Reported By: unknown contributor in GW01 - The Legion of Gold

Role: Monster
Base Stock: Grass

MCC Stat Block: Deathmoss (1): Init -2; atk see description; AC 19; HD 2D5 hp 6; NO MOVEMENT; 1d20; SV Fort -3, Ref -3, Will -3
Mutations: Berries, Sense Heightening

Number Appearing: 1
Morale: 0
Hit Dice: HD 2D5
Armor: 9 (AC 19)
Size: Medium 1 Meter patch


Attack: See Description

MS: 3   PS: 5
IN: 2   DX: 0
CH: 0   CN: 3

Frequency: Rare
Organization: Patch
Activity Cycle: Any
Diet: Carnvore
Habitat: Temperate or tropical forests
Tech Level: 0 - 0
Artifacts: Unknown

Description (Initial Observations): Deathmoss is a lush, soft-looking, moss-like plant which appears to be no different from other growths of similar plants. Creatures seem to be naturally attracted to its springy surface and comfortable bed. This is unfortunate for them but assures the deathmoss of food and propagation.This plant has developed an aromatic sap which is released when its stems and leaves are bruised by weight.The power of the sap is equal to intensity 12 poison, and any creature which succumbs to it falls into a comatose sleep. (Dice of damage results indicate only a proportionate lowering of resistance to the aromatic power next melee round if the victim remains within one meter of the bruised plants, or directly above them.) The deathmoss has developed boring root tendrils, which penetrate the flesh of comatose creatures and inject dissolving juices which bring a nutrient sludge to the roots in a short time. Thus fed, the deathmoss both grows up to one-square meter per feeding and develops berries to attract new prey. This purple-veined gray fruit, when eaten, increases all five senses [sight, smell, hearing, touch and taste) for one hour, but thereafter causes a 50% loss of normal senses for another hour.

Reactions: No known interactions

Behavior: Behavior modeling incomplete

Behavior: Behavior not recorded

Society: Anthropological studies incomplete