various intertidal animals, just about anything is on the menu for a large enough Morrissian pack.

244. Whirlyghast

This strange aquatic creature can oscillate between a corporeal and an incorporeal form; while it is corporeal it appears as an oozy, pink, amorphous jellyfish that is comprised of digestive juices, but while it is incorporeal it appears as a ghost-like whirlpool. Whirlyghasts attempt to stealthily hunt on the surface of the water in their incorporeal form, and then suck their prey down with their whirlpools to drown them; they are solitary hunters and highly territorial, and they primarily hunt ducks, seagulls, and various water fowl, but are also known to attack just about any air-breathing surface creature they can get their whirlpools around. Whirlyghasts are only about 0.5 meters in diameter, so they don't actually pose any real threat to adolescent or adult humanoids, but can pose a threat to children.

Once a Whirlyghast has drowned its prey, it switches to its corporeal form to consume the victim. It uses its entire body of digestive juices to encapsulate the victim. Whirlyghasts can typically consume a tiny creature in 8 hours or small creature in 16 hours.

245. Black Coral

Black Coral, also known as "Abyssal Coral", and are a group of polyps and various invertebrates that grow in large colonies in the deepest part of the ocean floors, similar to their coral cousin that resides near the surface of the ocean. However unlike their coral cousin, Black Coral abhors sunlight, and cannot grow in the presence of light, and therefore grows exclusively in the Abyssopelagic zone and Hadopelagic trenches. Black Coral polyps feed on various planktonic organisms and small fish, and have a potent venom that causes paralysis in their prey.


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Black coral very rarely washes ashore after a horrendous storm. It is 10 times more valuable than standard coral as it is that much rarer. Deep Ones have been known to craft magic items from it. Some trade with land dwelling humanoids and even humans but both parties are very secretive as both races view the other as monsters.


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Black Coral is similar in value to sapphire, it can be used as a substitute for black sapphire in Soul Bind magics, and other dark rituals...


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246. Ochregon

The Ochregon Tree has a tree bark that is in high demand in several different markets due to its versatility, and is considered a delicacy of a spice due to its high demand and short supply. Firstly, it can be used as a spice for making a "smoked woody" taste, and is especially tasty in meat dry-rub mixtures; secondly, the Artistry world absolutely swears by the ochre color that this bark produces when ground into a paste and used as paint, and thirdly, when consumed in high concentrations, it increases fertility, sexual endurance, and sexual stimulation in both men and women. Consult your physician if you have an och-rection that lasts longer than 4 hours

When Ochregon had first come to the Markets of Thrace, the divorce rate was reduced by 8% in just the first year.

247. Zood Zood

This orange-colored fruit grows on a small bush that is highly reminiscent of a tomato, and this particular fruit is popular with mischievous children. Firstly, this fruit tastes like Cloudweave Candy Cotton Candy, and the seeds are equally delicious. Secondly, when this fruit has it's skin sliced open and the fruit becomes exposed to the air, it creates an intoxicating aroma that specifically affects ants and bees. Ants and Bees can smell this intoxicating aroma up to a distance of 1 kilometer and will generally take their quickest pathway to get to it, so you have to eat a Zood Zood quickly.

Vengeful or Mischievous children have been known to hide sliced Zood Zoods in their teacher's desks or in a rival schoolmates belongings to attract a veritable swarm of interested parties.

248. Honking Nettle

This stinging nettle plant has a horn-shaped bulb and its leaves grow around this bulb and all throughout the stem, and Honking Nettles have been known to reach 15-17ft tall. When it detects the movement of a creature within 10ft of itself (tremorsense 10ft), the horn-shaped bulb begins to honk boldly, and attempts to wake up any Honking Nettles nearby, while providing a warning to the creature to not come any closer. The honking is hard to miss, as it's roughly 85-90 decibels. If the creature comes closer or refuses to leave, the Honking Nettle (and any nearby Honking Nettles that have been roused) will shake its leaves violently, throwing its stinging nettles at anything and everything within 10ft of itself.

The venomous stings from a Honking Nettle are painful to the point of incapacitation. it's like being pepper sprayed


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249. Kragkoviathan

Kragkoviathans are larger-than-colossal-sized sea-dwelling amphibians that primarily dwell in the mesopelagic and bathypelagic zones, and are most commonly found near continental shelf breaks deep in the ocean, as these continental shelves are where their preferred food source is. Kragkoviathans are cold-blooded vertebrate salamander-like amphibians with webbed feet that are roughly 100ft tall, and 250ft from nose to tail. Due to the Kragkoviathans thickly-scaled rigid hide, some experts have wrongly classified them as lizards or even dinosaurs, however the esteemed Great Thinker Thaddeus Stokes recently noted in his latest column in the Wild Megafauna Illustrated magazine that Kragkoviathans have a gill-breathing larval stage, and then transition to breathing via lungs during their adult stage; so he concluded that these creatures are technically amphibians and not lizards or dinosaurs.

Strangely enough, Kragkoviathans are geophagic creatures, so they consume rock and clay for their diet, and have incredibly durable flat-topped teeth to help facilitate these odd consumption habits. While they are amphibians, they typically stay in the ocean. But there have been times when they venture on land in search of cliffs with suitable clay and rock deposits, and when they do, these massive creatures have frequently come into conflict with coastal humanoid settlements, but are easily driven back due to their intense fear of fire. Great Thinkers and Research Experts have determined that their fear of fire is actually an irrational fear, because flaming arrows and fiery catapult munitions have seemingly no affect at piercing or damaging the creature's scaly hide.

