Herbalism in Faerun in Not Forgotten Realms | World Anvil

Herbalism in Faerun

Травничество в Забытых Королевствах

  Herbalism is the art of distilling and combining plants, fungi, and other natural materials to create salves, ointments, and potions that heal and enhance a character’s natural abilities. While some of the ingredients used in the most powerful concoctions may have magical properties, most herbalism is done using natural and mundane components. An herbalist is a master of finding and identifying plants with special properties, and knows which herbs to gather and prepare for the desired effects.  

Incorporating Herbalism into Your Campaign

  As with all additional rules, it is up to the DM to decide if and how they would like to incorporate Herbalism into their campaign. These rules assume that anyone can use the Herbalism rules, but that characters with certain proficiencies and class abilities are simply better at it. As the DM, you may restrict the use of herbalism to characters who are proficient in the relevant skills or only to those who have the Herbalist feat.  

Creating a Concoction

  There are three steps to creating an herbalist concoction. First, you must gather the ingredients. Then, you must prepare and combine the ingredients to create the concoction. Finally, the concoction must be properly applied to take effect. Each of these steps is a distinct action. The details of each step is listed along with the concoction’s entry. You can find a list of concoctions at the bottom of this page.  

Gathering Ingredients

  Finding herbs is a matter of both training and circumstance. Many herbs grow only in specific climates and conditions, and it takes a trained herbalist to locate such herbs with any reliability.   Searching for ingredients takes one hour. This typically requires a Wisdom (Survival) check, though the specific check required and difficulty will be given along with each concoction. Collecting the specimen without damaging it requires an additional check, using the skill and DC listed. Once an ingredient has been harvested in a specific region, the DC to collect additional specimens increases by 5 for the next week. In high traffic areas, such as along a primary trade route or within a day of a town, the DC is permanently increased by 5. This effect is cumulative, making the harvesting of large quantities of rare herbs very difficult.   Once picked, ingredients only remain fresh enough to use for a short amount of time. If an ingredient remains unused for more than one day, it loses potency and becomes worthless. A character proficient with an herbalism kit may spend one hour preserving the ingredients. This increases the amount of time the ingredient will remain fresh by 1d+6+1 days.  

Other Ingredients

  Some concoctions, particularly salves and powerful potions, may require ingredients that cannot simply be gathered from nature. These will be listed below the concoctions ingredient list, and will include information about their cost and rarity (if they can be purchased) or what type of creature they can be harvested from.   If the ingredient can be harvested from a creature, the list will al, so include information about where that type of creature can be found, the creature’s DC, and the Wisdom (Survival) check required to locate the creature. As most creatures are not fond of donating their eyes, kidneys, or other organs to a party of strangers, harvesting the ingredient typically requires slaying the creature in question.   Anyone proficient in Survival is able to harvest an organ from a deceased creature without damaging it, though the DM may require a Wisdom (Survival) check to harvest particularly fragile organs, such as eyes, heart, or brain, without damaging them beyond the point of being usable.   Like other ingredients, those harvested from creatures quickly rot and spoil if unused. If they remain unused for more than one day, they begin ro rot and become worthless, though refrigeration or storage at cold temperatures extends this for an additional 1d4 days. A character proficient in Nature or alchemist’s kits may spend one hour preserving the organs. They may make a DC 10 Wisdom check to increase the amount of time the ingredient will remain fresh by 1d4 days.   Preparing and Combining Ingredients   The actual process of preparing and combining ingredients varies widely by concoction. Some salves can be created fairly quickly, by simply mashing the ingredients together with a mortal and pestle, while potions and infused oils may require hours of boiling to get the required purity. Each concoction will include a list of processes, as well as time and the DC for the skill checks, required to successfully complete the step.   A failed check may be attempted again. However, if at any point the check fails by more than 5, the ingredients used in that process are ruined and you must begin that particular process again from the beginning.   Once crafted, a concoction remains potent until used.  

Applying Concoctions

  The application of concoctions varies widely depending on the specific type. Some concoctions require nothing more than an action or bonus action to use. Others require more time and may also call for a specific skill check to receive the concoction’s full effect.   Once a concoction has been applied, the effects may be immediate or gradual. The effect of a concoction will be described in the concoction’s entry.  

