Monster: Grass Clan Subclasses Human Plant Vine Habitat: Forest Fields Tropical Forest Frequency: V Rare V Rare V2 Rare Organization: Solitary ------------Pack------------ Activity Time: Day ------------Night------------ Diet: -------------Light------------- Light, Flesh Intelligence: Very Average Very Treasure: T S Q2 Alignment: NG N NE Number: 1 2D6 2D4 Armor Class: 7 4 0 Movement: 12 6 Br3 24 Cl12 Br3 Sw12 Wb6 Hit Dice: 3 4+1 8+5 THACO: 18 17 12 Attacks: 3 1 4 Damage: 1D3+2 x3 1D12+1 1D6/1D6/1D4+1/2D8 Special Atk: Tree Animation None Poison Special Def: Regen 1 HP/Rnd Regen 2 HP/Rnd Regen 1 HP/Rnd, +1 to hit Magic Resist: 0 10% 25% Size: 5'6" 2' 8' Morale: 9 3 13 XP: 270 270 10000 Languages Common Common Common Sylvan Elvish Bullywug Elvish Gnomish Jungle Giant Dryad Dryad Pygmy Brownie Black Dragon Tasloi Human Grass clanners look like a collection of leaves, branches and twigs molded and held together in the shape of a human. Plant Grass Clanners look like giant turnips with faces and feet for roots. Vine Grass Clanners look like, well, vines. Thorny vines. That are coiled. With a long, slim mouth filled with thorn-like teeth. Combat Human and Plant Grass Clanners fight only if attacked, and Plant Grass Clanners will often just burrow away if surprised. Human Grass Clanners are amazingly skilled with their razor bladed whips, making three attacks per round without any penalty. They can also animate trees as a 10-HD Treant does. Plant Grass Clanners have only one method of attack; to ram their foes. This does 1D12+1 damage from their great foot strength. Vine Grass Clanners live only in tropical areas, and have four attacks; they strike with two claws for 1D6 damage each, a thorned tail that hits for 1D4+1 damage, and bite with a mouthful of razor sharp teeth that does 2D8 damage. Any hit from a Vine Grass Clanner injects Type O poison into the victim's body, and this is so concentrated on the tail that it implies a -4 penalty to the poison save. Habitat/Society Human and Plant Grass Clanners are basically a different type of dryad, that doesn't have to stay near a certain tree, plant, shrub, turnip, etc. Vine Grass Clannes live in tropical areas, regulating game by killing those who they think are overindulging on it (which is about everyone who doesn't give them gems, which they value). Ecology Human Grass Clanners are fully ready to live from the day they are spawned, and that's good, because the life span of one is only about as long as a trees (1000+ years), but they tend to succumb to parasites, like termits, of fires before that. They have several large leaves on their arms, each of which may be inscribed with several spells from birth. For this they are hunted by mages and for mages who put a bounty on them. PLant Grass Clanners are sometimes eaten (on accident) by humans and (on purpose) ogres. Vine Grass Clanners frequently clash with Jermaline, but get along well with most Pygmy tribes. Also, some shadier alchemists know how to make a powerful narcotic from the skin/leaves of a Human Grass Clanner. If a Human Grass Clanner is subjected to a Fire attack and takes damage, a gas that has the same effects as a Confusion spell fills an area approximately 6x6x6 feet for every point of damage the target took. The full remains of a Human Grass Clanner (unburnt and all there, not necessarily in one piece) can be used to make 20D6 packages of this material (each makes a 6x6x6 cloud of the smoke). Origin Spar and his (her? it?) Bulb and Vine transformations from Breth of Fire II and Peco from Breath of Fire III. Common Plant Vine Strength 3D6 3D8 3D6+1 Dexterity 3D6 2D4 3D8 Constitution 3D6 3D8 2D8+1 Intelligence 3D6+2 3D6 2D8 Wisdom 3D6+2 3D6 2D8 Charisma 3D6 2D8+2 2D8 THIEF SKILL ADJUSTMENTS Common Plant Vine Pick Pockets +0 -25 +10 Open Locks +15 +20 +5 Find/Remove Traps +10 +25 -5 Move Silently +5 +25 +5 Hide in Shadows +5 +30 -10 Detect Noise -10 -5 +5 Climb Walls -0 -50 +10 Read Languages +10 -0 -10