Kragkoviathans are certainly known for their massive size, but they are also known for their astonishing long-distance swimming prowess. Incredibly, they can travel over 400 miles underwater in an 8 hour period. A Kragkoviathan can "morph" its rigid scales to become flatly-pressed against its body to maximize aerodynamics, which allows them to cruise through water at speeds of 50+mph (80+km/h) whilst exerting minimal effort. Once they reach their destination, they morph their scales back into its rigid form as this offers them the most protection while eating. Despite a Kragkoviathan's massive size, they have many predators, and are especially inept at dealing with large packs of carnivorous creatures on both land and sea.


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250. Tiger Mantis

Also known as Striped Mantises, these tiny-sized insects weigh roughly 2-3 lbs and are about the size of a medium-sized creature's shoe, and are much larger than most of their mantis cousins, and have brown, black, and dark grey tiger-like stripes across its head, forelegs, thorax, wings, and abdomen. Due to its somewhat large size, the Leopard Mantis flattens their body to a branch and relies on these stripes as camouflage to appear like tree bark, and then ambushes their unsuspecting prey by springing forward and grabbing them with their spiked raptorial forelegs. Tiger Mantises are sometimes used as Wizard Familiars (Master gains +1 CMB/CMD to Grapple).

251. Patchwork Slug

Also known as "Shining Slugs" or "Radiant Slugs", this slug exhibits behavior as if it wishes it could be a snail, and purposely finds various items (usually garbage and other discarded things) to stick on its back to act as a protective shell. The "protective shell" that is formed is hardly protective at all, but a Patchwork Slug has the extraordinary ability to cast Light as a spell-like ability on these individual pieces, in an effort to blind or annoy any would-be predators. Patchwork Slugs are one of the largest slugs, and can grow to be about the size of an adult human's forearm.

When the Patchwork Slug isn't radiating this light, it could be described as "moving garbage" or "garbage that moves".

252 & 253. Nanopede & Femtopede

These cousins to the centipede and millipede has are predatory arthropods, and can inject venom into their prey via their forcipules. Nanopedes have thousands of legs that are so thin they appear like hair, while Femtopedes have hundreds of thousands of legs, which individually are so thin they would be invisible to the eye, and a Femtopede seemingly "floats" on these hundreds of thousands of legs that appear somewhat like wispy, wavy spider's silk. Wizards often use these as familiars as well (+3 Stealth)


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254. Graffiti Bees

These honeybees take pollen from various flowering plants and mix them to form a crude form of paint, and then paint wonderful murals on large rocks, trees, and on the outside of their hives that are near these flowering plants. Strangely enough, these paintings have a supernatural effect on any nearby flowering plants that can "see" the painting. Great thinkers and researchers have determined that sunlight is reflected off of these paintings and towards the flowers in such a way as to force the flowers to "face" these paintings, similar to how a flower will "face" the sun.

The murals that these bees create are typically large swirling patterns that focus on primarily using yellow, white, and orange colors, as to maximize photosynthesis. Nearby flowers exhibit a 20-30% growth rate on average, but some of the larger and well-crafted paintings have shown up to 100% growth in these flowering plants, helping these plants grow to double their size compared to other flowering plants of their species. Amazingly, these plants are able to benefit from photosynthesis from these paintings even once the sun goes down, or during periods of heavy cloud cover.

Graffiti Bees will most often create their hives so that they hang from the branches of trees, and they are built like an upside-down Chinese fans as to maximize surface area for their paintings. Thankfully, these bees are not aggressive unless provoked, but once provoked, they attach a pheromone to their attacker, which alerts all nearby Graffiti Bees of the threat. Once a victim has been marked, the Graffiti Bee will wait til others show up, and then they attack en masse. Their sting is no more painful than any other honeybee and deaths amongst humanoid populations are rare (usually due to allergic reactions).

Some scientifically-minded kingdoms have even outlawed the killing of Graffiti Bees due to their crucial role in having a direct impact on the evolution of plant species, which indirectly helps the evolution of animal species as well.


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Ryze, I have to give you kudos. I like the cut of your cloth.

Your contributions to this thread have single-handedly made it one of most interesting wells of creativity to draw from. You could publish the Golarion version of Zoobooks with amount of animals and flowers you have posted here.

The worlds you create must be truly inspiring to be a part of and play in.


VoodistMonk wrote:

Ryze, I have to give you kudos. I like the cut of your cloth.

Your contributions to this thread have single-handedly made it one of most interesting wells of creativity to draw from. You could publish the Golarion version of Zoobooks with amount of animals and flowers you have posted here.

The worlds you create must be truly inspiring to be a part of and play in.

haha ty :P I like creating stuff like this, it doesn't even feel like work. It feels like fun ;)


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255. Qorrem

This species of tuber is a vegetable with extraordinary health benefits, including boosting brain health; it's useful in treating dementia, anxiety, depression, joint inflammation, respiratory infections, and regulating blood pressure also, treat the imbiber as if they were the target of a Lesser Restoration spell. However, due to the nutrient-dense nature of Qorrem, it cannot be taken daily, because it can have adverse effects on one's liver enzymes. Some people respond differently to Qorrem, but it's generally advisable to consume Qorrem and then let your liver rest for 1 week before consuming it again; and during this 1 week sabbatical, drink lots of water.


251. Artists have taken to giving them colored glass jewels, enamel pieces, cameos, and other pretty things to wear. They exhibit them in galleries and sell paintings of the creatures.

255. Restoration elixirs made of that taste like flat beer.


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256. Semi-Sentient Superfluid
... this alien fungus defies gravity, existing as a fog, a fluid, or even a semi-solid when subjected to sudden impact or velocity changes. They are completely passive, and avoid violent interaction seemingly at all costs. The Semi-Sentient Superfluid is essentially a Grease spell under the constant effects of Reverse Gravity, and behaves as a Swarm.

