[HR Monsters] The Gweru Beastiary (Spoilers for my players)

Hey All,

I have an upcoming hex crawl exploration campaign that I will be running in Kamard’s own world. His game is set in the northern provinces and mine is set in the southern ones. This campaign will mostly take place in Gweru (a Congo-esque/lost jungle kingdom) and the surrounding environs and have dashes of Tomb Raider/Indiana Jones thrown in for some spice. That being said I wanted to expand the kingdoms available beastiary and have begun trying my hand at some conversions. Here is the first such conversion. Your feed back is welcome.

FLAIL SNAIL
% in Lair: 0%
Dungeon Enc: Solitary (1)
Wilderness Enc: Solitary (1)
Alignment: Neutral
Movement: 15’ (5’) Climb: 15’ (5’)
Armor Class: 3 (see below)
Hit Dice: 4-6
Attacks: 1 per tenticle
Damage: 1d6
Save: 4-5 HD F2/6 HD F3
Morale: +2
Treasure Type: None
XP: 135/350/570

Flail snails are silicon-based gastropods distantly related to ordinary garden snails. Their shells average eight feet high at the crown and are masses of neon blues, reds, greens, and yellows. Flail snails get their name from the four to six club-like tentacles that grow from their heads. Each tentacle ends in a ten-pound mass of hardened flesh covered with knobs. Short sensor tentacles grow from either side of the head. These sensors detect motion up to 20 feet away. Their flesh is rubbery and gray-blue in color.

Combat: A hit by a single tentacle causes 1d8 points of damage and can smash a one-inch-thick piece of wood. A four-tentacled snail makes four attacks as a 4 Hit Die creature, a three-tentacled snail makes three attacks as a 3 Hit Die creature, and so on. These attacks may be against one or two opponents. Both opponents must be in front of or to the side of the snail.

Flail snail tentacles have 1 Hit Die apiece. Treat each tentacle as a separate creature. When a tentacle is reduced to 0 hit points it is useless. Flail snails attack until all of their tentacles are dead. Once this happens the monster withdraws into its shell and dies 1d3 turns later. During these turns the snail utters pitiful cries that are 50% likely per turn to attract a wandering monster.

The body has hit points equal to the combined total of all the tentacles, but it is nearly impossible to attack because it is protected by the creature’s shell. The effective Armor Class of the body is 12.

Flail snails are protected against magic by their colorful shell. Whenever the snail is attacked by magic, the effects are variable – 40% chance of the spell malfunctioning, 30% chance of it functioning normally, 20% chance of it failing to work at all, and a 10% chance that the spell is reflected back at the spellcaster. A spell that malfunctions has its effect altered slightly (DM discretion). The altered spell then affects the creature nearest the snail (saving throw if applicable).

Flail snails are immune to fire and poison, but they shun bright light.

The source material is located here. http://www.lomion.de/cmm/_contents.php

CATOBLEPAS
% in Lair: 20%
Dungeon Enc: Nil
Wilderness Enc: Solitary (1)/Mated Pair (1d2)
Alignment: Neutral
Movement: 10’
Armor Class: 2
Hit Dice: 6**
Attacks: 1
Damage: 1d6 + Stun
Save: F3
Morale: +1
Treasure Type: I
XP: 830
The catoblepas is a bizarre, loathsome creature that inhabits dismal swamps and marshes. Its most terrifying features are its large bloodshot eyes, from which emanate a deadly ray.

6’ tall at shoulder the body of the catoblepas is like that of a large, bloated buffalo, and its legs are stumpy, like those of a pygmy elephant or a hippopotamus. Its long, snakey tail is swift and strong, and can move with blinding speed. The head of the catoblepas is perched upon a long, weak neck, and would be much like that of a warthog except that the catoblepas is uglier.
Combat: In combat, the catoblepas relies on two forms of attack. First, it will use its strong, snaky tail to strike and stun its foes. Anyone struck by the tail suffers 1-6 points of damage and has a base 75% chance of being stunned for 1-10 melee rounds. The base chance of being stunned is lowered by 5% for every level above first, or for each additional Hit Die in the case of monsters and animals.

