Somnastis Plant


Large Plant

Hit Dice: 2d8+6 (15 hp)
Initiative: +4
Speed: 0 ft
Armor Class: 14 (-1 size, +4 Dex, +1 natural), touch 13, flat-footed 10
Base Attack/Grapple: +1/+5
Attack: Tendril +0 touch
Full Attack: Tendril +0 touch
Space/Reach: 10 ft/10 ft (30 ft with tendrils)
Special Attacks: Acid, poison
Special Qualities: Blindsight 30 ft, plant traits
Saves: Fort +6, Ref +4, Will +0
Abilities: Str 10, Dex 18, Con 17, Int ---, Wis 10, Cha 9
Skills: ---
Feats: ---

Environment: Any forest
Organization: Solitary or patch (2-6)
Challenge Rating: 01
Treasure: Standard
Alignment: Always neutral
Advancement: 3-6 HD (Large)
Level Adjustment: ---
 
This plant looks like a large, closed pink rosebud, sprouting from the ground, surrounded by a bed of leaves. You smell a sweet, bewitching scent coming from the plant.

The somnastis plant is a carnivorous plant that grows in isolated forest valleys. Brave native peoples harvest its leaves, using them like a drug.

A somnastis plant is about 9 feet long and weighs 500 pounds.

COMBAT
A somnastis plant continually creates a flowery fragrance that fills a 30-foot radius around the plant. This aroma actually carries a poison that induces drowsiness. The plant waits until its prey is lulled to sleep by its odor, and then opens the bud of its flower. Inside are the somnastis plant's tough tendrils, which gently grasp the helpless prey and lower it into the flower bud.

Acid (Ex): The flower bud in the center of a somnastis plant constantly secretes acid. Any creature touching it takes 1d3 points of acid damage per round. This acid also acts as an anesthetic, making the creature immune to feeling pain unless it succeeds on a DC 14 Fortitude save. The save DC is Constitution-based.

Poison (Ex): Inhaled, Fortitude DC 14, initial damage none, secondary damage sleep for one hour. The save DC is Constitution-based. Any creature that succeeds on a saving throw becomes immune to the poison until it leaves the area of effect.

Somnastis Plant Leaves
The leaves of a somnastis plant are similar in consistency to those of a rose, only much larger. When a creature chews these leaves for at least an hour, the creature must succeed on a DC 10 Fortitude save or enter a trancelike, sleepwalking state. The creature is effectively dazed for the next 1d3 days, and does not think or feel any emotion in this state. The creature is aware of what is going on around it and can answer questions if it wishes. The creature can intentionally fail its saving throw if it wishes, and creatures immune to poison are not affected by ingesting the leaves.

If a creature under the leaf’s influence is attacked or confronts a situation where it definitely wants to break out of its effects, it can attempt a DC 15 Will save to shake off the effects. A creature may make only one such attempt per minute.
 
1990 Wizards of the Coast, Inc.
Originally found in The Hollow World Campaign Set (1990, Aaron Allston).