Little else is known about the Semi-Sentient Superfluid... no means of communication have ever been established. No record of reproductive or dietary habits can be found. However, they appear fearless, possibly immortal... or, at least, invulnerable... as they do not appear to take damage from corporeal sources.


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256. What if the Semi-Sentient Superfluid actually exists in two planes at once, and its true form is on the plane Limbo, while it's dormant form is here. If great thinkers and researchers ever do manage to figure out a way to communicate with it, it repeats "Breathe the fire; Walk the air; Drink the earth; Warm your hands at the water;" over and over.

257, 258, 259. Rookhounds, Crowhounds, & Ravenhounds

This jet black, feather-winged canine is a favorite pet of any hunter, as they are highly intelligent like their corvid family counterparts and have impeccable olfactory senses as well. Rookhounds can grow as large as 60-65lbs, Crowhounds at 70-80lbs, and Ravenhounds are roughly 70-80lbs as well, but the primary difference between the three are the number of pinion feathers (also called finger feathers) at the edge of their wing, as Rookhounds have 5 pinion feathers, Crowhounds have 6 pinion feathers, and Ravenhounds have 7 pinion feathers. The difference between them is only a matter of opinion, hohoho

What truly distinguishes Rookhounds, Crowhounds, and Ravenhounds from other hunting dogs is certainly their ability to fly on feathered wings, but their impressive sense of smell; they also benefit from a constant Negate Aroma effect, so they make excellent scouts while not alerting their prey to their presence. Astonishingly, these hounds have very poor eyesight, and are nearly blind, but they make up for this by being able to "see" through smell. They can use their heightened sense of smell to map out their immediate environment (Blindsense 120ft, olfactory only). Additionally, once these hounds have had a sniff of their quarry, or some item belonging to their quarry, they can track them down through land and air up to distances of 20 miles away.

Colloquially, these hounds are also called "Hurricane Dogs", because their ability to smell far-off storms is unparalleled, and they can detect these storms hundreds of miles away and some in cases, even before they actually form. Towns and cities that are frequently affected by hurricanes, cyclones, tornadoes, or typhoons will train and employ these dogs as an "early warning" system as to give denizens the time to board up windows and secure their shelters, or even to facilitate preemptive evacuation protocols when needed. Some desert communities have even trained these dogs to detect monsoons before they form, so that they can have an early warning against flash flooding.

260. Gupi Bug

This parasitic insect is about the size of a human fist, and is most typically found on the hides or furs of gargantuan and colossal -sized creatures. Gupi Bugs operate somewhat like ticks, insofar as their primary food source being the blood of their host, but Gupi Bugs do not dig into their hosts' skin. Instead, they use their powerful mandibles to lacerate the hosts' skin, and then cover themselves entirely in the hosts' blood and a cocoon-like scab forms around them; and while they are inside this "scab cocoon" they can drink their fill.

Gupi Bugs have an anal scent gland similar to a skunk, and a carapace that appears similar to an armadillo, and when a Gupi Bug is threatened, they roll into a ball and begin quickly rolling on the ground while spraying any would-be attacker with an odious concoction that smells like a decaying animal while they make their getaway. Odious Concoction: 15ft cone, causes Nauseated condition for 1d3 rounds, Fort DC 15 negates, Save each round Once a Gupi Bug has sprayed a potential threat, they must wait 24 hours before they can spray again.

Humans seldom encounter these parasites unless they care for or slay gargantuan and colossal creatures on a regular basis. Gupi Bugs are extremely territorial, and will attack any creature that threatens their host. When they sense that their host is under attack, or if the host is killed, they will burst forth from the scab and roll towards the threat and spray it with their anal scent glands.

It is not uncommon for a gargantuan or colossal creature to play host to an infestation of these Gupi Bugs, and the poor beast is driven nearly insane with the need to itch or scratch where the Gupi Bugs have attached themselves. Creatures that have freed themselves from these Gupi Bugs are not out of the hot water either, because the wound can fester and become infected.

261. Albarak

Also called "Sea Cows", this aquatic herbivorous herd animal is roughly 15,000lbs when fully grown, and is most commonly used as a domesticated pack animal or a beast of burden by aquatic races such as Merfolk and Aquatic Elves. They look like common oxen, except without horns, and in place of where their 4 legs would be are 4 large, muscular flippers.

Undomesticated Albaraks in the wild almost always live in the largest packs as possible. They have almost no means of defense to fight off a predator other than simply thrashing around to break free from their attacker, so they rely on strength in massive numbers to allow their predators to pick off the wounded and sick stragglers while the rest of the pack can swim to safety. Large packs of Albaraks are constantly migrating in search for food, and typically eat any plant they can find, while favoring kelp above all.


Ryze Kuja wrote:


257, 258, 259. Rookhounds, Crowhounds, & Ravenhounds

They can use their heightened sense of smell to map out their immediate environment (Blindsense 120ft, olfactory only)

I wrote the wrong thing, I meant Blindsight.


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262. Morgana's Itching Ivy

This ivy produces a poisonous film that coats the entirety of its leaves, stems, and vine (Contact Poison, Fort Save DC 13 negates) that causes anyone who touches it with their bare skin to be afflicted with an Itching Curse and a Curse of Disgust effect that lasts up to 1 hour.