Despite the danger of a tail strike, the catoblepas’ second mode of attack is by far the more fearsome of the two. The gaze of the catoblepas emanates a deathray, with a 60 yard range. Any creature meeting its gaze dies without a saving throw. If a party is surprised by a catoblepas, there is a 1 in 6 chance that someone in the group has met the creature’s gaze. Those who close their eyes or act with their eyes averted can still be affected by the deathray, but a saving throw vs. death magic is allowed.
Since the neck of the creature is very weak, it has only a 25% chance of raising its head and using the deathray on subsequent rounds. If the catoblepas and its target are both relatively still, this increases by 15% per melee round. If the catoblepas is forced to follow quick motions it has only a 10% chance of raising its head.

If more than one catoblepas is attacking, the monsters will cooperate with one another, attempting to herd their targets into a crossfire.
Habitat/Society: For the most part, the catoblepas is a meandering creature that wanders about its swamp nibbling on marsh grasses and the like. Once a month, usually under the light of the full moon, the catoblepas seeks out meat to round out its diet. It is at this time that the catoblepas is most likely to be encountered by adventurers.

The lair of the catoblepas is usually some sort of sheltered place where the ground is firm. More often than not it is surrounded by a tall stand of reeds or other marsh plants. The creature has little fear of being disturbed in its lair, since it is frequently the most feared carnivore in the swamp.

The catoblepas mates for life and when more than one catoblepas is encountered they will be a mated pair. There is a 10% chance that the couple will have a single offspring with them. An immature catoblepas will have half the Hit Dice of an adult. It takes almost nine years for the offspring to reach youthful maturity and an adult female will bear but one child every 10 or 12 years. Both the male and the female will cooperate in raising the offspring.

When the catoblepas ventures forth to hunt it eats fish, marsh birds, eels, water rats, large amphibians, snakes, and other swamp animals. The catoblepas usually stuns its prey with its tail and then kills it with its gaze.

The catoblepas is an opportunistic predator when it hunts and it is not above eating carrion. Since it is semi-intelligent, it will treat parties of humans with respect, preferring to size them up first. As a rule, it will not attack unless it is hunting or feels that its mate or offspring is threatened. Being long-lived (150 to 200 years or so) and semi-intelligent, the catoblepas is capable of learning from the mistakes of earlier encounters and hunts.

The catoblepas has no special interest in wealth, and the listed treasure type is the result of victorious encounters with intruders. It attaches no value to the coins, gems, and occasional magical items strewn about the lair.

Ecology: The catoblepas has no natural enemies, since its gaze provides it with more than adequate protection from even the fiercest of predators.

The source material is located here. http://www.lomion.de/cmm/_contents.php

FLAIL SNAIL edited. updated movement. reduced damage to be in line with average ACKS damage. Fixed saves.

Awesome! I messed with the Flail Snail, as we talked about, and duct taped on a different mishap table that I culled from somewhere on the reeking nets. Here’s my take:

FLAIL SNAIL
% in Lair: 0%
Dungeon Enc: Solitary (1)
Wilderness Enc: Solitary (1)
Alignment: Neutral
Movement: 15’ (5’) Climb: 15’ (5’)
Armor Class: 3 (see below)
Hit Dice: 5
Attacks: 5 (tentacles, 6+)
Damage: 1d8
Save: F2
Morale: +2
Treasure Type: None
XP: 135/350/570

Flail snails are silicon-based gastropods distantly related to ordinary garden snails. Their shells average eight feet high at the crown and are masses of neon blues, reds, greens, and yellows. Flail snails get their name from the five club-like tentacles that grow from their heads. Each tentacle ends in a ten-pound mass of hardened flesh covered with knobs. Short sensor tentacles grow from either side of the head. These sensors detect motion up to 20 feet away. Their flesh is rubbery and gray-blue in color.

Combat: A hit by a single tentacle causes 1d8 points of damage and can smash a one-inch-thick piece of wood. A flail snail’s tentacle attacks may be against one or two opponents. Both opponents must be in front of or to the side of the snail.

Flail snail tentacles have 1 Hit Die apiece. For purposes of targeting or cleaves, treat each tentacle as a separate creature. When a tentacle is reduced to 0 hit points, it is useless. Flail snails attack until all of their tentacles are dead. Once this happens the monster withdraws into its shell and dies 1d3 turns later. During this time, the snail utters pitiful cries that are 50% likely per turn to attract a wandering monster.

The body has hit points equal to the combined total of all the tentacles, but it is nearly impossible to attack because it is protected by the creature’s shell. The effective Armor Class of the body is 12.

