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Showing posts with label monsters. Show all posts
Showing posts with label monsters. Show all posts

[Elder] Minions of Set




The Minions of Set are powerful fighters that can turn into giant snakes. The Minions are agents of the evil deity Set from the Egyptian mythos, and act as go-betweens for him and all other creatures in the multiverse. Once petitioners from the plane of Baator, Set imbued them with special powers needed to carry out his will. They command Set’s forces when he is drawn into conflict with other deities or with the Baatezu, watch over his realm, and even carry out his will on the Prime Plane. Combat Minions of Set usually begin combat in human form unless they are already in animal shape when first encountered. Most Minions prefer not to make their capabilities known, because once discovered they effectively compromise their usefulness to their deity.
Animal Form (Su): Minions are able to assume the form of a giant snake, and a few are able to change into a second form, usually that of a black bear, a medium-sized crocodile, a giant hyena or a medium-sized monstrous scorpion. (Refer to the Monster Manual entries for these animals for complete statistics), this transformation is divinely assisted, and as such only requires a partial action to complete.
Fear Immunity (Su): Minions of Set are immune to all spells and effects that create fear or doubt, such as cause fear and scare.
Habitat/Society
As Set is a lawful power, he will never destroy one of his proxies on a whim, like some creature from the Abyss might. In return Set demands complete loyalty and servitude from his minions, which they all willingly give. Minions are so fanatical in their service to their god, that they will follow Set's instruction even to their deaths. Despite this they are not mindless automatons.
Ecology
When viewed as part of the twisted ecology of Baator, Minions are nothing more than predators. When not undertaking a mission for Set, minions steal larvae from the baatezu to bolster their own hordes.

Elder Serpent/Minion

Set is said to bless long-lived snakes with exceptional wisdom. These cunning elder serpents can speak humanoid tongues (although with a sibilant accent) and have learned the value of stealth and the power of intimidation in dealing with humanoids. They show no fear of open flames and have developed an almost humanlike fancy for glittering treasures and magical devices. Some even take class levels, becoming druids, clerics or sorcerers. Yet despite the dangers these creatures pose, their sagacity and unique insights often lead humanoids to consult with them about important matters.

Dragon Roots



Researchers have long noticed the universality of dragon lore, and many have tried to explain why this monster is so common in world mythology. Both a Munich geology professor and American astronomer Carl Sagan have suggested that an ancient memory—carried in genes inherited from our mammalian ancestors—is responsible for an inborn fear of large reptiles. Prehistoric memories of dinosaurs seep from our subconscious into our impressions of the world, according to this theory, and turn old nightmares into legend.

These fears may have been confirmed in people’s minds whenever they accidentally uncovered fossilized dinosaur skeletons, seemingly real proof that such creatures existed. Some ancient saurians still live, however. The Komodo dragon, a lizard named after the Indonesian island where Westerners first learned of it in 1912, is the living creature that most closely resembles a traditional dragon. These carnivorous monsters may grow to more than 12 feet in length, and can eat large mammals such as goats. They are related to a fairly recently extinct Australian monitor lizard that could reach three times that length. Although they don’t breathe fire or fly, Komodo dragons still present a very formidable appearance and might easily provoke terror-stricken witness reports of dragons if encountered unexpectedly.

Author Peter Costello believes that human craft may have played a role equal to that of nature in reinforcing the idea of dragons. From the early to late Middle Ages, he says in The Magic Zoo, the custom of using giant, fluttering windsock dragons as battlefield banners spread from Asia to Europe. Each banner held a flaming torch to present the daunting illusion of a flying, fire-breathing dragon, and may have helped turn the tide of many medieval battles. At night, in the heat of battle, the billowing figures may have appeared real, and those who lived to tell the tale probably swore they battled dragons.

Dino Games




Late last year, Walt at the Lost World Safari yahoo group posted this treasure trove of information:


I'm putting together a free supplement for dinosaur/prehistoric gaming, and as part of that I'm complied a list of RPGs and miniature games focused on theme. I thought I'd share it here. I should point out these are games where prehistoric beasts are a major element, just not filler. That means several games that do have dinosaurs, but only as occasional monsters, were left out.


Adventures in Jimland (MINI)
Jim WrightSelf-published /2003

Free miniatures game about 19th century African exploration. Dinosaurs abound, and players can specialize in paleontology. The rules can be downloaded at http://nagssociety.com/resources/Jimland/Jimland.htm

(Note I advertised these rules in a post here: http://pauljamesog.blogspot.com/2007/11/adventures-in-jimland.html)


Animal Archives: Prehistoric Animals (RPG)
Jesse Mohn and Aeryn RudelSkeleton Key Games/Blackdirge Publishing/2004

Short D20 bestiaries focusing on overlooked prehistoric animals.Blackdyrge's Templates: Primordial Beast (RPG)Aeryn RudelBlackdirge Publishing/2007D20 guide for turning ordinary animals into evolutionary throwbacks.

Cadillacs and Dinosaurs: The Roleplaying Game (RPG)
Frank A. Chadwick and Mark SchultzGame Designers Workshop/1991

Based on the comics by Mark Schultz, Cadillacs and Dinosaurs is set in a post-apocalyptic world where jungles grow over the ruins of civilizations and prehistoric animals rule the landscape. The game uses the same rules system as Twilight: 2000 and has interesting ideas for mounting wilderness expeditions.


The Complete Guide to T. rex (RPG)
Joseph GoodmanGoodman Games/2002

D20 supplement for roleplaying T. rexes as intelligent characters.


The Complete Guide to Velociraptors (RPG)
Joseph GoodmanGoodman Games/2002

D20 supplement for roleplaying raptors as intelligent creatures, mostly as Native American-types for the company's Broncosaurus Rex setting.


Dinosaur Planet: Broncosaurus Rex (RPG)
Joseph GoodmanGoodman Games/2002

D20 space western set on a planet populated by dinosaurs, some of which have human-like intelligence.