Morgana's Itching Ivy didn't even exist until roughly 20 years ago. It was created by a witch named Morgana Murik who was quite the hermit and enjoyed her privacy, so she enchanted a common ivy plant and made a large wall out of it to fully encapsulate her home. As she soon found out, her new ivy reproduced rapidly and in almost any environment. As of today Morgana's Itching Ivy can be found on every continent.

The compulsion to itch and to flee from the ivy is maddeningly unbearable, and some inquisitions have used this particular ivy as an interrogative aid by weaving it into a wreath and then placing it around the victim's neck so that it drapes across the front and back of the torso. It has even been weaponized for use in war; the leaves from this ivy look similar to leaves found in salads, and Orcish Captain Jeredar Devichar devised a brilliant strategy to smuggle a crate of this ivy disguised as food into the elven city Olsalora while he besieged it, and the ivy contaminated their kitchens and a decent portion of their food stores. It took them weeks to uncontaminate everything that the ivy had touched.


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263. Starflower

Also known as "Nova Flowers" or "Fire Flowers" as a cautionary name, this colossal-sized biennial white daffodil-like flower has the unique ability to absorb heat from the sun and then isolate, capture, and compress hydrogen from the water in the soil in its cup-shaped corona, and every 2 years when this flower blooms, this heated/compressed hydrogen in its corona reaches a point when it begins to generate an intense gravitational field and supernova like a dying star. Before the supernova occurs, temperatures within 100 meters of the flower can reach over 1,000degrees Fahrenheit over 537degrees Celsius. But once the supernova occurs, temperatures within 1000 meters can reach up to 10,000degrees Fahrenheit up to 5,537degrees Celsius during the explosion, and the Starflower's ovary will release its seeds to germinate the next generation of Starflowers, and then the Starflower dies.

Starflowers have a captious germination process, and cannot grow in areas that have other plants absorbing water and nutrients from the soil. So if the earth beside it has not been thoroughly scorched and rid of other plants, the new Starflowers will surely die. Even though 20-30 Starflowers are created in the process of this supernova, only 2 to 5 will actually survive due to their strict nutrient and hydration needs.

Due to the intense heat that Starflowers produce, they are most commonly found in plains and plateaus all by themselves in an inflorescence or in large fields of these flowers that are devoid of any other plantlife, as they are impervious to the heat and fire that other Starflowers produce and any flora near them are incinerated on a regular basis.

Great Thinkers and researchers have used the stem, petals, bulb, and root of this 60ft plant in many of their studies, and have developed salves that are exceptional at treating 2nd and 3rd degree burns, and strangely enough, are also quite exemplary at treating acid burns as well. Additionally, it is quite common for the wealthy to purchase concentrated doses of Starflower Root as an anti-aging lotion. Furthermore, the petals can be thoroughly blended into a liquid that can be used as a base for potions of Protection against Energy (Fire) and Resist Energy (Fire). They have even created textiles and jackets to protect fire brigades in the many townships and cities wearing clothing/jackets created from Starflowers provides an effect identical to Endure Elements for hot environments, but has no effect in cold environments. Since it takes 2 years for this flower to bloom, harvesting Starflowers for these uses is not considered a dangerous occupation.

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264. Crow of Ill Omen. No relation to the Hound of the same name. These solitary crows take a special fascination with lone travelers and follow them from a suitable distance cawing loudly. This cawing tends to attract predators, who have learned to recognize that the Crow of Ill Omen is basically saying, "Dinner! Over here, guys!" Presumably the Crow of Ill Omen then gets to eat the carrion scraps of whoever loses the imminent fight. CoOI tend to avoid larger groups, or people who are already making a bunch of noise or travelling openly, but follow like a kite on a string anyone who seems to be deliberately travelling quietly, or avoiding notice, making them something of a terror to rogues, scouts, fugitives or other travelers in hostile territory.


Ryze Kuja wrote:

263. Starflower

...

Ya know, the word "Inconsequential" is taking a hell of a beating in this thread...


pad300 wrote:
Ryze Kuja wrote:

263. Starflower

...
Ya know, the word "Inconsequential" is taking a hell of a beating in this thread...

What's not inconsequential about Starflowers?


Ryze Kuja wrote:
pad300 wrote:
Ryze Kuja wrote:

263. Starflower

...
Ya know, the word "Inconsequential" is taking a hell of a beating in this thread...
What's not inconsequential about Starflowers?

A fusion bomb based lifecycle. That's not going to have any impact; no, no way a player could use that to do something game breaking.

10 seconds of though later:

Starflower seedling + Harvest Season spell = fusion bomb...


If you use Harvest Season on a Starflower, a strict reading of the spell would allow it to produce edible flowers and nothing more. You as the GM don't need to let a fusion bomb go off if you don't want to, and if you DO want to allow it, I'm sure there would be some interested authorities, maybe even a mob with torches and pitchforks, who would confront the PC's.

Also, Harvest Season is Close range and duration is Instantaneous. If you did allow the fusion bomb to go off Instantly after casting this spell, you'd better have SPF 1 million sunblock or you're going to have a really bad day.

But, what if you had a Villain Druid with Reach Spell MM who is sick of humans and their filthy cities and is now planning on setting a couple of these Starflowers off in a major city?


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265. Crausonite

This cabbage-like plant has the unique ability to take nutrients from the earth and create a metallic ore that it interweaves into its leaves to make them highly robust, but entirely inedible. Strangely enough, this plant is impervious to most fires such as forest fires, but not to prolonged and consistent exposure to heat, so the plant must be boiled over the course of 7-10 days in order to extract the metal. Once the metal has been treated with this extreme heat for such a long time, the dullish lime-green metal that is produced is called Crausonite, but more commonly it is called "Living Metal". It is highly malleable and has the similar consistency as a putty, except this metal has an extraordinary ductility as well, so it can be drawn and deformed to a seemingly endless degree without fracturing. This putty can be hammered, pressed, and rolled out to create foils for the safe wrapping of medicines and foods, as well as used as canvases for temporary shelters, and even used in dentistry for fixing broken or chipped teeth, as well as used in inks.