Flail snails are protected against magic by their colorful shell. Whenever the snail is attacked by magic, the effects are variable, as shown on the table below.
1-2 Spell misfires; caster disoriented for 1d4 rounds and must make a saving throw to cast any spell while disoriented.
3-4 Spell misfires; creature nearest the flail snail is affected as if the spell had been cast on him.
5-7 Spell functions normally
8-9 Spell fails; nothing happens
10 Spell rebounds on caster

Flail snails are immune to fire and poison, but they shun bright light, suffering a -1 penalty to throws when in such lighting.

I’d check out some of the flavor of the Flail Snail from the Pathfinder fluff about them, and then call it a day.

I never liked the catoblepas, but I do think this is a pretty good conversion. You could make the chance of the catoblepas locking a gaze on something some function of a dice roll, like 2 in 8, +1 per round, for unmoving foes, and 1 in 8 for moving foes.

PRAYING MANTIS, GIANT
% in Lair: 0%
Dungeon Enc: Nil
Wilderness Enc: Solitary (1)/Pair (2)
Alignment: Neutral
Movement: 60’ (20’)
Armor Class: 4
Hit Dice: 6-8*
Attacks: 3
Damage: 1d4 (claw)/1d4 (claw)/1d8 (mandible)
Save: F6
Morale: +3
Treasure Type: Nil
XP: 570/790/1100

A Giant Praying Mantis can remain still for hours awaiting pray. Opponents are -2 on surprise check.
If they gain surprise they get +2 on their first initiative.
If both claws hit they do no damage but envelope the target allowing the praying mantis to automatically hit with its mandibles each turn until the target breaks free. This requires a roll of 1 on 1d6 (add the targets strength bonus, so a STR 16 gives a result of 1-3 on 1d6).

DRAGONFLY, GIANT (ADULT)
% in Lair: 0%
Dungeon Enc: Nil
Wilderness Enc: Solitary (1)/Flight (1d6)
Alignment: Neutral
Movement: 15’ (5’)/Flight 180’ (60’)
Armor Class: 5
Hit Dice: 7*
Attacks: 1
Damage: 2d6 (mandible)
Save: F4
Morale: +1
Treasure Type: Nil
XP: 790

+3 bonus to initiative and +4 bonus to AC versus ranged attacks.
A dragonfly scoops up tiny- and small-sized creatures into its leg basket and devours them mid-air. When captured, its victim is attacked automatically. When attacking man- or large-sized creatures, the dragonfly darts in to bite with its mandibles, and backs away, always facing its opponent.

DRAGONFLY, GIANT (JUVENILE)
% in Lair: 0%
Dungeon Enc: Nil
Wilderness Enc: Solitary (1)/Flight (1d6)
Alignment: Neutral
Movement: 15’ (5’)/Flight 180’ (60’)
Armor Class: 4
Hit Dice: 5*
Attacks: 1
Damage: 1d8 (mandible)
Save: F2
Morale: +0
Treasure Type: Nil
XP: 350

As above.

DRAGONFLY, GIANT (LARVA)
% in Lair: 0%
Dungeon Enc: Nil
Wilderness Enc: Solitary (1)
Alignment: Neutral
Movement: Swim 60’ (20’)
Armor Class: 3
Hit Dice: 3
Attacks: 1
Damage: 1d6 (mandible)
Save: F1
Morale: -1
Treasure Type: Nil
XP: 50

Larva are aquatic. Larva can propel themselves up to 90’ (even out of water) by suddenly expelling water out their ends. This allows them to hunt short distances on land. Their mandibles are covered with a rubbery organ when not in use; so even before the attack, they appear to be inoffensive, toothless creatures. This gives their target -2 to surprise rolls.