Concoctions

  Ghoststrike Oil   Daylight Bag   Silverbrew   Devil Smoke   Salve of Major Healing   Salve of Minor Healing   MERENTHE:   This purple-black, opaque watery liquid tastes something like raw avocados or eggplant, and when ingested or insinuated, is a potent sleep-inducing drug that can bring "easy slumber" regardless of pain or nausea. It has no known side-effects except entirely quelling snoring, teeth-gnashing, and body movements during sleep, is effective on all known intelligent mammals, and the amount of the dose directly affects the length of slumber. It works very swiftly, and when "passing off" causes swift awakening with little or no drowsiness.   Merenthe is much used in healing, to keep wounded persons immobile, but also serves to more easily "govern" or "master" prisoners, flight risks, and formidable foes, and to disable sentinels without harming them.   The secrets of its making are widely-known in Calimshan, known to a few in the Vilhon, the Tashalar, Amn, and Waterdeep, and little known elsewhere (where prices are high; typically 60 to 80 gp for a standard-sized potion vial, which if entirely imbibed at one sitting by an average-sized adult human male will cause about 5-and-a-half days of slumber).   Merenthe first became popular as the main thing sold by the Calishite "witch" Merenthe lyrdril, some three centuries ago. It is known to be a distillate of at least three ingredients, one of which is a powdered low-value (fairly common) gemstone, and two of which are plants; for one of those, merenthe uses the crushed and boiled leaves.   Merenthe is effective when mixed with some alcoholic beverages, but not all. It works in combination with all other beverages (though dilution of course alters the length of its efficacy). Cooking beyond certain temperatures destroys its effects, so it can only be hidden in some foods.   SARSSON:   This common, little-known herb has broad, short yellow leaves. It grows very close to the ground, as a "carpet" ground cover, in wet tropical regions (jungle, riverbanks, marshes, bogs) aboveground, and damp warm (near volcanic) caverns underground. It has a strong peppery, lemony taste, and can be used to make foul water palatable (not safe, just more pleasant in taste) and to complement meat; it "enlivens" uncoagulated blood on contact to bring forth a vivid, strong taste that some creatures (such as giant striders and certain carrion birds, like gorcraws) find irresistible.   TANGLEMOSS:   This lush, soft, green ground-covering moss resembles miniature pine boughs in configuration (needles sprouting from a stem), but is soft and delicate, sometimes being visually mistaken for dill and other "lacy frond" herbs and plants. Its name comes from its natural tendency to twine around ("entangle") other vines, roots, and plants without strangling (killing) them, but firmly anchoring itself. It doesn't "tangle" creatures, however small; its name is derived from its firm adherence to underlying rock or earth, and hence its usefulness, and tendency to flourish, in high-traffic areas such as paths, roads, and drainage spillways.   Tanglemoss is found everywhere north of the southern border of Tethyr, though it is rare in Amn outside of mountainous areas, and the Vilhon and everywhere north of that; the warmer prevalent climate of more southerly lands causes it to grow only in small, sickly brown clumps that soon wither and die. Dried tanglemoss is used as packing and insulation, because it doesn't crumble and disintegrate for more than a season after death, but it has no other known uses. An old Moonsea North saying refers to someone in poverty as being "down to dining on tanglemoss soup.   GLOWMOSS:   This once-common, but now increasingly rare due to over-harvesting moss absorbs heat and light energy, and glows softly in dim or dark conditions.   Its soft radiance is usually an amber-white or greenish-white hue (the exact colour is influenced by the mix of minerals the growing moss is in contact with), and it can be "fed" to keep it alive with moisture, salt (so, sea-breezes make it flourish) and light (torchlight and "cold magical glows" benefit it as readily as sunlight). Formerly much used as a light source in dark interior rooms by being hung in clumps in cages, its increasing rarity has led to this custom falling out of popularity.   Owners of glowmoss who understand its needs can readily illuminate a dwelling or structure by moving clumps of glowmoss from interior ceiling "light cages" to sunlit outdoor "reviving" locations, and back again, on a cycle that involves at least two tendays at a stretch of normal daytime periods of sunlight, and some water. Glowmoss need not be anchored on anything to grow or flourish. No known creatures find it edible, which has led some insects to lay eggs in it; to keep their homes from being infested by larvae falling out of glowmoss, most glowmoss users simply soak the glowmoss in buckets of water, agitate the moss vigorously by hand, and then hang it to drip dry before indoor, "in the cage" use.   SWORD-SHE: Female mercenary. This term is generally applied to individuals who make their living as hireswords and advertise this fact, and tends to be most often used by humans, when speaking of good-looking female humans, or females of forceful personality.   -THO 29/7/10, clarifying above   Tanglemoss doesn't do well in more southerly lands than Tethyr because of climate, but can be found in all more northerly areas (though it's rare east of The Sea of Fallen Stars, where other plant varieties crowd it out, and is sparse in Amn for unspecified reasons).   And yes, merenthe is a drug in the sense that it's a subtance deliberately taken to alter bodily processes and/or symptoms. It isn't addictive, however, so there's no "withdrawal" or craving or addiction, or behaviours associated with such.  

MERENTHE

  This purple-black, opaque watery liquid tastes something like raw avocados or eggplant, and when ingested or insinuated, is a potent sleep-inducing drug that can bring "easy slumber" regardless of pain or nausea. It has no known side-effects except entirely quelling snoring, teeth-gnashing, and body movements during sleep, is effective on all known intelligent mammals, and the amount of the dose directly affects the length of slumber. It works very swiftly, and when "passing off" causes swift awakening with little or no drowsiness.   Merenthe is much used in healing, to keep wounded persons immobile, but also serves to more easily "govern" or "master" prisoners, flight risks, and formidable foes, and to disable sentinels without harming them.   The secrets of its making are widely-known in Calimshan, known to a few in the Vilhon, the Tashalar, Amn, and Waterdeep, and little known elsewhere (where prices are high; typically 60 to 80 gp for a standard-sized potion vial, which if entirely imbibed at one sitting by an average-sized adult human male will cause about 5-and-a-half days of slumber).   Merenthe first became popular as the main thing sold by the Calishite "witch" Merenthe lyrdril, some three centuries ago. It is known to be a distillate of at least three ingredients, one of which is a powdered low-value (fairly common) gemstone, and two of which are plants; for one of those, merenthe uses the crushed and boiled leaves.   Merenthe is effective when mixed with some alcoholic beverages, but not all. It works in combination with all other beverages (though dilution of course alters the length of its efficacy). Cooking beyond certain temperatures destroys its effects, so it can only be hidden in some foods.  