However, the most common use for Crausonite is as a building material. Firstly, it can provide repairs in old buildings, because this metal can be forced into the cracks of marble, wood, and stone and act as a bonding agent that prevents further cracking and splintering. And secondly, it can be used as a building material like clay, and then frozen to be hardened forever. After this metal has been boiled, if it ever is exposed to freezing or below freezing temperatures, then it becomes hardened forever and cannot return to its putty form.

Moreover, the most impressive ability of Crausonite is its ability to be recycled and reused if it has never been exposed to freezing temperatures. Just like other putty-like substances, once a person has finished with particular lump of Crausonite, they can take that lump and combine it with other lumps of Crausonite, which can then be saved to be reused again in the future.

The only other downside of Crausonite is that it does not bond well with other metals, so it cannot be used for repairs in armor, weapons, or metallic objects.


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266. Nausocrite

This cabbage-like plant bears an identical appearance and structure to Crausonite, including tough, nearly inedible leaves (other than to certain types of insects that have evolved to be able to consume them). While also naturally occurring, due to its occasional presence amongst Crausonite patches, even within domesticated gardens and crops, that it also forms as a plant mutation. Knowledge Nature DC 20 to identify.

When boiled, this plant emits a nauseating stench, hence its name, that can incapacitate creatures in its vicinity. Additionally, the putty-like material it creates is incredibly toxic to any creature handling it and, even worse, also adversely affects any crausonite in the area, rendering even freeze-treated crausonite back into malleable putty and imbuing it with a harmful, toxic quality (similar to breathing asbestos), and rendering its moldable qualities inert. This can be quite dangerous to anyone with crausonite gear or tools and devastating to buildings that have been shored up or repaired with crausonite. A DC 20 Knowledge (Nature or Dungeoneering) or an Appraise check can identify or differentiate Nausocrite slag from Crausonite. Most farms and professional harvesters are highly-trained or only boil their Crausonite harvests in separate area in small batches at a time to avoid Nausocrite infestations from fouling an entire crop.


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If you could get a leshy or something to use an item to set off this organic nuke, you could really do some terrorism. Maybe this happened once and there are inquisitors dedicated to killing such plants and anyone who knows too much about them.


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pad300 wrote:
Ryze Kuja wrote:

263. Starflower

...
Ya know, the word "Inconsequential" is taking a hell of a beating in this thread...

It's just a flower...

A flower that happens to inconsequentially blossom every two or so inconsequential years. And when it blooms, it happens to raise the temperature to an inconsequential 10,000 degrees in an area roughly one inconsequential mile in diameter. Nothing to see here...

Anymore.


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The Starflower does not violate the OP's directions. It can be overpowered.


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Swamps, Bogs, and Marshes, oh my!

267. Poxshrooms

These mushrooms are most commonly found on rotting trees that have fallen in waterlogged wooded-terrains such as carrs, while especially favoring mangroves with brackish estuaries, and are well-known amongst swamp-dwellers that they are not to be touched. Poxshrooms are about the size of an adult human hand, and appear like a dullish grey and green deflated balloon. As a defense mechanism when touched, a Poxshroom will spray a blast of filthy spores on its potential predator, afflicting the target with a Mindpox Disease (Inhaled/Contact, Fort DC: 13 negates, 1d4 Int damage, onset 1 round Frequency: 1/day, Cure: 1 Save). Poxshrooms attempt to knock any curious animals or would-be predators unconscious with these spores, and the animal could possibly drown.

268. Leafback Toad

This toad purposefully places moss, leaves, and various foliage on its back to cleverly camouflage itself on a log or on the ground and waits to ambush its prey, especially favoring ants and beetles and other insects. Most common toads can grow in excess of 6 inches in length, however the Leafback Toad is about half that size, and are most commonly between 3 to 3.5 inches long.

269. Rattlejackets

This swamp-dwelling species of wasp has an abdomen that can be vigorously shaken to make a rattling sound as to express their discontent with any threatening animals or humans, and it also serves as a "call for help" to any nearby Rattlejackets. Their sting is quite a painful burning sensation, and victims who have been stung have described the sting as "having one's skin touched with red-hot metal".

Rattlejackets are roughly 2/3" to 1" long and are extremely territorial and aggressive. It is quite commonly known that these wasps have a 6th sense for "smelling fear", or rather the fight or flight response in humans and animals, so if you hear a Rattlejacket begin rattling, then you need to back away slowly and do not run, otherwise the Rattlejacket will surely give chase and other Rattlejackets may respond if they hear the commotion. Rattlejackets are a significant threat to both humanoids and animals alike, and humanoids who have received between 25-50 or more stings must be rushed to the hospital or receive a Neutralize Poison, otherwise it is possible to die due to anaphylactic shock from the excruciating pain.

Unlike any other wasp species, Rattlejackets require a fair amount of salt for the creation of their hives, so they exclusively live in swamps that have brackish water or sea water. They drink this salt water, and then mix it with their saliva and spit it back out to form a special adhesive that they use to "glue" their hive together.

270. Fen Ants

This bimodal-breathing species of ants are roughly 18-20mm long and most commonly reside in areas of swamps that have large pools of water. They build their hives on the surface in the very center of the water by weaving several thousands of twigs together, quite similar to a beaver dam. They then network their hive with a series of woven-twig bridges that lead to the shore and even to the bottom of the water that act as both passageways and anchor points to prevent the hive from moving. Fen Ants build their hive in the center of the bodies of water as a defense mechanism so that predators have a harder time reaching their hive.

