Lanternmoss
Lanternmoss (CR 2)
Lanternmoss is a deadly vegetable menace that also manages to be extremely useful...as long as you keep it away from bright light.
Lanternmoss is typically found underground, where it ranges from the occasional patch to massive growths that can stretch for miles. In complete darkness, Lanternmoss glows with a gentle phosphorescence that provides dim light to a surprisingly large area. As a result, lanternmoss is tremendously valuable in underground passages and areas, since lanternmoss will provide a low level of illumination that many races find extremely useful.
The problem arises because of the source of that light. Lanternmoss is a magical plant, and has a direct connection to the upper planes, so it is infused with positive energy. In darkness, the lanternmoss uses this positive energy to grow, and provides dim light. When Lanternmoss is exposed to bright light, however, it no longer needs the positive energy to glow and instead uses the positive energy to create a deadly aura of positive energy.
This feature means that Lanternmoss beds that take root above ground...rapidly kill everything around them and can spread like an unstoppable wall of doom unless rooted out at night. Underground, a bed of lanternmoss is highly valuable, until you walk past it with a torch.
Needless to say, some races like lanternmoss and will cultivate it, and some races burn it out everywhere they find it.
GENERAL
CR 2 Hit Dice 3
XP 600
N, Medium, Plant
Init +1; Senses lowlight 120 ft., Perception +5
DEFENSE
AC 16, touch 12, flat-footed 14 (+2 dex, +4 armor)
hp 22
Fort +5, Ref +2, Will +2
Aura: Deadly Energies
SR: - 12
Special Defenses: Spell Resistance (see above)
Immunities: Plant traits
- all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) (a plant with an Int score loses this trait)
- poison
- sleep
- polymorph, paralysis, stunning
Weaknesses: -
OFFENSE
Speed none, Lanternmoss cannot move
Space / Reach: 5 ft. / 5 ft.
Single Melee none
Full Melee none
Ranged Deadly Rays +4 (1d8+1/x2 positive energy, Range 30 ft.). Only usable while inside bright light.
Special Attacks Deadly Energies, Phosporescence
Action Points 0
STATISTICS
Str -, Dex 10, Con 12, Int -, Wis 8, Cha 16
Base Atk +2; CMB +6; CMD 16
Feats -
Skills -
Languages -
SPECIAL ABILITIES
- Deadly Energies
Deadly Energies is an aura which is only active while the Lanternmoss is inside an area of bright light. Deadly Energies affects all squares within thirty feet of the Lanternmoss' square. Deadly Energies is activated when the Lanternmoss takes a move action to do so. Deadly Energies inflicts 2 points of positive energy damage to all creatures inside the aura, except undead which take double damage from the Deadly Energies, and other lanternmoss, which is immune to all Deadly Energies auras.
- Phosphorescence
Lanternmoss illuminates all squares within 30 feet of its space with dim light at all times. It does not require line of sight to provide this light, but it does require line of effect. Yes, this effect will provide dim light around corners.
TREASURE
sell value of approximately 500 gp
COMBAT TACTICS
Lanternmoss is utterly mindless and thus has no tactics. While it is in the area of a bright light, lanternmoss will use a standard action every round to attack the closest creature that is not lanternmoss with its Deadly Rays, and then use a move action to activate its Deadly Energies aura.
Intelligent monsters have found many uses for Lanternmoss, such as planting it all over the outer walls of their underground fortress and then activating it by dropping torches, or growing Lanternmoss inside sealed boxes and using it as catapult ammunition, or planting it in a corridor and activating it with magical light spells when enemies are in the area, etc, etc, etc.
Creatures without strong eyes (such as humans) tend to expunge lanternmoss everywhere they find it.