SARSSON

:   This common, little-known herb has broad, short yellow leaves. It grows very close to the ground, as a "carpet" ground cover, in wet tropical regions (jungle, riverbanks, marshes, bogs) aboveground, and damp warm (near volcanic) caverns underground. It has a strong peppery, lemony taste, and can be used to make foul water palatable (not safe, just more pleasant in taste) and to complement meat; it "enlivens" uncoagulated blood on contact to bring forth a vivid, strong taste that some creatures (such as giant striders and certain carrion birds, like gorcraws) find irresistible.  

TANGLEMOSS

:   This lush, soft, green ground-covering moss resembles miniature pine boughs in configuration (needles sprouting from a stem), but is soft and delicate, sometimes being visually mistaken for dill and other "lacy frond" herbs and plants. Its name comes from its natural tendency to twine around ("entangle") other vines, roots, and plants without strangling (killing) them, but firmly anchoring itself. It doesn't "tangle" creatures, however small; its name is derived from its firm adherence to underlying rock or earth, and hence its usefulness, and tendency to flourish, in high-traffic areas such as paths, roads, and drainage spillways.   Tanglemoss is found everywhere north of the southern border of Tethyr, though it is rare in Amn outside of mountainous areas, and the Vilhon and everywhere north of that; the warmer prevalent climate of more southerly lands causes it to grow only in small, sickly brown clumps that soon wither and die. Dried tanglemoss is used as packing and insulation, because it doesn't crumble and disintegrate for more than a season after death, but it has no other known uses. An old Moonsea North saying refers to someone in poverty as being "down to dining on tanglemoss soup.  

GLOWMOSS

:   This once-common, but now increasingly rare due to over-harvesting moss absorbs heat and light energy, and glows softly in dim or dark conditions.   Its soft radiance is usually an amber-white or greenish-white hue (the exact colour is influenced by the mix of minerals the growing moss is in contact with), and it can be "fed" to keep it alive with moisture, salt (so, sea-breezes make it flourish) and light (torchlight and "cold magical glows" benefit it as readily as sunlight). Formerly much used as a light source in dark interior rooms by being hung in clumps in cages, its increasing rarity has led to this custom falling out of popularity.   Owners of glowmoss who understand its needs can readily illuminate a dwelling or structure by moving clumps of glowmoss from interior ceiling "light cages" to sunlit outdoor "reviving" locations, and back again, on a cycle that involves at least two tendays at a stretch of normal daytime periods of sunlight, and some water. Glowmoss need not be anchored on anything to grow or flourish. No known creatures find it edible, which has led some insects to lay eggs in it; to keep their homes from being infested by larvae falling out of glowmoss, most glowmoss users simply soak the glowmoss in buckets of water, agitate the moss vigorously by hand, and then hang it to drip dry before indoor, "in the cage" use.   -THO 29/7/10, clarifying above   Tanglemoss doesn't do well in more southerly lands than Tethyr because of climate, but can be found in all more northerly areas (though it's rare east of The Sea of Fallen Stars, where other plant varieties crowd it out, and is sparse in Amn for unspecified reasons).   And yes, merenthe is a drug in the sense that it's a subtance deliberately taken to alter bodily processes and/or symptoms. It isn't addictive, however, so there's no "withdrawal" or craving or addiction, or behaviours associated with such.  
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Арканическая ботаника

  by Scott Noel, Dragon #357 A potential cultivator can successfully plant a seedling with a Knowledge (nature) or Profession (gardener) check at the list DC. After that, most plants require regular care in the farm of an additional check (at the same DC) at the listed interval. Failing one check results in a penalty (in most cases) on the next check. Failing two checks in a row results in the plant's death. The following table lists the DCs, time Intervals, and resultant penalties of all the plants in this article. Some particularly robust plants (such as year-old orevine and glowvine) do not require constant care, Other plants have special rules regarding their cultivation and care, as listed under their individual descriptions. Magic courses through and shapes the Great Wheel and all its many worlds, giving rise to no end of wondrous life. Dragons, basilisks, unicorns, and myriad other magical creatures populate the vast and varied existences. Yet, magic's effect on life is not limited to the animal kingdom. In many ways, the natural and magical evolution of flora from mystical energies is more important than the evolution (forced or natural) of fauna. For while arcane mutation has produced a host of interesting monsters, the combination of magical energies and plants has enhanced commerce, created new tools, and in some inhospitable regions even allowed life to thrive. Many different specialties exist within the study of arcane botany, although all of them divide into one of two schools of scholarly thought: the study and cultivation of plants from other planes and the application of magical development to mundane Material Plane plants. Planar The fields and forests (or their equivalents) of the various planes are rife with life: life that creatures of flesh and bone might never understand, but life nonetheless. Plants from other planes (even those that appear identical to those of the Material Plane) prove difficult to keep alive when transported from their native realities. The few described here, although extremely rare, are understood well enough for sages, scholars, and planar botanists to attempt their upkeep. The following selections, while representative, reflects only a tiny fraction of naturally occurring planar plants.