Fen Ants have evolved to have 4 antennae, and as such are highly sensitive to vibrations, air currents, water currents, as well as being able to transmit and receive signals through water. So when a Fen Ant senses that a predator is near, it can alert all other Fen Ants that are currently swimming in the water, and this signal can travel all the way across the entire body of water.

271. Witchberry Briars

Often rumored to have been created by a coven of particularly sadistic witches, this thorny bush produces a sweet-smelling and enticingly blueish-green berry that curses the imbiber with a Baleful Polymorph spell (Ingestion, Fort DC: 17 negates, onset 1 minute, Frequency: 12 hours, Cure: 1 Save) when eaten. Victims are most commonly turned into tiny-sized lizards, newts, or rodents.

272. Gloomwort

This tall, furry woundwort-like hedgenettle plant has an unpleasant odor that is reminiscent of an unkempt alchemist's laboratory. Despite this off-putting, astringent chemical-like smell, it has a highly sought-after medicinal use, and is a key ingredient in ointments that relieve arthritis and other ailments involving joint pain.

273. Donnarattak

Donnarattaks are 6,500-8,000lb, huge-sized buffalo-like herd animals that are sometimes colloquially referred to as "Swamp Bison", except they have extraordinarily-colored eyeballs that appear as if they were on fire with orange, red, and yellow flames. If a Donnarattak meets the gaze of its predator, it may cast Daze Monster as a spell-like ability, except this only affects creatures with 4HD or less. Additionally, Donnarattaks have evolved to have 6 lungs, which they inflate to make swimming across the several bodies of water throughout the marshes much easier, which acts as a Buoyancy spell but is in fact an Extraordinary(Ex) ability.

274. Warpwood Tree

Warpwood Trees grow as if they are under a constant Warp Wood spell, and no two of these trees are alike. Some appear like corkscrews, while others grow parallel to the earth, and the best way to describe a forest of Warpwood Trees is "unbridled chaos". Due to the warped nature of the wood, they are generally unfit to be used as building material, but have been used for making handles for weapons.

Warpwood Trees most commonly grow in carrs, laggs, and moats, as well as other water-logged areas of swamps, because they need a constant supply of water or they die.


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The original point of the thread was to introduce plants and animals that, by and large, require minimal rebalancing or design concerns. That said, I have no personal issue with the Starflower. The giant bomb element seems like more background flare than something the GM would have to risk falling into the PCs' hands. It's very creative!


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I've added Starflower to the Bag of Beans list/topic.


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Kobold Cleaver wrote:
The original point of the thread was to introduce plants and animals that, by and large, require minimal rebalancing or design concerns. That said, I have no personal issue with the Starflower. The giant bomb element seems like more background flare than something the GM would have to risk falling into the PCs' hands. It's very creative!

My first impression was "well who is this clown, declaring what the original point of the thread is"... then I took a step back and literally F'ed my own face (Tropic Thunder style)...


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275. Clowndown
This unusual relative to meadowfoam was created by a bardic mystic theurge, who thought it would be funny. Clowndown grows wildly during the wet season, providing a thick, dense curtain of pale blossoms almost akin to a bed of feather down. It puts down equally thick roots, soaking up rainfall like a sponge despite being itself highly water-efficient.

It is when the humidity in the air begins to drop that the clowndown reveals the source of the other half of its name. When the air grows exceptionally dry, the flowers will at random intervals release sprays of sweet-smelling water. This acts as a create water spell at minimum caster level. For reasons likely related to the original creator, the flowers seem more prone to doing this when something moves close to them, such as a humanoid leaning down to smell their fragrance.

Obviously, and quite beyond the flower's original purpose as a cheap gag, clowndown has become unbelievably important to agricultural communities that know how to cultivate it. It is highly nutrient-sensitive and pest-prone, making it challenging for new societies seeking to adopt its use, but some villages have already managed to engineer variant cultivars, such as "mountain spring", a cold-tolerant variant grown in high elevations.

Recently, armed conflicts have begun over the use of clowndown by some villages to expand their water access, sometimes at the expense of their neighbors or in violation of agreements with landed nobles. On the other hand, said nobles have begun to use clowndown to control their serfs' access to water during the dry months.

When asked what she thought of the real-world applications of her creation and the responsibility she might now wield as the creator, the bard reportedly guffawed for two minutes, then went extremely pale, asked if the questioner was being serious, and excused herself to powder her gag red nose. She was last seen fleeing out a bathroom window, screaming something about not having listened to her third-year geography teacher.


Just commision a decanter of endless water. You'll need a ninth level cleric and a master glass blower.


Cheaper to hire an adept to cast create water a bunch, but I think you're assuming a setting where such casters or magic items are abundant in small farmtowns. :P

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276. Dragonmint This leafy green shrub grows best in the thin light deep within a forest's interior, shaded from the strongest sun and clustering around larger trees, but can most readily be identified by the shattered and splintered trunks of those trees, pushed aside and out of the way, as the dragonmint's leaves act like the similarly-named catmint or 'catnip,' only to dragons, not felines. Every couple of decades, trees in an area with dragonmint rootlings will grow tall enough to provide adequate shade for the dragonmint shrubs to flourish, express oil from their waxy leaves, and release a musky scent, which attracts dragons from miles away to come roll in the shrubs, utterly demolishing the area, but spreading the dragonmint pollen far further than any bee or moth possibly could... (Often 'only' drakes or wyverns will arrive and despoil the area, instead of a 'true dragon,' but the devastating effects are much the same to the surrounding flora, and get the desired result of spreading the dragonmint's pollen far and wide.)