STRANGLING VINE
% in Lair: 100%
Dungeon Enc: Nil
Wilderness Enc: Solitary (1)
Alignment: Neutral
Movement: 0’
Armor Class: 2
Hit Dice: 3*
Attacks: 1
Damage: 1d10 (see below)
Save: F2
Morale: +4
Treasure Type: Nil
XP: 65

Strangling vines are roughly 25 feet in length, usually stretched between three or four trees, most often crossing over footpaths and trails in the forest. The vines have approximately ten leaves per five-foot section; these leaves conceal sharp thorns. The stalk of a strangling vine is brownish-green in color, while the leaves are a shiny, moss-like, deep green.
A strangling vine usually lies drooping between trees, waiting for a victim to pass by. As a suitable prey passes beneath the vine, it will drop suddenly and wrap itself around the prey’s neck, strangling it. It will then attempt to pull the victim off the ground, hanging it until it dies.
Because a strangling vine looks natural in its surroundings, creatures attacked by it suffer a -1 penalty on their surprise rolls.
When a strangling vine attacks, its first strike causes 1d10 points of damage, due to the plant’s long thorns. Each round after that, when the vine is attempting to strangle its victim, the vine’s prey takes 1d6 points of damage. Breaking free of a strangling vine is difficult, requiring a roll of 1 on 1d6 (add the victim’s Strength bonus to the range, so a Strength of 16 would result in a range of 1-3 on 1d6); breaking the hold takes a full round. This may only be attempted one time by the victim.

VAMPIRE BLOSSOM
% in Lair: 95%
Dungeon Enc: Bunch (1d4)/Patch (1d6)
Wilderness Enc: Patch (1d6)/Grove (1d8)
Alignment: Neutral
Movement: 3’ (1’)
Armor Class: 2
Hit Dice: 4**
Attacks: 1
Damage: 1d6 (see below)
Save: F2
Morale: +1
Treasure Type: C
XP: 190
Vampire blossoms appear as bushes of white blossoms of extraordinary beauty. A single vampire blossom bush has 4 Hit Dice. An average of 2d12 blossoms are on each bush, although the number of blooms does not affect the bush’s abilities.
Despite their innocuous appearance, vampire blossoms can uproot themselves and move about slowly in search of prey.
The thorny stalks of the vampire blossom are whipped at victims to inflict 1d6 points of damage. The thorns are hollow, and once the stalk has struck successfully, the vampire blossom automatically drains blood in subsequent rounds, causing 1d6 points of damage each round.
While the thorns perform this gruesome task, the blossom blossoms emit a hypnotic fragrance. Victims must make a successful saving throw vs. spell or lose all will to fight, allowing the plant to drain blood until the victim dies.
A clear-headed victim can break the vampire blossom’s grip with a successful open doors roll. Freeing oneself causes an additional 1d6 hit points of damage as the victim’s flesh is ripped by the thorns.
If any portion of a vampire blossom is successfully severed while it drains a victim’s blood, the flower lets out a horrifying shriek and blood sprays out of the cut stalk. Any character of less than 5th level who witnesses this for the first time must make a saving throw vs. poison or be struck with fear as per the spell. Subsequent attacks on the flower have the same effect, but a viewer who has succeeded a saving throw need not roll again.
After a victim is completely drained of blood, the vampire blossom’s petals turn from pure white to blood red.

AMBER LOTUS
% in Lair: 100%
Dungeon Enc: Patch (3d6)
Wilderness Enc: Patch (3d6)
Alignment: Neutral
Movement: 0’
Armor Class: 1
Hit Dice: 1d4 hp
Attacks: 0
Damage: Nil (see below)
Save: F1
Morale: +1
Treasure Type: Nil
XP: 10

These flowers look like golden water lilies as large as sunflowers growing in calm ponds or swamps; some varieties grow on vines that creep up tree trunks. Their attractive appearance and serene setting is deceptive to the viewer, giving no clue as to the flower’s true nature.
The amher lotus flower responds to ground vibrations. When a creature approaches within 10 feet of the plant, its blossoms open, each spraying a cloud of pollen 40 feet in diameter. Any individual within the flower’s pollen cloud must make a successful saving throw vs. poison or fall fast asleep for 4d4 turns. Nothing can wake the victim sooner.
The flowers can spray a fresh burst of pollen every 3d4 rounds. Creatures that are resistant to sleep and charm spells are equally resistant to the pollen of the amber lotus flower.
Amber lotus flowers get their nutrition in the same way as normal plants; no unusual conditions are required for its health. The pollen spray is a defense mechanism to protect the flower from potential threats. Amber lotus flowers are often found groing with other deadly plants such as vampire roses, archer bushes, or killer trees. The amber lotus flower enjoy a symbiotic relationship with these, and other floral predators. The amber lotus flower incapacitates a victim, the other plants than kill it, and all benefit from fertilization resulting from the victim’s remains.
Some humans and other intelligent creatures may cultivate this flower for protection around homes, forbidden places, temples, and so forth. Druids and elves sometimes use the amber lotus flower to guard sacred worship sites, and are rumored to somehow train the plants to spray pollen only on strangers who trespass.
The sleep pollen is prized by alchemists for sleep powders and even poisonous sleep salve that can be smeared on a weapon. A dozen amber lotus flowers are required to make enough sleep poison to fill one vial; such a vial contains enough salve to coat one short sword or the equivalent.