Djinn Blossoms

First recorded on the Material Plane in the annals of the elven bard Kyravahne Rhylfahne, djinn blossoms often appear as part of the floral arrangements at royal wedding ceremonies. Djinn blossoms now serve as one of the more common arcane exotics cultivated for display in elven courts. The mature plant resembles a large fern with branches like those of a quince emerging from between the fernlike fronds. On the Elemental Plane of Air these plants grow to truly enormous sizes, forming the foundation for the floating islands many creatures use as homes. On the Material Plane, the largest djinn blossoms documented grow to roughly 5 feet in diameter (although some sages claim to have raised specimens with diameters of almost 10 feet). Djinn blossoms maintain a strong link to their home plane and, as a result, a perpetual light breeze surrounds them. Rich with the lilac-like scent of the djinn blossom's flowers, these zephyrs form the principal reason the plant remains cultivated. Although the djinn blossom's perfume makes it popular, some cultivators prune the plant in a manner that prevents it from maturing. The stunted plant that results, (sometimes called a djinn fern) looks like a lush tropical fern and takes on a slightly bluish hue. Like djinn blossoms, these plants emit mild breezes in all directions. The winds of the stunted djinn ferns, however, lack scent. Wearing a plucked djinn blossom flower provides a +2 bonus on all saves to resist inhaled poisons, toxic gases, and magical spells and effects that rely on gases, clouds, or fogs (such as cloudkill). In addition, the djinn blossom can be made into a perfume with a successful DC 20 Craft (alchemy) check. This perfume grants a +2 bonus on all Charisma-based skill checks. Both a plucked blossom and a dose of perfume last for 24 hours after application. A djinn blossom grows to its full size in roughly a year, after which time it requires even more careful tending and pruning, lest it shifts back to the Elemental Plane of Air. A gardener caring for a mature djinn blossom (or djinn fern) must continue to make a check every month, with two failures in a row resulting in the plant returning to the Elemental Plane of Air. Provided a djinn blossom is cared for properly it can live for centuries. A healthy mature djinn blossom sells for 3,000 gp (a djinn fern for 2,000 gp). A djinn blossom bulb sells for at least 10,000 gp and can produce 1d4+2 plants. A dose of djinn blossom perfume costs 400 gp. Nahre Lotus Said to be the most coveted of all magical plants, these gorgeous water lilies originally appeared on the Material Plane near a place known as the Nahre Wastes (hence their name). The roots of a Nahre lotus reach into the Elemental Plane of Water and draw fluid across the planes to flow out of their blossoms. A healthy, mature Nahre lotus draws water through to the Material Plane at rates of up to 50 gallons per day. The sultans of Nahre cultivate these precious plants in gigantic reflecting pools carved from polished marble. These pools, and the pure sweet water produced by the mystic plants they host, are the source of life for many in the desert wastes. A Nahre lotus looks very much like a lotus or water lily. The broad leaves of the Nahre lotus stretch approximately 3 feet long and 2 feet across at their widest point, and its blossoms frequently reach the size of a man's head. The leaves are emerald green and refract light much like gently moving water. The petals on the Nahre blossom, which has no stalk but rather rests directly on the leaves, are a brilliant pink and gold, like clouds during a tropical sunset. Cultivation of the these plants requires abundant light and large pools of water (at least 100 gallons per plant). Transporting a Nahre lotus between pools requires another check which, if failed, results in the death of the plant. A dead Nabre lotus left in water for an hour or more creates a blight deadly to other plants (including plant creatures) but only mildly unpleasant to nonplant creatures. The blight functions like a poison that only affects plants (contact; Fort DC 12; initial damage death, secondary damage 2d6 Con) and loses its potency seconds after the dead lotus is removed. A well-tended Nahre lotus can live up to 150 years. Because of its ability to produce limitless pure water, a healthy and successfully installed mature Nahre lotus plant sells for 10,000 gp. Even an untested seedling or ailing mature plant sells for 500 gp. A dead Nahre lotus plant sealed in a glass vial filled with water (used as a grenadelike weapon against plant creatures) sells for 200 gp. Orevine Similar in color and appearance to certain varieties of wine grape, the source plant for orevine originated on the Elemental Plane of Earth. That progenitor cutting, modified over scores of generations by magical alteration and selective breeding, eventually produced the various strains of orevine known today. Orevine plants send incredibly fine roots through stone and earth to find specific metals. Some say the orevine even reaches across the multiverse to tap into veins that exist only on other planes. A vine draws on the metal to which it is keyed, in much the same manner that nonmagical plants feed on nutrients in the soil around them, concentrating the metal in the fibers of the plant. When harvested, the plant easily gives up the metal within it. Most strains of orevine concentrate the extracted metal in the fruit or vine, while a few species collect the ore in the sap (the harvesting of which frequently leads to the plants' death). Orevine cultivation is extremely difficult, making it a relatively rare endeavor even among the ranks of arcane horticulturists. If the target mineral does not exist in even trace quantities within 100 feet of the plant, it withers and dies within a week. In order to survive and extract metals, the orevine requires water and sunlight. Extracting the metal from an orevine plant requires a DC 20 Knowledge (nature) check to do so without killing it. A cultivator can extract the metal once per month and then burn away the harvested portions of the plant to expose the pure metal (worth 20% of the plant's value). An orevine plant extracts all available metal within reach in 3d6 months. An orevine plant keyed to a base metal (copper or iron) sells for 2,000 gp and produces 400 gp of metal in a month, a cutting keyed to a precious metal (silver or gold) sells for 5,000 gp and produces 1,000 gp of metal in a month, and a vine keyed to an ultra-rare metal (platinum, mithral, or adamantine) sells for 10,000 gp and produces 2,000 gp of metal in a month.

