FOR1: Draconomicon (1990)
3 hours ago
this area of the forest, becoming progressively
wilder and crazier and more dangerous.
Hogweed: No. Appearing: d100, HD <1, AC 8[11]; Atk 1 trample (0-1 hp + Special); Move 15; Save 18; CL/XP B/10
Giant Hogweed: No. Appearing: Up to 1 (% chance = number of hogweeds appearing), HD 5; AC 6[13]; Atk 1 trample (2d6 + Special); Move 12; Save 12; CL/XP 5/240
Special: Both giant and normal sized hogweeds attack by attempting to trample their victims and transferring their contact poison. Smaller hogweeds are easily fled from, but giant hogweeds will pursue targets as far as a hundred yards from their smaller hogweed companions. Fire attacks against them are at +4 to hit and +1 damage but if they’re set ablaze, attackers within 20’ (60’ for giant hogweeds) must save vs. poison (gas) or suffer d6 damage per day until cured.
Poison: Contact causes d6 hp of damage per day in a victim if the body part(s) affected is exposed to natural light (roll to see what part of the body was hit - the oil also will penetrate clothing in one day if not washed). Cure disease will remove this affliction. Head or face contact may require a saving roll against blindness.
Goolomp: HD 2; AC 8 [11]; Atk 1 claw or bite for 1 hp damage or preferably Special; Move 9; Save 13; CL/XP 3/300; Special: ESP, Telepathy, Ego Whip per combat round for d6 damage (Save allowed, target goes to sleep with nightmares of inferiority for d6 turns if HP reduced to zero or less; thereafter HP returns to normal). In addition to Ego Whip, they can emit a Psychic Screech once per day causing Confusion (per the spell).
Mouthy: HD 1; AC 8 [11]; Atk 1 Bite d4, Move 13; Save 18; CL/XP B/10
The Rings of Velav
The rings come in one of two colors: green or red, with matching runes. When thrown by hand, if landing on a flat and large enough surface, they will adhere to it and expand to a 3’ diameter hoop. Items or individuals entering one hoop will exit the other hoop at the same velocity and with the same inertia as when entering it. For example: A green ring is thrown onto a surface 60’ below, and a red one onto the ground some 10’ away at the same level as the thrower. If the green ring is then jumped into, the jumper will exit the red ring at the original angle of entrance and at the speed of someone falling 60’ (with possible resultant injury).
The thrown and enlarged rings will lose their adhesion and revert to normal size after d6 turns. They cannot be picked up or moved beforehand once enlarged.
A thrown ring cannot be entered until its counterpart has been thrown, its center remaining solid until then.
The rings do not like the timid - those tempted to test the enlarged opening with a toe, stick, etc. will find that the object will protrude from the opposite ring, but after one minute of being penetrated in this manner, both rings will close, perfectly severing anything that was inside.
Clever players or NPCs may discover it’s possible to throw one ring onto a surface and another directly above it at some distance, creating a trap where an individual who falls into the first hoop exits from the second and falls back again into the first, continually falling in this way until the rings once again revert to normal size.
A ring can be thrown into its enlarged opposite. If this is done, both rings will instantly disappear, returning to the laboratory of Velav where he recharges them. The rings will similarly disappear once their last charge has been used -
they typically have 3d6 charges when found.
– Antoine de Saint-Exupéry