YELLOW MUSK CREEPER
% in Lair: 100%
Dungeon Enc: Solitary (1)/Thicket (1d2)
Wilderness Enc: Clump (1d2)/Thicket (2d3)
Alignment: Neutral
Movement: 0’
Armor Class: 3
Hit Dice: 3**
Attacks: 2-12 (flowers)
Damage: Nil
Save: F1
Morale: +4
Treasure Type: C
XP: 80

YELLOW MUSK ZOMBIE
% in Lair: 100%
Dungeon Enc: Squad (1 per 2 flowers)
Wilderness Enc: Squad (1 per 2 flowers)
Alignment: Neutral
Movement: 10’
Armor Class: 0 or better
Hit Dice: 2 (see below)
Attacks: 1
Damage: 1d6 or by weapon
Save: F1
Morale: +4
Treasure Type: Nil
XP: 20

The yellow musk creeper is a plant that attacks humanoids, draining Intelligence and turning them into yellow musk zombies. Both creeper and zombie are immune to charm, hold, illusion, sleep, and other mind-affecting attacks.
The creeper is a large, light green climbing plant with leaves like ivy, 1d4 dark green buds, and 2d6 bright yellow flowers with splashes of purple. It can cover an area up to 20 feet square from its single bulbous root. Damage done to the plant is disregarded unless the root is attacked, for the vine eventually grows back from the main root. The creeper has a sweet, entrancing odor while dormant.
Creepers are dormant until a creature approaches within 10 feet; then the nearest flowers turn toward the prey and puff musky pollen. A victim hit by the pollen must make a successful saving throw vs. spell or be entranced and walk toward the plant, resisting all those who try to prevent it. When the victim reaches the creeper, a green bulb extends its roots into the victim’s head, and reach the brain in two rounds. The victim loses 1d4 points of Intelligence per round after that.
A victim reduced to 0 Intelligence or less dies instantly; a victim reduced to Intelligence 1 or 2 becomes a yellow musk zombie under the creeper’s control. If the plant dies before reducing its prey to zombie status, 1 point of Intelligence is regained per day, or a heal spell will restore lost Intelligence instantly. If the mother plant is destroyed first, a zombie can be cured by a neutralize poison followed by a heal spell and four weeks of complete rest.
Only man-sized humanoids become yellow musk zombies; the creeper can control one zombie for every two flowers. A zombie acquires yellow skin and a glazed look, but otherwise looks as it did before, wearing the same clothes and armor and wielding any weapon it had held at the time of its conversion. It has the same hit points as before, but attacks as a 2 HD monster. It can cast no spells, nor receive bonuses for high ability scores. The zombie can move up to 100 feet from the creeper. Yellow musk zombies are not true undead and cannot be turned. 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 creeper.
Yellow Musk Creepers are treated as plants for the purposes of spells.

OTYUGH
% in Lair: 100%
Dungeon Enc: Solitary (1)/Pair (1d2)
Wilderness Enc: Nil
Alignment: Neutral
Movement: 15’ (5’)
Armor Class: 5
Hit Dice: 6-8*
Attacks: 3
Damage: 1d8/1d8/1d6 (tenticle/tenticle/bite) + disease
Save: 6 HD F3/7-8 HD F4
Morale: +2
Treasure Type: F, C/ I/ I, Cx2
XP: 570/790/1100