Dinosaur Planet: Broncosaurus Rex: Cretasus Adventure Guide (RPG)
Fred Bush, Joseph Goodman, and Mike RobertsGoodman Games

Adventures for the company's Broncosaurus rex setting.

Dinosaur Planet: Broncosaurus Rex: Dinosaurs That Never Were (RPG)
Gregory DetwilerGoodman Games

Bestiary of dinosaurs that may have evolved had they not died out 65 million years ago.


Eberron: Advanced Dungeons & Dragons (RPG)
Keith BakerWizards of the Coast/2004

Pulp fantasy setting where dinosaurs still roam in many parts of the world.

Forgotten Futures III: George E. Challenger's Mysterious World (RPG)
Marcus L. Rowland/Heliograph, Inc./1994Game setting based on the adventures of Sir Arthur Conan Doyle's scientist-hero Professor Challenger, who discovered a lost world of dinosaurs in South America.

GURPS Dinosaurs (RPG)
Stephen DedmanSteve Jackson Games/1996

Perhaps the most comprehensive roleplaying supplement about dinosaurs so far written. Includes much material reprinted from GURPS Ice Age.


GURPS Ice Age (RPG)
Kirk Wilson TateSteve Jackson Games/1989

Guide to playing in caveman settings, from realistic Ice Age adventures to slapstick.


GURPS Lands Out of Time (RPG)
Steve Jackson Games/200

6PDF supplement for playing B-movie "lost world" adventures, complete with cold-blooded, tail-dragging dinosaurs.

Hollow Earth Expedition (RPG)
Jeff Combos et al.Exile Game Studio/2006

Indiana Jones meets Jurassic Park. Guidebook for playing 1930s pulp "lost world" adventures set inside the earth.


Hollow World: Dungeons & Dragons (RPG)
Aaron AllstonTSR/1990

Campaign setting for the original D&D set inside a hollow world populated with dinosaurs and lost civilizations. Basis for the SEGA Genesis game "Warriors of the Eternal Sun."

Inner-Earth (RPG)
Stephen S. LongHero Games/2000:

Hero System supplement for playing a hollow world adventure.


The Isle of Dread: Dungeons & Dragons (RPG)
David Cook and Tom MoldvayTSR/1981

D&D Adventure set on an island modeled after King Kong's home, Skull Island.


Isle of the Ape: World of Greyhawk (RPG)
Gary GygaxTSR/1985

Yet another Skull Island adventure set in the world of D&D, this one for higher-level adventures than The Isle of Dread.


The Jungles of Chult: Forgotten Realms (RPG)
James Lowder and Jean RabeTSR/1993Short supplement for Forgotten Realms setting describing Chult, a lost world where dinosaurs still roam. The setting is expanded in Lowder's novel, "The Ring of Winter."


Lands of Mystery: Justice, Inc. (RPG)
Aaron AllstonHero Games/1985

Perhaps the most comprehensive supplement ever written about putting together lost world adventures.


Lost Prehistorica (RPG)
Steven Cook and David WoodrumDark Quest Games/2004

D20 supplement for combining traditional D&D gameplay with the prehistoric lost worlds of pulp fiction.


Mammalian Mayhem (MINI)
Chris PeersHLBS Publishing/2000

Miniature safari hunting game with rules for hunting prehistoric mammals.


Primal Codex (RPG)
J.C. AlgerNetherland Games/2001
D20 supplement for playing in primitive settings.


Saurian Safari (MINI)
Chris PeersHLBS Publishing/2002

Rulebook for undertaking dinosaur hunting trips with a Victorian flare.

(Note I advertised these rules in a post here:
http://pauljamesog.blogspot.com/2006/12/lost-world-safari-tours_29.html)


The Savage Empire: Worlds of Ultima (RPG)
Origin Systems/1990Computer

RPG set in the Ultima universe but in a lost valley populated with prehistoric creatures and primitive tribes.


Space: 1889 (RPG) - Naturally!
Frank A. ChadwickGame Designers Workshop/1988

Alternate history game based on the premise that the inner planets of the solar system can all sustain life and are at different stages in biological evolution. Venus is a swamp-covered world filled with dinosaurs while life on Mercury is just starting to make the transition to land.


Sticks & Stones (MINI)
Rob LuskJeff Valent Studios/2008

A miniatures game based on the caveman-and-dinosaur movies of the 1950s and 1960s. Uses the Savage Worlds skirmish rules.


Thrilling Expeditions: Valley of the Thunder Lizard (MINI)
Richard A. Johnson et al.Rattrap Productions/2008

Supplement for .45 Adventure gaming system that allows gamers to play skirmish games in lost world settings. Comes with stat templates for several different prehistoric animals.


Thrilling Places (RPG)
Stephen S. LongHero Games/2006

Supplement for Pulp Hero describing several different locations for adventures to take place, two of them lost worlds.


Thrilling Tales: Dragon Island (RPG)
Walt CeichanowskiAdamant Entertainment/2005

Adventure from the D20 Thrilling Tales system with a giant pterodactyl taking the place of King Kong.


Tooth & Claw (RPG)
JaredSelf-published/2003

Simple rules system that allows players to play as dinosaurs instead of humans encountering dinosaurs.

(Note I advertised these rules in a post here:
http://pauljamesog.blogspot.com/2007/12/tooth-and-clawthe-rpg.html)


Tooth & Claw (MINI)
Chris PeersWargames Illustrated Publishing

A rules system for launching Victorian hunting with prehistoric mammals as the game.

(Note I advertised these rules in a post here:
http://pauljamesog.blogspot.com/2007/11/new-prehistoric-animal-hunting-rules.html)



Torg (RPG)
Greg Gorden and Bill SlavicsekWest End Games/1990

Alternate worlds setting with two worlds based on the lost world genre.


Transdimensional Teenage Mutant Ninja Turtles (RPG)
Erick WujcikPalladium Books

A roleplaying supplement for the TMNT series focusing on time travel and introducing a variety of prehistoric beasts.


