Large Plant

Hit Dice: 3d8+9 (22 hp)

Initiative: +0

Speed: 0 ft

AC: 13 (–1 size, +4 natural)

Attacks: Pollen spray +2 ranged

Damage: Pollen Spray 0

Face/Reach: 10 ft by 10 ft/0 ft (10 ft with pollen spray)

Special Attacks: Pollen spray, intelligence drain, create yellow musk zombie

Special Qualities: Plant, bulbous root

Saves: Fort +6, Ref –, Will +1

Abilities: Str 20, Dex –, Con 17, Int 3, Wis 11, Cha 9


Climate/Terrain: Temperate lands and underground

Organization: Solitary
Challenge Rating:

Treasure: Standard

Alignment: Always neutral

Advancement: 4–6 HD (Large); 7–9 HD (Huge)


The yellow musk creeper is a plant that attacks humanoids, draining Intelligence and turning them into yellow musk zombies. The creeper has a sweet, entrancing odor while dormant. The creeper is a large, light green climbing plant with leaves like ivy, 1-4 dark green buds, and 2-12 bright yellow flowers with splashes of purple. It can cover an area of 20 square feet from its single bulbous root.



   Yellow musk creepers are dormant until a creature approaches within 10 feet; then the nearest flowers turn and puff a dust, smelling of musk, into the opponent’s face.

   Pollen Spray (Ex): An opponent hit by the spray must make a successful Fortitude save (DC 14) or be compelled to walk toward the plant, resisting all those who try to prevent it.

   Intelligence Drain (Ex): When a victim reaches the creeper, dozens of tiny roots attach themselves to the victim’s head and burrow to the brain.

   The victim automatically suffers 1d4 points of temporary Intelligence damage per round.

   Attacks on a root will cause it to release, but so many roots will be attached simultaneously that the intelligence drain cannot be prevented by such means.

   Bulbous Root (Ex): The root of the yellow musk creeper lies just under the surface of the soil. The hit points listed above reflect the main root only. While the bulbs, flowers, and smaller roots (that attack the victim) can be burned, frozen, or harmed just as any other plant, they will eventually grow back from the main root.

   Create Yellow Musk Zombie (Su): A victim reduced to 0 Intelligence dies instantly; a victim reduced to Intelligence 1 or 2 become a yellow musk zombie under the creeper’s control. If the plant dies before reducing its prey to zombie status, the intelligence damage can be healed normally (through rest of magical means).

   If the mother plant is destroyed first, a zombie can be cured (i.e., returned to its normal state as it was) by a neutralize poison followed by a heal or restoration spell and four weeks of complete rest.

   Blindsight (Ex): The yellow musk creeper has no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration.

   Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.




Yellow Musk Zombie

A yellow musk zombie acquires yellow skin and a glazed look, but otherwise looks as it did before, wearing the same clothes and armor and wielding and weapon it held at the time of its conversion.

   A zombie serves the creeper for about two months before moving off at least 200 feet and dying; the seedling that has been growing in its head quickly sprouts, flowers, and becomes a new yellow musk creeper.

   "Yellow Musk Zombie" is a template that can be added to any humanoid of Small to Large size (referred to hereafter as the “base creature”). The creature’s type changes to "Plant." It loses all type and alignment modifiers (such as "Fire", "Aquatic", or “Good”).


The new yellow musk zombie uses all the base creature’s statistics and special abilities except as noted here.

   Hit Dice: Same as the base creature.

   Speed: Drops to 20 feet per round or same as the base creature, whichever is greater.

   Armor Class: Natural armor changes to a number based on the yellow musk zombie’s size:


         Size                    Natural AC

         Small                         1

         Medium-size               2

         Large                         3


   Attacks: The yellow musk zombie retains all the natural attacks, manufactured weapons, and weapon proficiencies of the base creature. It loses all ranged manufactured weapons and proficiencies.

   A creature gains a single slam attack at its full attack bonus in lieu of its other attack. Recalculate the zombie’s melee attack bonuses based on its new type (Plant) and abilities (-4 Dexterity). Plant creatures have a base attack of HD x .75 (same as a cleric).

   Damage: Natural and manufactured weapons deal normal damage. A slam attack deals damage depending on the yellow musk zombie’s size. (Use the base creature’s slam damage if it’s greater.)


         Size                       Damage

         Small                         1d4

         Medium-size               1d6

         Large                         2d4


   Special Attacks: The yellow musk zombie loses all special attacks the base creature once enjoyed.

   Special Qualities: The yellow musk zombie loses all special qualities the base creature once had. Its type changes to “Plant” and it gains all immunities associated with the “Plant” type.

   Saves: Base saves are the same as those of a fighter: Fort +2 + (1/2 HD), Ref +1/3 HD, and Will +1/3 HD.

   Abilities: The new yellow musk zombie’s Dexterity decreases -4, its Wisdom changes to 10, and its Charisma decreases to 1.

   Skills: The zombie loses all skills once possessed by the base creature.

   Feats: The zombie loses all feats once possessed by the base creature.

   Climate/Terrain: Temperate land and underground

   Organization: 1 zombie per two flowers on the yellow musk creeper

   Challenge Rating: Depends on Hit Dice:


         Hit Dice         CR

         1/2                 1/6

         1                   1/2

         2-3                 1

         4-5                 2

         6-7                 3

         8-9                 4

         10-11             5

         12-14             6

         15-17             7

         18-20             8


   Treasure: None

   Alignment: Always neutral evil

   Advancement: None.



This example uses a 2nd-level fighter as the base creature.


Yellow Musk Zombie

Medium–Size Plant

Hit Dice: 2d10+4 (15 hp)

Initiative: -1 (Dex)

Speed: 20 ft

AC: 16 (-1 Dex, +2 natural, +5 chainmail)

Attacks: Longsword +4 melee; or slam +4 melee

Damage: Longsword 1d8+3; or slam 1d6+3

Special Qualities: Plant

Face/Reach: 5 ft by 5 ft/5 ft

Saves: Fort +3, Ref -1, Will +0

Abilities: Str 16, Dex 8, Con 14, Int 2, Wis 10, Cha 1


Climate/Terrain: Temperate lands and underground

Organization: 1 zombie per 2 flowers on the yellow musk creeper
Challenge Rating:

Treasure: None

Alignment: Always neutral

Advancement: ––


The zombie can move up to 100 feet from the creeper. Yellow musk zombies are not undead and cannot be turned or controlled.

   Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits. Plants have low-light vision.



The Yellow Musk Creeper and Yellow Musk Zombie first appeared in the 1e FF (1981).