Otyughs (Aw-tee-ug), are terrifying creatures that lurk in heaps of dung and decay, waiting for something to disturb it. They feed on dung and wastes from other dungeon creatures but also enjoy an occasional snack of fresh meat.
Otyughs have huge, bloated bodies covered with a rock-like skin that is brownish gray in color, which is in turn covered with dung. They stand on three thick legs that give them slow ground movement but enable them to pivot quickly. They have three eyes on a leaf-like stalk that moves quickly from side to side, enabling them to scan a large area. The eye stalk is also a receiver/transmitter for their telepathic abilities. Otyughs have a huge mouth with very sharp teeth in the center of their mass. They also have two tentacles with leaf-like ridges that they use to smash and grapple their opponents. The tentacles are covered with rough thorn-like projections.
Otyughs speak their own language, much of which is non-verbal (movements of eye stalk and tentacles, or emission of certain smells); they also have limited telepathy that enable them to communicate with other creatures. Otyughs reek of dung and decay.
Combat: Otyughs lurk under piles of offal with only their eyes exposed making them hard to spot (+3 on their surprise rolls). They usually attack if they feel threatened, or if they are hungry and there is fresh meat nearby. They attack with their two ridged tentacles, which either smash an opponent or grapple it. Grappled opponents suffer 1d4 points of damage per round. Otyughs’ bite attacks gain a +2 bonus to the attack roll when biting grappled opponents. In addition, Otyughs can smash grappled opponents to the ground for 1d4 points of damage. Breaking free of a Otyughs grip is difficult, requiring a roll of 1 on 1d6 (add the victim’s Strength bonus to the range, so a Strength of 16 would result in a range of 1-3 on 1d6); breaking the hold takes a full round.
Otyughs are disease-ridden; their bite is 90% likely to infect the character with a disease. A saving throw versus Poison is permitted, and should it fail the character dies of the disease 1d6 days later. A successful saving throw indicates that the character gets ill and is bedridden for 30 days, but the disease does not prove fatal. The spell cure disease will cure this infection. Otyughs are immune to these diseases.
Habitat/Society: All Otyughs have limited telepathic ability. An otyugh can communicate in this fasion with creatures up to 40 feet away. Communication is usually limited to simple feelings and emotions such as hunger, temperature conditions and associated discomforts, its dislike of bright lights, and imminent death for its prey. Otyughs also have infravision with a 90-foot range.
Otyughs live in ruins and dungeons. They make deals with other dungeon denizens, agreeing not to attack them in exchange for their dung and body wastes, which they then devour. To keep the supply of waste coming (and to get fresh meat) they will agree to help defend their home against intruders, which includes many adventurers. Otyughs may be persuaded not to attack creatures in exchange for promises of friendship and food. An otyugh’s dungeon allies will sometimes ask it to guard treasure for them. Most Otyughs live alone; 10% of the time, during mating season, two Otyughs can found in its lair.
Ecology: Otyughs live underground in heaps of offal and refuse. They hate bright sunlight, preferring the comfortable darkness of dungeons. They mate each year for one month, with one offspring produced. It takes the newborn four months to mature (immature Otyughs have 3-5 HD, damage 1-6/1-6/1-2, and Breaking free of a immature Otyughs grip is not as difficult as an adults, requiring a roll of 3 on 1d6 (add the victim’s Strength bonus to the range, so a Strength of 16 would result in a range of 1-5 on 1d6); breaking the hold takes a full round.). Otyughs are so disgusting that no alchemist or wizard would want to touch their components, so the corpses of the Otyughs have no known use or value

MANTRAP
% in Lair: 100%
Dungeon Enc: Solitary (1)/ Thicket (1d2)
Wilderness Enc: Thicket (1d2)/ Grove (1d4)
Alignment: Neutral
Movement: 0’
Armor Class: 3
Hit Dice: 7*
Attacks: 1d6 (see below)
Damage: Nil
Save: F4
Morale: +1
Treasure Type: I (do not reroll any results which would have dissolved ie paper, bone, leather, etc)
XP: 790
This insidious relative of the much smaller Venus flytrap attracts prey by scent, entrapping and dissolving its victims in acidic secretions. It is a gigantic bush with towering stalks of purple blossoms, and huge green leaves at ground level.
During daylight hours the mantrap releases pollen continuously; all creatures who approach to within 60 feet must make a successful saving throw vs. poison or become attracted to the odor. Those attracted proceed to the body and voluntarily climb into one of the 1d4+1 leaf traps on the plant. Once entered, a leaf trap closes, firmly entrapping the victim (no chance of escape). The victim cannot be pulled free until the plant is destroyed. Its acidic secretions destroy the victim quickly, inflicting 1d6 damage per round. All non-metallic tems exposed to the acid will be destroyed in 1d4 turns (roll for each item in the victims inventory).