Tusk and Tusk II (MINI)
Matthew HartleyIrregular Miniatures/1994 & 1995

Rules for hunting mammoths and other prehistoric creatures.

(Note I made a post about these rules here:
http://pauljamesog.blogspot.com/2008/11/tusk-pics-posted.html


Voyages Extraordinaire (MINI)
Matthew Hartley, Steve Blease and Mike BaumannWessex Games

Rules for playing pulp skirmish games against dinosaurs and other strange creatures.


Many thanks to Walt for his work in compiling this list and sharing it!

ILLITHIDS: THE LEGEND




Colloquially known as "mind flayers," illithids universally elicit images of horror and fear in the minds of surface dwellers and underworlders alike. Illithids shock and repulse other races due mostly to their practice of cephalophagy, otherwise called brain-eating. This abominable habit has such power to appall that the saying, "The 'flayer hasn't eaten yet!" was coined centuries ago to convey hope in the face of near-impossible situations.
An illithid is comparable to a human in height and general build, but it possesses sickly, violet skin that glistens with ubiquitous mucous. Its hands have only three fingers plus a thumb, and its eyes are dead white, seemingly devoid of pupils. Most ominously, an illithid's bulging head contains four grasping tentacles surrounding a circular mouth ringed with many teeth. Illithids generally live in subterranean colonies, as they hate the sun and all creatures that live in its light. Their mental abilities are formidable, and they feed on the gray matter of all other sentient creatures. These mental powers also grant illithids an innate telepathy. They communicate silently, although illithids often punctuate their mental conversations with lashing tentacles.
Mind flayers dress in flowing, dramatic robes and cloaks, and they often sport high, flaring collars and dark hats. Decorations adorn their clothing, most often interpreted as signs of death and despair by their victims. These accoutrements actually signify individual achievement in the psionic sciences and proclaim an illithid's Creed (faction) within its own community.
A race of bastard children, hidden beneath the world by their progenitors, refused to go gracefully into oblivion. Instead, marshaling their strength—and bound together by their mutual hate for their creators—they mastered mentally latent powers resulting from their mutant heritage. Led by the strongest minds among them, illithid and Lugribossk, the mutants rose unbidden and utterly destroyed their creators. These creatures took the name of one of their heroes and spawned the illithid race. —Excerpted from the Astromundi Chronicles.
Though the text remains an interesting source, sages and other scholars have pointed out "suspect" sections of the Astromundi Chronicles. For instance, other sources plainly list the entity called Lugribossk as a proxy of the illithid god Ilsensine. Also, no other source has ever mentioned an individual with the name Illithid; some fanciful storyteller must have created it from "whole cloth." Finally, the proposition that illithids are merely mutant humans seems a rather simple explanation for a host of contrary lore—the least of which is the fact that illithids are hermaphroditic amphibians, while humans are mammals. All in all, this author looks dismissively upon the Astromundi Chronicles' claim to explain illithid origins.
Next, let us look to standard mythological sources. Several creation myths in alternate lands and worlds mention creatures that are no doubt illithids, and some even go so far as to give illithids a definitive origin.
"... and the union of Father Sky and Mother Earth produced robust issue, numberless in diversity and attributes. Each child founded its own abode in the cosmos according to its nature, temperament, and ability; in later epochs other creatures regarded these beings as gods....
In turn, these gods in their vast realms applied desire to the empty spaces within the celestial firmament, forming worlds each according to its own desire. For the first time, the efforts of one god crossed the purposes of another; thus was strife born.
More so than other beings of its ilk, one entity, called Ilsensine by its siblings, strove always to knock down what was raised up, fill what was hollowed, and break what was lovingly fashioned by others; whenever convention was established, Ilsensine strove always against it.
In time, creatures possessed of mortal frames and self-aware, minds appeared within the firmament—the creation of an unnamed deity or the result of a generative impulse of the firmament itself. As was its nature, Ilsensine soon loosed a counter-creation, designed to subordinate, control, and consume all of these mortal races.
Thus it was that the illithid race appeared as a curse upon—and between—the many worlds. —Elven Creation Myth
Certainly the creation myth reprinted here is more in line with origins ascribed to many other races and peoples. Sages cannot deny the existence of a being named Ilsensine residing in the Outer Planes, as described more fully later in this tome. Reliance upon the Ilsensine creation myth as the utter truth relieves seekers from odious searches, translations, and the cross-referencing of abstruse concepts among dusty texts of questionable value. However, an easy route to knowledge does not always guarantee accuracy. Perhaps some element of truth lies in each of the foregoing texts, from which the logical mind can deduce milestones pointing towards the real story.
In any event, one thing is clear: Illithids existed prior to recorded history. Sometime during this hidden incarnation, the mind flayers founded a multiplanar empire.

The Dracolich - 2nd AD&D





The dracolich is an undead creature resulting from the unnatural transformation of an evil dragon. The mysterious Cult of the Dragon practices the powerful magic necessary for the creation of the dracolich, though other practitioners are also rumored to exist.


A dracolich can be created from any of the evil dragon subspecies. A dracolich retains the physical appearance of its original body, except that its eyes appear as glowing points of light floating in shadowy eye sockets. Skeletal or semi-skeletal dracoliches have been observed on occasion. The senses of a dracolich are similar to those of its original form; it can detect invisible objects and creatures (including those hidden in darkness of fog) within a 10-foot radius per age category and also possesses a natural clairaudience ability while in its lair equal to a range of 20 feet per age category. A dracolich can speak, cast spells, and employ the breath weapon of its original form; it can cast each of its spells once per day and can use its breath weapon once every three combat rounds. Additionally, a dracolich retains the intelligence and memory of its original form.