Salamander Orchids

Dwarven emissaries to the City of Brass on the Elemental Plane of Fire first discovered these gorgeous plants an the palace gardens of the efreeti scholar Azzyx Sahladyn Ybn Rhajafadyl. Since then, the plants have appeared infrequently within the largest dwarven holds or salamander warrens on the Material Plane. Similar in form to many types of cattleyas orchids, the stalks and leaves of a salamander orchid are composed of red-hot brass, which support blossoms of gold and crimson flame. The completely smokeless flame of the salamander orchid draws all of its energy from the Elemental Plane of Fire and so does not require fuel. A single salamander orchid emits the same amount of light and heat as a torch. The flame blossom of the salamander orchid moves and shifts like all fire, but more slowly, in an almost liquid dance (rather than the snapping of normal flame). Because of its tie with the Elemental Plane of Fire, a salamander orchid blossom reduces the cost of creating a flaming or flame burst weapon by 500 gp and 100 XP. Coaxing a salamander orchid to survive on the Material Plane is best pursued as a labor of love, for it is both exceptionally costly and exceedingly difficult. To survive on the Material Plane, a salamander orchid requires a vial's worth of highly refined oil costing 25 gp once per month. Handling the plant requires special instruments that can withstand the plant's heat, similar to a blacksmith's tools. If a salamander orchid is handled without such equipment the handler takes 1d6 points of fire damage every round. Salamander orchids are extremely valuable to those who collect exotic plants. A single healthy mature plant sells for 2,500 gp. Properly tended, with soil changed annually, a salamander orchid can live up to 125 years. Arcane Gardening A relaxing pastime for many, gardening remains a common pursuit among mages and alchemists, who often require specific plants and herbs for their crafts and experiments. It is little wonder, then, that arcane spellcasters of many stripes marry their profession with their pastime and create plants imbued with magical properties. The small sampling of species here just scratches the surface of the wonder to be found in the greenhouses and fields of the arcane gardener.

Aelfengrape

Originally a true grape, elven wizards modified aelfengrape to use it for a variety of purposes all year round. Aelfengrape closely resembles the terrestrial vines that are its heritage, but rather than all of the grapes coming to maturity in one season, clusters of aelfengrape ripen throughout the year. Thus, flower clusters and ripe grapes appear on the vine in all seasons. The flowers of aelfengrape closely resembles those of a plumeria in both shape and fragrance. The leaf veins, flowers, and fruits of aelfengrape provide a gentle illumination (equal to a candle). The true magic of the aelfengrape, however, comes in its utility. Aelfengrape fruit is highly nutritious (a handful provides the equivalent nourishment of one meal) and makes a wine of extraordinary potency (if not of a particularly refined taste). The flowers are also edible and make a sweet aromatic tea, while the leaves (raw or cooked) appear in many recipes. Even the woody vine has many applications, finding use in a variety of crafts. Maintaining the health of an aelfengrape plant requires the monthly application of magical components costing 25 gp. A single healthy mature plant sells for 100 gp. Properly tended, an aelfengrape vine can live up to 700 years.

Coldwood

Many fey creatures have a special susceptibility to cold iron. This weakness has led alchemists and arcane gardeners among the fey to develop coldwood. First adapted from natural hickory, coldwood replaces iron in most ways, allowing fey smiths to craft strong weapons and sturdy armors. Coldwood also allows druids to wear armor types usually made of metal. Coldwood grows very much like hickory, only slightly slower, reaching its mature size in roughly two decades. The timber of the coldwood can be used for the crafting of any item normally made from steel, resulting in an object with the same hardness, strength, weight, and edge-holding properties of good-quality steel. Coldwood is difficult to work and harder still to cultivate, making it and the items made from it extremely expensive. The DC of any item crafted of coldwood is always 8 higher than the same item made from steel. Weapons or armors fashioned from coldwood are always masterwork items (the masterwork cost is included in the prices given below). Harvesting viable coldwood from a coldwood tree requires a DC 20 Knowledge (nature) or DC 15 Profession (logger) check. A successful check provides 5 pound of material per five years of growth (to a maximum of 100 pounds of coldwood). For a coldwood tree to thrive it requires regular attention. Transplanting a coldwood tree or taking a viable cutting from one requires a DC 20 Knowledge (nature) or Profession (gardener) check. A single healthy coldwood sapling sells for 500 gp. Properly tended, a coldwood tree can live for thousands of years. Type ofItem Cost Coldwood ItemModifier Ammunition+150 gp Light armor+500 gp Medium armor+2,000 gp Heavy armor+4,500 gp Shield+1,500 gp Weapon+2,000 gp Other items+250 gp/lb.

Fey Cherry

The sailors of the great north sea sing of how each race was shaped by the deities from trees: humans from ash and alder, halflings from willows, gnomes from the heartwood of apple trees, dwarves from the roots of a mighty oak, and elves from the boughs of a flowering cherry. Sages speculate that the song might have originated with traders seeing the fey cherry palaces on faraway elven isles. Valued for their great beauty as well as their utility, fey cherry closely resemble the common cherry trees cultivated in orchards, save only for their enormous size. Properly tended, they can grow larger than a giant sequoia, rising more than 500 feet in height with a trunk diameter of 50 feet at the base. These arboreal giants are much more than merely larger versions of their mundane cousins. Fey cherry trees possess a supernatural strength that makes them ideal platforms for tree-based dwellings. Their relatively narrow but long leaves provide a mystical protection from the weather, moderating the temperature within the tree's canopy and preventing most wind, rain, and snow from pushing through (the canopy reduces wind beneath its boughs by 20 miles per hour). Within the canopy, the temperature never drops below 50 degrees nor rises above 80 degrees. Wood and leaves harvested from a fey cherry do not carry the tree's magic with them, but items made from fey cherry wood cost 10% less gp and XP to enhance magically. While it produces blossoms every year, a fey cherry tree only creates cherries once a decade. A fey cherry provides a creature who eats it with the benefits of a protection from evil spell for 5 minutes (CL 5th) once per day. Eating more than one fey cherry per day grants no additional effect. Once picked, a fey cherry retains its magical property for 1 day; after that time it simply becomes a normal cherry. Gentle repose lengthens the cherry's magical properties for the duration of the spell. A fey cherry tree requires little attention. Transplanting a fey cherry tree or taking a viable cutting from one requires a DC 20 Knowledge (nature) or Profession (gardener) check. A single healthy fey cherry sapling sells for 3,000 gp. Properly tended, a fey cherry tree can live indefinitely.