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277. Mindsage

This flowering lavender-like sage plant has the uncanny ability to form psionic mindlink bonds with other nearby plants and telepathically communicate with them. Have you ever been in a forest and had the eerie feeling that the forest was alive and speaking with each other? The chances are high that there was a network of Mindsages nearby, and your uneasiness was warranted.

Mindsage networks are truly a friend of all Druids and those who can Speak with Plants because these networks can quickly relay information across a great distance when something, or someone, is threatening the forest.


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276. Dragonmint Lounges exist in townships/cities that have high traffic of Half-Dragons and those who have strong ties to Draconic Bloodlines, such as Sorcerers and Bloodragers. In these Dragonmint Lounges, customers may enjoy a wide selection of Dragonmint Teas and Flavored Dragonmint Hash that can be smoked through waterpipes in comfortable Hookah Lounges. While Dragonmint is quite potent in its raw form in the wild, these products use de-concentrated doses, and are not considered drugs and have no problems with causing addiction. Clients who have frequented these Dragonmint Lounges have reported improved relaxation, boosted mood, reduced anxiety and depression, as well as calming restlessness and nervousness.

Humanoids that consume Dragonmint Tea or Hash who have no ties to Draconic Bloodlines or are not true Half-Dragons instantly begin to vomit and fall ill, and can experience migraines and headaches. In an interesting way, Dragonmint products can be used as a litmus test of sorts to determine whether someone has strong ties to dragons in their lineage.


Excellent stuff guys. Excellent stuff.


I'm honestly really pleased this thread is still going so strong. It's really fun to read everyone's concepts.

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278. Blackleaf This bush has waxy leaves with a glossy black upper side and a vibrant purple or green underside. The top (black) layer can be teased apart from the rest, with care, dried out, powdered and mixed with water to form a thick black paste that stains wood, bone or leather a dark lustrous black, and has a warm nutty smell (instead of the less popular bitter astringent scent of some other darker dyes, like walnut stain).

Blackleaf dyers can be recognized by an impossible to miss black stain across their hands, forearms, faces and wherever they've accidentally touched or leaned during the process of their work, leading to many a frustrated partner exclaiming, "Noooo! Blackleaf!"

Spoiler:
Sometimes I do this just to amuse myself.


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Set wrote:

278. Blackleaf ..."Noooo! Blackleaf!"

I'm told it also makes you slightly less perceptive and more susceptible to poison.

Thankfully, there's always Elfstar.

279. Elfstar This pretty little, blond-petalled flower, just beginning to bloom into life and make its way into the world, tends to find itself entangled in the twisting branches of shrubs and hedges. Striving to find its own place in the world, but quickly realizing that it's always living within others' shadows.

Commonly sought after by the Temple of Diana, it helps counter the effects of Blackleaf, if applied in a timely manner, removing that plant's stains from clothing and skin, as well as countering any adverse side effects.

Additionally, when imbibed it grants +1 caster level to the casting of a mind bondage spell and a +1 to the DC of any [compulsion] spells the imbiber casts for 24 hours. Unfortunately, Elfstar also makes fantasies seem more real; for 30 days after consumption, the imbiber receives a –2 to save against illusions and attacks or effects from quasi-real creatures are 20% more effective than normal against them (100% max). Burning a spellbook reduces this time by 1 day per spell level of spells contained within.

280. Kleabold Clover This low-lying yellow-bellied clover grows in patches and has tiny white buds while flowering. Growing mainly in toxic and acidic environments, it has an equalizing and reassuring effect on creatures around it, mainly due to its unassuming nature, though it is also fun to trample upon, typically barefoot on a pleasant day.

While it has a tendency to appear prevalently for a time with noticeable frequency, enthusiasts should prepare for when it just... inexplicably vanishes, leaving those who came to rely upon it and its joyous presence feeling sad, confused, and with thoughts of creating monsters at odd times of the year.

This otherwise inconsequential plant is hated by goblins. All goblins. Every single goblin. No goblin of any kind could be friends with this plant. Unless it was all a ruse. A long-running scheme of dastardly and diabolic scope.

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281. Hill Cypress These tall slender cypress trees are partially animate, but only when nobody is watching (usually only at night, for brief periods of frenzied activity), perhaps as the result of an unsuccessful druidic attempt to awaken them. They generally only thrive at least a dozen yards away from any other specimen of their species, and no other tree or shrub lasts long in their vicinity, as their branches snake out at night and uproot any that could encroach upon 'their' sunlight, pulling the uprooted plants, and any disturbed earth, right up against their trunk. As a result, the ground directly around them continues to steadily rise, and within a matter of years, the cypress is standing alone atop a small hillock of earth that it has gathered to surround itself, with no other plant larger than grass or lichen in it's reach.

Boiling the leaves in a tea and sniffing the fumes is said to drive one 'insane in the membrane,' whatever that means, although the tea itself is undrinkable.


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282. Maiden Iron These flowers grow stock straight and quite tall, with rather plain blooms that remind one of an oversized, off-white daisy. The woody stems of these flowers are incredibly tough, although the blooms themselves pop off rather easily, creating a pinky-thick bamboo like rod when the whole plant is pulled from the ground. While some parents use these to chasten their children via corporal punishment, they are far more commonly used in place of whalebone for corset ribbing after being fire hardened.