Combat: Dracoliches are immune to charm, sleep, enfeeblement, polymorph, cold (magical or natural), electricity, hold, insanity, and death spells or symbols. They cannot be poisoned, paralyzed, or turned by priests. They have the same magic resistance as their original forms; only magical attacks from wizards of 6th level or higher, or from monsters of 6 or more Hit Dice have a chance of affecting dracoliches. The Armor Class of a dracolich is equal to the Armor Class of its original form, bettered by -2 (for example, if the AC of the original form was -1, the AC of the dracolich is -3). Attacks on a dracolich, due to its magical nature, do not gain any attack or damage roll bonuses.


Initially, a dracolich has the same morale rating as its original form. However, after a dracolich is successful in its first battle, its morale rating permanently becomes Fearless (19 base); this assumes that the opponent or opponents involved in the battle had a Hit Dice total of at least 100% of the Hit Dice of the dracolich (for instance, a 16-HD dracolich must defeat an opponent or opponents of at least 16 total HD to receive the morale increase). Once a dracolich receives the morale increase, it becomes immune to magical fear as well.


The dracolich has a slightly stronger ability to cause fear in opponents than it did in its original form; opponents must roll their saving throws vs. spell with a -1 penalty (in addition to any other relevant modifiers) to resist the dracolich's fear aura. The gaze of the dracolich's glowing eyes can also paralyze creatures within 40 yards if they fail their saving throws (creatures of 6th level {or 6 Hit Dice}or higher gain a +3 bonus to their saving throws). If a creature successfully saves against the gaze of a dracolich, it is permanently immune to the gaze of that particular dracolich.


The attack routine of a dracolich is similar to that of its original form; for example, a dracolich that was originally a green dragon will bring down a weak opponent with a series of physical attacks, but it will stalk more formidable opponents, attacking at an opportune moment with its breath weapon and spells. All physical attacks, such as clawing and biting, inflict the same damage as the dracolich's original form, plus 2d8 points of chilling damage. A victim struck by a dracolich who fails a saving throw vs. paralyzation is paralyzed for 2d6 rounds. Immunity to cold damage, temporary or permanent, negates the chilling damage but not the paralyzation. Dracoliches cannot drain life levels.


All dracoliches can attempt undead control (as per a potion of undead control) once every three days on any variety of undead with 60 yards. The undead's saving throws against this power suffer a -3 penalty; if the undead control is successful, it lasts for one turn only. While undead control is in use, the dracolich cannot use other spells. If the dracolich interrupts its undead control before it has been used for a full turn, the dracolich must still wait three days before the power can be used again.


If a dracolich or proto-dracolich is slain, its spirit immediately returns to its host. If there is no corpse in range for it to possess, the spirit is trapped in the host until such a time -- if ever -- that a corpse becomes available. A dracolich is difficult to destroy. It can be destroyed outright by power word, kill or a similar spell. If its spirit is currently contained in its host, destroying the host when a suitable corpse is not within range effectively destroys the dracolich. Likewise, an active dracolich is unable to attempt further possessions if its host is destroyed. The fate of a disembodied dracolich spirit -- that is, a spirit with no body or host -- is unknown, but it is presumed that it is drawn to the lower planes.


Habitat/Society: The creation of a dracolich is a complex process involving the transformation of an evil dragon by arcane magical forces, the most notorious practitioners of which are members of the Cult of the Dragon. The process is usually a cooperative effort between the evil dragon and the wizards, but especially powerful wizards have been known to coerce an evil dragon to undergo the transformation against its will.


Any evil dragon is a possible candidate for transformation, although old dragons or older with spell-casting abilities are preferred. Once a candidate is secured, the wizards first prepare the dragon's host, an inanimate object that will hold the dragon's life force. The host must be a solid item of not less than 2,000 gp value resistant to decay (wood, for instance, is unsuitable). A gemstone is commonly used for a host, particularly ruby, pearl, carbuncle, and jet, and is often set in the hilt of a sword or other weapon. The host is prepared by casting enchant an item upon it and speaking the name of the evil dragon; the item may resist the spell by successfully saving vs. spell as an 11th-level wizard. If the spell is resisted, another item must be used for the host. If the spell is not resisted, the item can then function as a host. If desired, glassteel can be cast upon the host to protect it.


Next, a special potion is prepared for the evil dragon to consume. The exact composition of the potion varies according to the age and type of the dragon, but it must contain precisely seven ingredients, among them a potion of evil dragon control, a potion of invulnerability, and the blood of a vampire.


If the potion works, the dragon's spirit transfers to the host, regardless of the distance between the dragon's body and the host. A dim light within the host indicates the presence of the spirit. While contained in the host, the spirit cannot take any actions; it cannot be contacted nor attacked by magic. The spirit can remain in the host indefinitely.


Once the spirit is contained in the host, the host must be brought within 90 feet of a reptilian corpse; under no circumstances can the spirit possess a living body. The spirit's original body is ideal, but the corpse of any reptilian creature that died or was killed within the previous 30 days is suitable. The wizard who originally prepared the host must touch the host, cast a magic jar spell while speaking the name of the dragon, then touch the corpse. The corpse must fail a saving throw vs. spell for the spirit to successfully possess it; if it saves, it will never accept the spirit.


If the corpse accepts the spirit, it becomes animated by the spirit. If the animated corpse is the spirit's former body, it immediately becomes a dracolich; however, it will not regain the use of its voice and breath weapon for another seven days (note that it will not be able to cast spells with verbal components during this time). At the end of seven days, the dracolich regains the use of its voice and breath weapon. If the animated corpse is not the spirit's former body, it immediately becomes a proto-dracolich. A proto-dracolich has the mind and memories of its original form, but has the hit points and immunities to spells and priestly turning of a dracolich. A proto-dracolich can neither speak nor cast spells; further, it cannot cause chilling damage, use a breath weapon, or cause fear as a dracolich. Its strength, movement, and Armor Class are those of the possessed body. To become a full dracolich, a proto-dracolich must devour at least 10% of its original body.