Flame Clove

  A favorite with travelers, flame clove is a garlic-like herb imbued with energy from the mental Plane of Fire. Raw flame clove contains a mild but unpleasant poison (ingested; Fort DC 13 initial damage 1d6 fire, secondary damage 1 Dex). When boiled in salt water and crushed and blended into food, however, flame clove has a taste similar to garlic and keeps hot food hot for 1d4 days without drying out and with no outside heat source. Adding a sprig of flame clove to alchemist's fire (which must be done when crafting the alchemist's fire originally) makes for a more potent batch. This enhanced alchemist's fire deals double the damage of normal alchemist's fire and burns for twice as long. Flame clove is remarkably easy to grow and reaches maturity a mere five weeks after planting and remains viable for three weeks after that. A single healthy mature bulb sells for 20 gp.

Glowvine

Mages have long cultivated a number of varieties of glowvine for various types of soil and climates. The root plant for glowvine is the morning glory it so closely resembles, save the nocturnal blossoms. Opening in the early evening and then closing again with the coming of dawn, the blossoms on each foot-long stretch of glowvine give off the same amount of light as a torch. Glowvine clings to walls and trellises in a manner identical to morning glory plants, and it grows almost as fast. Glowvine grows 1 foot every two weeks. Once per month, a DC 15 Profession (gardener) check can be attempted to prevent a glowvine from growing for the following month. A single healthy seedling sells for 500 gp.

Lakeleaf

This parsleylike herb traces its ancestry back to plants growing along the banks of the River Oceanus. When crushed and rubbed onto meat, the lakeleaf ensures the meat never dries out, regardless of how overcooked it is and even if set on fire. Chefs with expertise in blackened dishes favor the flavorless lakeleaf in their recipes. Using sprig of lakeleaf when casting gentle repose doubles the spell's duration. This increase does not stack with the effects of the Extend Spell feat. Lakeleaf reaches maturity fourteen weeks after planting and remains viable for five weeks after that. A single healthy mature sprig sells for 20 gp.