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283. Forlorn Wasps Particularly common in areas surrounding Calistrian temples, where they are regarded as holy creatures, not to be trifled with, Forlorn Wasps range in size from mouse-sized to house-cat sized, with the larger ones being less common, less active and generally found closer to the nest, as they play a defensive role in their hive. Contrary to expectations, Forlorn Wasps aren't terribly aggressive, although Calistrians like to talk up their viciousness, but when finally provoked (or their nest is threatened) they have a tendency to sting repeatedly, and create a mourning drone as they do with their wings that attracts all other Forlorn Wasps in the area to join in the attack.

Among the unique qualities of Forlorn Wasps; they drink blood, being able to jab a creature with their stinger but not inject any venom, and then turning around to lap at the blood that wells up from the wound. They generally only do this during autumn, when they are producing extra honey for their winter stores, and residents of the nearby Calistrian temple often 'pay tribute' by cutting their finger or forearm and allowing a Forlorn Wasp to feed. Their honey is dark orange in hue, and unimaginatively named blood-honey. Due to the wasps fondness for flowering pepper plants cultivated by the Calistrians, the honey is also hot, not sweet, and unpalatable to humans (or bears, or even elves, who at least pretend that they 'savor it's bitter piquant taste,' even if they really don't).

As their honey is mostly inedible, and they are fairly lazy and un-territorial, by wasp standards, Forlorn Wasps tend to be pretty useless creatures that elven Calistrians, for some reason, adore.

Known only to the elves, is that the Forlorn Wasps actually hail from Castrovel, the elves' home-world, and are one of the few species from that planet (other than elves themselves) to have successfully adapted to Golarion.

(I may have done this one before, but my view of them has changed over the years. I like the idea that the same species comes in several sizes, just like the different sizes of worker ants and soldier ants, with their specialized roles.)


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Freehold DM wrote:
282. Maiden Iron These flowers grow stock straight and quite tall, with rather plain blooms that remind one of an oversized, off-white daisy. The woody stems of these flowers are incredibly tough, although the blooms themselves pop off rather easily, creating a pinky-thick bamboo like rod when the whole plant is pulled from the ground. While some parents use these to chasten their children via corporal punishment, they are far more commonly used in place of whalebone for corset ribbing after being fire hardened.

Filled with melted gold and capped with a small ruby you can then enchant it as a wand of fireballs.


Set wrote:

283. Forlorn Wasps Particularly common in areas surrounding Calistrian temples, where they are regarded as holy creatures, not to be trifled with, Forlorn Wasps range in size from mouse-sized to house-cat sized, with the larger ones being less common, less active and generally found closer to the nest, as they play a defensive role in their hive. Contrary to expectations, Forlorn Wasps aren't terribly aggressive, although Calistrians like to talk up their viciousness, but when finally provoked (or their nest is threatened) they have a tendency to sting repeatedly, and create a mourning drone as they do with their wings that attracts all other Forlorn Wasps in the area to join in the attack.

Among the unique qualities of Forlorn Wasps; they drink blood, being able to jab a creature with their stinger but not inject any venom, and then turning around to lap at the blood that wells up from the wound. They generally only do this during autumn, when they are producing extra honey for their winter stores, and residents of the nearby Calistrian temple often 'pay tribute' by cutting their finger or forearm and allowing a Forlorn Wasp to feed. Their honey is dark orange in hue, and unimaginatively named blood-honey. Due to the wasps fondness for flowering pepper plants cultivated by the Calistrians, the honey is also hot, not sweet, and unpalatable to humans (or bears, or even elves, who at least pretend that they 'savor it's bitter piquant taste,' even if they really don't).

As their honey is mostly inedible, and they are fairly lazy and un-territorial, by wasp standards, Forlorn Wasps tend to be pretty useless creatures that elven Calistrians, for some reason, adore.

Known only to the elves, is that the Forlorn Wasps actually hail from Castrovel, the elves' home-world, and are one of the few species from that planet (other than elves themselves) to have successfully adapted to Golarion.

(I may have done this one before, but my view of them has changed over the years. I like the idea that the...

I was about to say I thought you did this before.

Why is the honey inedible again? Is it like eating candle wax or...well, blood jelly or something? Can the honey be used for something else?


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284. Riot Reeds
... These dark green segmented reeds have hollow stems, with knuckles resembling bamboo. Their sap is bright red, and this color bleeds through at the knuckles between each segment, forming vibrant red rings that contrast against the green stalk.

Riot Reeds are known for the eerie tune they make when wind blows through a patch of them. A single Riot Reed, when subjected to a steady wind, can produce the noise of 8 normal humans, audible about 30' away... people often report hearing talking, singing, shouting, walking, marching, or running sounds. A quick shake of the head can usually make the noises disappear (DC 10 Will negates).

Whatever noises these reeds make seems to draw nearby rats towards the reeds. The reeds do not seem to need or notice the rats, there is no relationship between the two species that has been recorded. The rats do not eat the reeds, nor do they appear to be so distracted by the sounds that they drown in the water the reeds often grow in or near. Rats will travel over 100 meters (over 300') to the source of the sounds coming from Riot Reeds.

Every full moon, if the wind blows across these reeds, something about the full moon's light changes the shape of the reed to produce a much stranger tune. Everyone within 30' of the reeds producing this full moon tune must succeed a DC 13 Will save or be Frightened for 4rnds.

More often than not, Riot Reeds are completely harmless, however they are strictly prohibited from being brought within city limits. Civilization almost universally shuns Riot Reeds. Something about the way their sounds echo through city streets and alleyways creates an effect that sends people into a Rage [as the spell] for several hours [1d6] after hearing the Riot Reeds notes float through the city... DC 15 Will negates.

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