Unless the body has been dispatched to another plane of existence, a proto-dracolich can always sense the presence of its original body, regardless of the distance. A proto-dracolich will tirelessly seek out its original body to the exclusion of all other activities. If its original body has been burned, dismembered, or otherwise destroyed, the proto-dracolich need only devour the ashes or pieces equal to or exceeding 10% of its original body mass (total destruction of the original body is possible only through use of a disintegrate or similar spell; the body could be reconstructed with a wish or similar spell, so long as the spell is cast in the same plane as the disintegration). If a proto-dracolich is unable to devour its original body, it is trapped in its current form until slain.


A proto-dracolich transforms into a full dracolich within seven days after it devours its original body. When the transformation is complete, the dracolich resembles its original body; it can now speak, cast spells, and employ the breath weapon of its original body, in addition to having all of the abilities of a dracolich.


The procedure for possessing a new corpse is the same as explained above, except that the assistance of a wizard is no longer necessary (casting magic jar is required only for the first possession). If the spirit successfully re-possesses its original body, it once again becomes a full dracolich. If the spirit possesses a different body, it becomes a proto-dracolich and must devour its former body to become a full dracolich. A symbiotic relationship exists between a dracolich and the wizards who create it. The wizards honor and aid their dracolich, as well as providing it with regular offerings of treasure items. In return, the dracolich defends its wizards against enemies and other threats, as well as assisting them in their various schemes. Like dragons, dracoliches are loners, but they take comfort in the knowledge that they have allies.


Dracoliches are generally found in the same habitats as the dragons from which they were created; dracoliches created from green dragons, for instance, are likely to be found in subtropical and temperate forests. Though they do not live with their wizards, their lairs are never more than a few miles away. Dracoliches prefer darkness and are usually encountered at night, in shadowy forests, or in underground labyrinths.


Ecology: Dracoliches are never hungry, but they must eat in order to refuel their breath weapons. Like dragons, dracoliches can consume nearly anything, but prefer the food eaten by their original forms (for instance, if a dracolich was originally a red dragon, it prefers fresh meat). The body of a destroyed dracolich crumbles into a foul-smelling powder within a few hours; this powder can be used by knowledgeable wizards as a component for creating potions of undead control and similar magical substances.


LINK


LINK

Scorpion Tales






By Arlen P. Walker - 24 APRIL 1987


“As you crest the hill, you see a giant scorpion ahead of you. It is facing away from you, seeming to gaze off into the distance.”


“I’ll put on my ring of invisibility and sneak past it.”


Is this possible? I thought so, until I came across the December 1984 issue of Scientific American. In that issue, Philip Brownell writes about the way sand scorpions detect their prey. Mr. Brownell’s article was not aimed at fantasy gamers, so he didn’t mention giant scorpions nor any of the other concepts which interest referees. Still, we can glean from his article some new ideas which make giant scorpions more interesting.


Scorpions use neither their visual or aural senses to detect their prey. Instead, they use the vibrations of the sand underneath them. Small sensors on their legs pick up and measure the strength of vibrations; a scorpion uses the minute differences in these vibrations picked up by each leg to locate its prey. When the scorpion has determined the distance and direction of its prey, it charges toward it with pincers extended.


Mr. Brownell gives about 30 centimeters as the maximum distance a scorpion can sense vibrations — a normal-sized scorpion, of course. A North American scorpion averages about 5 centimeters in length, which means the maximum detection distance is about six times the scorpion’s length. At a distance of about twice its length, the scorpion is almost perfect in determining both direction and distance to a victim.


Mr. Brownell’s experimental data points to a method for running encounters with giant scorpions. Up to a distance of about three times its length, the scorpion will always move to within a few feet of its target before attacking. If it makes a detection roll (1-90 on percentile dice), and if it rolls a hit against an unarmored foe (AC 10) at the end of its charge, its pincers have bumped against (but not grasped) its foe, and it may attack normally.


If its prey is farther than three times its length, the scorpion will move in the general direction of its prey up to that distance. (Generally speaking, the farther away the prey is, the more tentative the scorpion’s movement toward it will be.) In any case, if the scorpion cannot strike at its prey after it has moved, it pauses for a segment, waiting for another vibration, and reacts to it using the above guidelines. Since the scorpion uses vibrations, rather than sight or sound, to track its prey, it is immune to most camouflaging devices. Invisibility will not even confuse a scorpion, as it attacks only if its pincers have touched its prey by the end of the charge toward the prey’s expected location.


Likewise, tunneling underneath the scorpion gives no protection. The scorpion still realizes a character’s presence and can dig the character out with its large pincers. It seems obvious that a scorpion is almost impossible to surprise by any attacker who travels upon or under the ground.


The scorpion‘s detection ability should be immune to any attacks which directly affect any of the senses except touch, as that is the sense a scorpion’s vibration sensors use. The scorpion’s attack may be slightly affected by blinding attacks (- 1 or -2 to hit, depending on the success or failure, respectively, of the initial detection roll), but sonic attacks should not affect it at all.


If a scorpion is immune to all these things, then what will affect it? It should be penalized 10% on its detection roll for each leg which is missing or crippled, as the loss of sensory data from that leg impairs its ability to locate by vibration. Also, if several adjacent legs are incapacitated, the scorpion will not be able to accurately detect the direction of prey which is at a 90° angle to its missing legs. These ideas about scorpions should make for much more interesting and creative play. A scorpion is the ideal creature for demonstrating to a pesky thief or magic-user that invisibility is a vastly overrated ability.


So, the proper response to the opening situation is:


“The scorpion turns and runs directly toward you, pincers extended and stinger in the air, preparing to strike.”


And the player’s response is . . .
“RUNAWWWAAAYYYYY!!!”