Lichbriar

First created by the Lich King Amryn Sul to foster the complete and excruciating destruction of treacherous servants' minds and bodies, lichbriar can thrive only in very specific conditions. Similar in appearance to bougainvillea, lichbriar - also known as rackthorne, hellroot, and doomrose - can reach a length of up to 50 feet under ideal conditions. Lichbriar grows and spreads as a canelike vine with long, sharp, poisonous thorns and fine hooks (used to cling to almost any surface), covering and spreading much like ivy. Its pale green leaves, marbled with bone-white veins, are vaguely hand shaped, with tips that curl at the end. As the doomrose pseudonym suggests, the blossoms of the lichbriar - which grow densely over all its vines - closely resemble roses with petals of a faintly iridescent white. In order for a lichthorn to grow, at must sink its myriad hooks into a living creature, and as the vine grows an increasing number of hooks embrace its helpless victim. As the hooks spread, so too do the plant's thorns, with more scratching and impaling themselves in the victim each day, introducing ever-increasing levels of poison. Lichbriar is not a particularly strong plant and has no motive ability. In order for lichbriar to take root and feed, its victim must remain still for at least one day to allow the plant to latch on with its hooks. A victim who is not immobilized can attempt to struggle free on the first day by making a DC 5 Strength check. The DC of the check increases by +2 every day until it reaches DC 20, at which point it increases by +2 per day thereafter. Failing the Strength check results in the victim being pinned, as if grappled. With every attempt a victim makes to escape he takes 1d6 points of damage from the thorns and is injected with poison (injury; Fort DC 14 initial and secondary damage 1d2 Strength + 1d4 Dexterity). Beginning on the second day, as long as the lichbriar remains attached to its victim, it draws away life energy in the form of experience points. On the second day (the first day of XP drain), the lichbriar steals 10 XP. The number of XP drained doubles each day (20 XP on the third day of taking root, 40 XP on the fourth day of taking root, and so on) until the victim is reduced to 0 XP. At that point, the victim dies. This experience drain is permanent and can only be reversed by a miracle or wish. Successful handling of lichbriar requires a DC 20 Knowledge (nature) check every round it is touched. A failed check indicates the handler pricked himself with a thorn, taking 1d6 points of damage and injecting himself with the poison. Lichbriar requires a great deal of water when not feeding off a victim. When attached to a victim, lichbriar is immune to cold and electricity damage and gains fire resistance 10. Planting a seedling, transplanting one, or taking a cutting require a DC 20 Knowledge (nature) or Profession (gardener) check. When feeding off a victim, lichbriar needs no further maintenance or attention, although a DC 30 Profession (gardener) check can be attempted to prevent a lichbriar from growing any larger (and thus draining any additional XP). A later DC 20 Profession (gardener) check can restart the plant's growth, allowing it to drain XP again. A single healthy seedling sells for 5,000 gp. Tahtoalehti (Wishfern) Tahtoalehti - the most treasured, yet hardest to raise, of all magical plants - also goes by the common name of wishfern. Tahtoalehti closely resembles ferns from the temperate rainforests of the northern coasts, save that it grows much larger and into a deeper, darker shade of green. This incredible fern marries the power of magic with the plant kingdom's ability to restore itself and draw energy from the sun. A tahtaolehti plant only blooms once every 5d100 years, and always on the night of the winter solstice. For that one night, the wishfern wears a flower of unparalleled beauty, a fist-sized blossom of luminous white. The blossom contains incredible power, for if properly harvested without bruise or damage (requiring a DC 40 Profession [gardener] check) it grants one wish, as the spell cast by a 20th-level sorcerer. With the coming of the sun the blossom withers and disintegrates, living behind a single seed, whether or not it granted a wish. Notoriously difficult to grow, in part because it requires almost total absence of contact, a tahtaolehti only blooms in an isolated forest setting at least 500 miles from any other wishfern. Planting or transplanting a viable seed without killing it requires a DC 40 Knowledge (nature) or Profession (gardener) check. Once planted, a wishfern is best left alone, as the merest touch from a living creature can kill it. Whenever a living creature touches a wishfern without first succeeding at a DC 40 Profession (gardener) check, the plant must attempt a DC 12 Fort save (with a +0 bonus) or die. As a result, most growers protect their tahtoalehti with spells and natural barriers rather than guards. Any attempt to coax a wishfern to produce its blossom early or to push it to produce multiple blossoms at once results in the immediate death of the plant. A single healthy seed sells for 25,000 gp. PlantDCFrequencyPenalty Aelfengrape15One month-4 Coldwood15One year-2 Djinn Blossom, (first year)20One month-2 Djinn Blossom, (after first year)--- Fey Cherry15One decade-2 Flame Clove15One week- Glowvine, (planting)20-- Lakeleaf15Two weeks-2 Lichbriar, (unattached)30One day-4 Nahre Lotus25One month-2 Orevine30One month-4 Salamander Orchid30One month-6 Tahtoalehti, (planting)40-- Druids And Magical Plants The creation and care of magical plants is almost wholly the purview of arcane spellcasters. Druids - who seem the mostly likely candidates to breed, cultivate, and adapt magical plants -only occasionally do so. Most non-evil druids find the artificial enhancement and manipulation of plants to serve the needs of mages an extremely heavy-handed and distasteful use of magic. Druids who come across such altered plants typically try not to interact with them, ln the case where the plant's presence unbalances the natural order most druids attempt to either remove the plant or direct it into a more natural cycle. When queried as to the creation and care of such plants, most druids feign ignorance or try to misdirect the questioner with answers they know to be false. <http://www.realmshelps.net/magic/items/magicplants.shtml>   Aadarna   Geography: Temperate swamps   Identify Check: DC 13   Value: 2 gold pieces per root   A tough plant that grows on the edges of swamps, the stem   grows symmetrical pairs of stiff oval leaves. During warmer   months the plant blossoms into violet flowers.   The large roots of the plant can be ground into a powder, and is the main ingredient in a potion that allows people to see into other realms, often referred to as Sight Beyond.   Allathorne   Geography: Icewind Dale, the Great Glacier, Icerim   Mountains   Identify Check: DC 15   Value: 1 copper per berry   Growing in the cold north, this scraggly and thorny bush endures extreme hardships, and only blossoms for a few short weeks during the year. The sparse leaves of the plant are large and waxy, and point upward toward the sun. While some of the bush remains above ground, the majority of the plant is an extensive root system that spreads far and deep beneath the earth.   Brewing the dried berries into a strong and bitter tea creates a drink that staves off the cold, and is a much sought after drink in Neverwinter.   