THE ECOLOGY OF CARNIVOROUS PLANTS



*
By Gregg Chamberlain SEPTEMBER 1988
Some plants like green thumbs all too well.
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Giant man-eating plants, like dragons, goblins, and other weird creatures, are staples of modern fantasy fiction and most traditional legends. In the realm of the AD&D® game, official ‘monster plants’ (such as the hangman tree, the choke creeper, and the giant sundew) are representative of the genre. Carnivorous plants are not truly mythical, though the real ones are not as monstrous as fantasy works portray them. The following article explains the ecology of fantasy carnivorous plants based on that of their smaller, factual cousins.
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In the real world, carnivorous plants are represented by the various species of sundews, pitcher plants, butterworts, bladderworts, rainbow plants, waterwheels, pink petticoats, and Venus’ flytraps. In the AD&D game, these carnivorous plants are represented by the giant sundew (Monster Manual II, page 116) and by the giant pitcher plant and the giant Venus’ flytrap (DRAGON® issue #89, .Creature Catalog,. pages C-14 and C-18).
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Most plants with which we are familiar sustain themselves through the process of photosynthesis. Chlorophyll, which is contained in the leaves of the plant and which gives green plants their color, transforms sunlight into chemical energy. This chemical reacts with water (which is absorbed through the roots) and carbon dioxide (which is taken in through the leaves) to produce carbohydrates. These carbohydrates, along with the minerals and trace elements absorbed through the root system, are then utilized by the plant for its growth and development. Mosses, lichens, mushrooms, ferns, and the like are considered lower members of the plant kingdom because they either do not photosynthesize or lack other characteristics of green plants (such as a proper root system, reproduction via seeds, fertilization through pollination, etc.).
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Carnivorous plants belong in the category of green plants, possessing all the requirements for classification as such plus two other traits which take them a step beyond most such plants: the ability to self-reproduce without pollination and (most importantly) the ability to actively prey on insects and other minute animals for food.
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Carnivorous plants are usually found in bogs, swamps, and freshwater marshes. The soil in these environments has a lower content of minerals and elements than is acceptable to most green plants. The lack of nitrogen, phosphorous, potassium, and calcium results from the high acid content of the water, which may be caused by frequent rains that leech minerals out of the soil. In warmer climates, this lack may be caused by a higher rate of bacterial decay which also uses up precious materials needed for plant growth. Plants such as the sundew, pitcher plant, and others have adapted to these poor growing conditions by evolving means for trapping and digesting living prey as supplements to their diets.1
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Despite the broad range of some species of carnivorous plants, they are on the whole limited by their specialization to their ecological niches - acidic bogs, marshes, and certain alkaline marls. In the northern temperate and subarctic regions, sphagnum bogs are a favored habitat. These bogs are the remains of ancient glacial lakes which have gradually become filled with decayed plant and animal remains. The stagnant waters are overgrown with moss and slowly become more acidic. The young bog then becomes the home of pitcher plants, sundews, and bladderworts, with butterworts growing along the sandy parts of the shoreline. A marl bog is formed by the seepage of spring water over a flat surface that has a foundation of limestone deposits. This results in the percolation of calcium carbonate throughout the water, making it more alkaline than normal and producing the same mineral-deficient conditions that exist in acidic bogs. Some pitcher plants and sundews have adapted to marl bogs. In more temperate climates, acidic bogs may develop beside old lakes and sluggish streams and springheads. The movement of water under these conditions is too feeble to prevent stagnation. Here may be found pitcher plants, sundews, and bladderworts. In still warmer areas, savannah or grass-edge bogs form in low, flat, or slightly sloping areas with sandy soil and a high water table. The predominant vegetation consists of grasses, sedges, and widely scattered long-needle pines. Under these conditions may be found pitcher plants, bladderworts, butterworts, sundews, and Venus’ flytraps.
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Besides their restricted habitats (an especially serious problem for the Venus. flytrap, which is confined to savannah bogs), carnivorous plants are threatened by the encroachment of more common green plants as the bog matures. By adapting to the mineral-poor conditions of the bog, carnivorous plants eventually change the bog by increasing the supply of nitrates, phosphates, and other minerals when those plants die and decay. As the acid level drops and the soil becomes richer and sweeter, other plants more accustomed to such growing conditions move in and crowd out the carnivorous plants.
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All flowering plants normally reproduce by cross-pollination of their flowers by insects or the wind.2 Carnivorous plants normally reproduce by this means, but they are also capable of reproducing themselves asexually.
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For instance during pollination, the seeds of the Venus’ flytrap are black and pear-shaped when it reproduces. The Venus’ flytrap’s asexual means of reproduction involves a fleshy, white, underground rhizome that elongates annually and from which new Venus’ flytraps may grow. This underground rhizome also makes it very difficult for fire and other natural disasters to completely destroy the plant. Where temperature conditions are subject to uneven fluctuations (alternating warm and cool spring days, for example), the plant can also reproduce itself by budding. Through this process, the flowers of the plant are replaced by miniature plants which take root around the ‘mother’ and grow normally. As a result, Venus’ flytraps may be found growing in colonies.
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The seeds of the pitcher plant are teardrop shaped and range in color from brown to pinkish gray. Like the Venus’ flytrap, this plant may reproduce asexually by means of a rhizome; resulting in colonies of pitcher plants connected to the mother plant). The giant pitcher plant in DRAGON issue #89 resembles the Australian pitcher plant, which can also reproduce asexually in a manner similar to that of the strawberry plant. The pitcher plant, in this case, possesses a root which acts as a central node for its thick, branching roots. Some of these roots form foliage leaves above ground in the shape of a rosette. In the fall, a pitcher plant embryo forms around the center of these rosettes. As the embryo grows, the runner leaf stalk lengthens, taking the embryo away from the mother plant. Soon, the leaf stalk ceases growing and the embryo plant rests on soil where it takes root.
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The sundew’s seeds are black and elliptical. Sundews living in the northern parts of the world or in mountainous climes form hibernacula to survive the winter. A hibernaculum is a small, tight, spherical cluster of budlike young leaves that are hairy in appearance. The butterwort also shares this feature. Similarly, the hangman tree’s taproot, which allows it to survive the winter, may be a further modification on the use of the hibernaculum.
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The trapping season for carnivorous plants generally runs from spring until the middle of autumn and the winter dieback. Trapping methods among the carnivorous plants fall into either active or passive traps. Among the active traps are the beartrap variety, used by the Venus’ flytrap and the waterwheel plant, and the trapdoor of the bladderwort. Less complex are the passive traps used by sundews, butterworts, and rainbow plants; these plants secrete a type of mucilage to form a sticky ‘flypaper’ trap to ensnare their victims. The simplest trap is the passive pitfall used by the many species of pitcher plants.
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The traps themselves are actually leaves that have been so modified by evolution that they are now barely recognizable as leaves. All the carnivorous plants, except for primitive species of pitcher plant, have developed digestive glands within these leaves. These glands secrete a mild enzyme to aid the breakdown and absorption of nutrients from the plant’s victims. In the case of the flypaper variety of carnivorous plants, the leaves have also developed glands to produce and secrete the mucilage used in the trap.
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How did these traps evolve, and how do they work? All plants have tropisms - reactions to particular stimuli - that help them find water, light, and nutrients; tropisms also help the plants avoid noxious substances and conditions. If seeking or avoiding something, a plant can control the growth of its cells and alter the direction of such growth by increasing and decreasing cell growth on either side of the plant. For example, the mimosa plant can fold up its leaves whenever certain insects approach with the intent of eating the leaves. For most carnivorous plants, this controlled cell growth is accelerated to the point where the plant’s movements are faster than the eye can track.
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In the case of the Venus. flytrap, prey is attracted to the plant’s trap either by the red color on the inside of the trap-leafs lobes (which resembles raw meat) or by the scent of nectar produced by glands along the edge of each lobe. (All carnivorous plants have nectar-producing abilities and, except for the waterwheel and the bladderwort, use scent as a lure.) Within the trap are six trigger hairs arranged in triangular groups of three on each lobe. The victim must brush two of the trigger hairs or one trigger hair twice in order for the plant to react. The first brushing of a trigger hair causes an electrical impulse to be stored in the leaf tissue, readying the trap. The second brushing sends a second impulse that causes the outer cells of the lobes to grow an additional 25%, thus causing the trap to close.
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This growth spurt is very rapid; closure time for flytraps has been clocked at one twentieth of a second. During cool weather, when the plant’s reactions have slowed, the spikes that fringe the edges of the leaf lobes help contain the prey until the trap is fully closed.3 When fully closed, cell growth in the lobes continues, forcing the lobes together, pushing the air out of the trap, and squeezing the prey. To open, the inner cells of the leaf lobes grow an additional 25%, thus forcing the lobes to move apart from each other. The traps are capable of opening and closing several times a day; thus, rapid growth of individual traps is possible.
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Venus’ flytraps can survive periodic flooding, when their traps catch food in the form of insect larvae, tadpoles, and the like. A good-sized meal for the plant results in an overall growth spurt. The Venus’ flytrap is capable of distinguishing between edible and inedible objects placed within its traps; it is also able to judge the size of objects so that it doesn’t waste time on puny prey or things which it can’t eat (as is also true for the giant Venus. flytrap).
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The same principle of controlled cell growth permits the sundew to curl its armlike leaves around insects held helpless in the plant’s glue. It also allows the butterwort to curl the edges of its trapping leaves to form a cup to hold digestive juices used for drowning prey that succumbs to the lure of its sticky surfaces.
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Sundews, butterworts, and rainbow plants, by utilizing their mucilaginous surfaces to trap insect prey, are merely taking defenses used by plants a step further. Consider the South African roridgula, which has developed a carpet of sticky hairs over its stems and leaves as a defense against insect pests. The roridgula has also developed a symbiotic relationship with species of ambush bugs and spiders. Both of these creatures make their homes among the sticky strands of the plant and feast on insects caught by the glue.4
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The pitcher plant may have been the first carnivorous plant to evolve because its method of catching prey is the simplest of all: a pitfall trap formed by the plant’s leaves, which have grown together so that water collects in the bottom of the pitcher and drowns whatever falls in. An intermediate stage in the evolution of the pitcher plant can be seen in the common teasel plant, whose cuplike leaves grow together around the stem, allowing water to collect and form miniature pools that protect the plant against insect pests crawling up the stem. The pitcher plant took this means of defense and evolved it into a means of trapping prey.
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The more primitive species of pitcher plant rely on natural decay to break victims down into necessary nutrients for the plants to absorb. Other species of pitcher plant have developed digestive glands and wetting agents in the water inside the trap which help waterlog the victim and hasten drowning. There is some speculation among botanists that the nectar of the plant may contain a narcotic; this increases the likelihood that exploring insects fall in due to drunkenness.5
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Fantasy carnivorous plants (i.e., the hangman tree and others) are higher on the evolutionary ladder than the common species of such plants. This higher evolutionary status may range from simple giantism without drastic departures from the original plant (as in the case of the giant Venus. flytrap) to improvements on the original plant design (as in the case of the giant pitcher plant which, in addition to giantism and heightened tropic senses, has great, long tendrils for snaring and drawing prey into its stomach).6
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The carnivorous plants in the AD&D game world have further developed alternative methods of catching prey, as is evidenced by the tri-flower frond, the man-trap, and the bloodthorn. The triflower frond and the man-trap use their pollen as both a lure and a drug to entice and kill their victims, much as actual carnivorous plants utilize their nectar as an insect lure (and as the pitcher plant might use narcotic nectar).
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The bloodthorn has taken two characteristics of plants - thorns as a means of defense, and the principles of capillary attraction (which enable plants to feed themselves) - and has combined these into a unique means of attacking prey and feeding on it. Capillary attraction is the tendency for liquids confined in small tubes to rise up through the tubes as a result of surface tension. An example of capillary attraction is shown by placing a straw in a glass of water. Surface tension draws the water up the straw from the open bottom until a balance is achieved and the water ceases to rise. If straws of different diameters are placed in the same glass, the water will rise higher in narrower straws than in wide ones because of the differences in surface tension.
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Two types of tissues are involved in a plant’s use of capillary action and attraction: xylem and phloem. Xylem is the woody tissue that provides support for the plant, much in the same way that skeletons provide support for animal bodies. The cells in xylem, through capillary action and attraction, absorb the water and minerals taken in by the roots and move them up to the leaves for photosynthesis. This process in turn creates the food material that is transported throughout the plant by the phloem tissues through capillary action and attraction.
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In the bloodthorn, the phloem tissues connect directly with the plant’s hollow thorns. When a successful strike is made by the plant, the liquid blood of the victim rises into the narrow opening of each thorn tip and is absorbed by the phloem cells. By devising a method of feeding directly on the already-dissolved nutrients in its victims. life fluids, the bloodthorn has bypassed the need to develop digestive glands like other carnivorous plants.
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Some of the species of fantasy carnivorous plants have evolved forms of vegetable musculature similar to octopus tentacles (the giant pitcher plant being the most obvious example). This has allowed some plants, such as the giant sundew, to become mobile and so increase their chances of survival by allowing movement from one location to another as an environment becomes unsuitable for them.
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The development of musculature in fantasy carnivorous plants presumes also the possible development of some form of nervous system. An increasingly complex nervous system allows the evolution of intelligence, such as typified by the semi-intelligent giant sundew. Intelligence is a survival trait; the greater a plant’s intelligence, the greater its chance of continuing as a species. In AD&D game terms, such intelligence may rise high enough to permit the development of a moral sense and an alignment other than the neutrality typical of lower animals and plants.
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Both the hangman tree and the black willow are, at present, the only carnivorous plants in the AD&D game universe that deviate from an absolutely neutral alignment.7 The tendency of both towards evil in their alignments may be due to the low level of intelligence ascribed to the plants (the black willow, though capable of possessing greater than average intelligence, does not use this intelligence to the best advantage). Creatures of low intelligence that do not possess the wisdom to control their impulsive actions tend to act to satisfy their immediate desires without consideration for others. This lack of control can also hinder the efficient application of high intelligence.8
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The hangman tree has sufficient intelligence to learn and speak the common tongue . albeit haltingly (a feat the black willow hasn’t yet accomplished).9 Nevertheless, the deception abilities of both the hangman tree and the black willow are limited, with the hangman tree using hallucinatory perfume and the black willow using its aura of drowsiness). Neither plant uses even small treasure items as a lure, possibly because they themselves are uninterested in gold and the like. Even the killer mimic is smart enough to realize it has a better chance of attracting prey by disguising itself as some valuable object.
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It is fortunate for adventurers that these trees, the highest forms of carnivorous plant presently known, are more cunning than clever; if it were otherwise, PCs might encounter these trees more often and more to their detriment. However, adventurers should be concerned by the hangman tree’s development of magic resistance as a survival trait. If the trend towards greater intelligence in fantasy carnivorous plants continues, future species of carnivorous plants may very well use spells to hunt their prey.
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Footnotes
1. Carnivorous plants, because they have retained their abilities to photosynthesize, can live a ‘meatless’ existence; during these periods, however, their growth is slower than usual and may even be stunted. As a result, a carnivorous plant that has gone through some lean times may be only one-half to three-fourths normal size, with corresponding reductions in hit dice and damage.
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2. AD&D game carnivorous plants may still be capable of reproducing this way through pollination via species of giant bees, wasps, and so forth, as well as via the normal smaller species of these insects. Seeds from carnivorous plants, though, are best harvested in the fall season. After the plant is destroyed, PCs may gather up to 2-20 seeds in perfect condition, undamaged by the battle. If PCs employ nonpoisonous means to subdue a plant peacefully, the number of useable seeds recoverable may be doubled.
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3. In issue #89’s version of the Venus’ flytrap, the ‘teeth’ that fringe the edges of the lobes act to trigger the trap and prevent the prey from escaping before the trap is fully closed.
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4. Such a symbiotic relationship might exist between the AD&D game’s giant sundew (or other sessile carnivorous plants) and certain large insects or other creatures. These creatures may lure prey within the plant’s reach in exchange for scraps from the plant’s feeding; they may also find a safe home with immunity from the plant’s attack.
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5. The giant pitcher plant may have retained the narcotic qualities of its nectar. Thus, those characters that fall prey to the plant may become unconscious from the fumes inside the plant’s stomach. Characters should save vs. poison each round they are inside the plant. Failure results in unconsciousness lasting until the victim is either consumed or removed from the plant. In the latter case, the victim remains unconscious for an additional 1-6 turns. After regaining consciousness, the victim suffers slowed reactions for 3d10 rounds, with all attacks, defenses, reactions, and dexterity bonuses at -1.
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6. Popular belief has it that certain real species of pitcher plants are able to close off the mouths of their traps with their hooded leaves, preventing victims from escaping. The giant pitcher plant may have evolved the ability to actually seal off its mouth opening. Characters who attempt to open these coverings must be able to brace themselves and successfully roll their bend bars/lift gates chances.
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7. The zygom also deviates from absolute neutrality due to its evil nature, although it cannot be rated on a scale of intelligence. The zygom has been excluded from discussion for the latter reason. Furthermore, while the Monster Manual II states that the zygom prefers living flesh and blood for sustenance, it does not actually hunt prey. Instead, it lives a parasitic existence on any host body it finds.
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8. Since both the black willow and the hangman tree are members of the plant kingdom, perhaps they cannot truly be judged by human standards. They prey on animals (including humans) for food just as many animals prey on plants for food. (Such relativistic hairsplitting is best left to philosophers and sages.)
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9. One of the knotlike protuberances on the hangman tree which usually serves as a sensory organ for the tree may have evolved a primitive vocal apparatus. This may also explain the halting nature of the plant’s speech, as the tree draws in and stores air in the knot, later expelling it in brief blasts of vocalization.