Alligator Teeth   Geography: Thay, the Shaar Desolation   Identify Check: DC 11   Value: 2 coppers per bush   A rough bush that primarily inhabits rocky regions, and grows to about the height of a man and similar in diameter. The stalk of the plant is covered in sharp white thorns, providing the plant’s namesake. Villagers often cultivate rows of the plant as a measure of safety.   Spiders also seem overly attracted to the bush. It is rare to see such a bush without the glimmer of webbing in between the thorny branches.     Angakara Tree   Geography: Kara-Tur   Identify Check: DC 9   A broad oak that sprouts many branches and is often covered by a multitude of light green leaves. In previous ages, the tree was favored for the construction of bows. However, due to increasing rarity, the nation has sought other sources of wood.   The tree once thrived in the area now occupied by the Dragonwall. However, many of the trees were felled during the construction of the Great Wall, and have never grown back. Those few trees that lay on the side of the Horse- Plains have withered and perished, leaving behind ancient reminders of what once was.   Angel’s Cactus   Geography: Calim Desert, Thay   Identify Check: DC 9   Value: 5 silver for a bottle of cactus water   This barrel shaped cactus sprouts a pair of symmetrical branches that are broad and flattened, giving an appearance much like “wings”. The cactus is covered by tapered yellow thorns, often giving the cactus an appearance of having a golden aura. In the cooler months, the cactus sprouts clusters of small white flowers.   Tapping the water contained within the cactus and distilling it over a period of months creates an interesting tasting wine. Those drinking it say that it tastes fruity, but with a touch of something they can’t quite place. This wine is often called “Angel Wine”, and is sold by Thayan merchants throughout Faerun.   Azure Leaves   Geography: Cormanthor, the Sword Coast, Wealdath   Identify Check: DC 11   Value: 1 silver per leaf   These tenacious vines grow in the darkest parts of deep forests, winding and wrapping their way around tree trunks and branches. While the vines are a deep shade of green, the leaves are an odd shade of blue.   Balon’s Fruit   Geography: Calimshan, Raurin Desert, Netheril   Identify Check: DC 9   Value: 5 silver per fruit   Growing close to the ground in areas with minimal water, the plant only sprouts a trio of wide leaves which spread outward to absorb as much moisture as possible. Below the sand the root system delves deep to find hidden reservoirs of water that are not evident on the surface.   Also known as “bread of the desert”, this plant develops large spherical fruits nearly the size of a man’s head. These fruits have a tough and leathery exterior, but when cut open, the fruit has the consistency of fluffy bread or cake. The seeds of the fruit are quite small. Each fruit contains enough nutrients to sustain four people for a day.   Unfortunately, farming the plant seems to be near impossible. The seeds must be within a medium-size creature when it dies, at which point the release of certain gasses causes the seeds to mature and greedily absorb as much moisture and nutrients from the corpse as possible. This rich bounty allows the plant to develop a strong root system.   Bija Tree   Geography: Quang Muku Forest, Kara-Tur   Identify Check: DC 13   Value: 1 gold per handful of seeds   A leafy evergreen tree, the trunks grow about as round as a   man can reach, and their boughs are often fashioned into   brooms by the common people.   The seeds hold another use, and is often ground into a fine powder called Green Sleeping Dust. The dust is primarily used by ninja in service to the Soretyo family of Foo Nakar.   Bison-gourd   Geography: Pelleor’s Prairie, Hill of Lost Souls   Identify Check: DC 9   Value: 2 copper per leaf   A vine that grows along the ground, the plant has irregular shaped leaves, and during warmer months the plant produces large yellow flowers shaped like trumpets. The flowers later turn into yellow and orange fruit with a slightly salty taste.   The plant’s seeds could be harvested to extract the oil that works well as an insect repellant. The odor from the oil is almost imperceptible to people, but is effective at repelling bothersome insects.   Bittergar Bush   Geography: Temperate plains and forests   Identify Check: DC 13   Value: 5 gold per pound   A small thistle-like shrub that grows in most low-lying areas in Faerun, the leaves are the source of the herb called drace. While raw drace is horribly bitter, once cooked it provides a delightful seasoning which enhances the other flavors of other food.   Blackcorn   Geography: Temperate and tropical swamps   Identify Check: DC 15   Value: 10 gold per pound   Resembling actual corn, but in far miniature, the plants generally grow on the edges of swamps and other humid areas. Unlike corn, it is overly difficult to cultivate and farm, which attributes to the rarity of the plant.   Upon ripening, small ears of violet and coal colored corn stand upon the tips of the plant stalks. Eating the kernels provides a bitter taste to those willing to try it. However, the vegetable is prized not for eating, but for making a sweet alcohol called Blackcorn Whiskey that has a strong flavor of plums.   Blackroot   Geography: Underdark   Identify Check: DC 15 Value: 10 gold per root   A thin vine that has small dark leaves, the vine predominantly grows underground near lakes and pools. The vine generally grows in places where a small bit of light occurs, sometimes thriving off of the glow provided by phosphorescent moss.   Drow seek out the vine, to harvest the root, which is small and twisted. They then grind the root into powder, so that it might be distilled to make Blackroot Poison.   Bloodpurge   Geography: Freshwater marshes   Identify Check: DC 13   Value: 2 silver per plant   Floating on the surface of marshes, the plant consists of a cluster of broad, waxy leaves, and a single root that trails down into the water. The leaves are a bright green with red capillaries. During the warmer months a bright red flower sprouts from the top.   Drying the plant causes it to turn into a flaky powder, which is often used in a distilled tincture to neutralize minor poisons. A single dose of Bloodpurge powder costs about 15 gold pieces.   Bloodroot   Geography: Mhair Jungles   Identify Check: DC 17   Value: 1,000 gold pieces per root   A short plant that grows deep in the jungle, the stalks are   covered with long pointed leaves. The plant also blossoms   red flowers that appear to be similar to roses. Unearthing the   plant reveals a massive crimson root that has a faint coppery   scent.   Many people seek out the plant for the root, which is said to ensure robust fortitude in those that consume it. Although the initial rush of blood throughout the body causes people to become momentarily stunned, it is often still complimented for the other effects, which some say causes increased virility.   What few know is that the root is also sought after by vampires, as it causes increased effects to their undead physiology. Many such creatures take steps to covertly acquire the plant.   Adventure Idea: Jungle Escort   A wealthy vampire hires the PCs through a living minion, for the sheer purpose of venturing into the Mhair Jungles. While the stated purpose is to protect the minion as they investigate some ancient ruins, the true reason is to harvest some nearby Bloodroot and return it to the vampire.   Bloodspine   Geography: Netheril, Thay, Plains of Purple Dust   Identify Check: DC 15   A succulent plant growing in rocky soil, a cluster of thick leaves reach upward toward the sky, their edges covered in sharp thorns and the tips bearing a single crimson spine.   Interestingly, the plant secretes a slight poison from these spines which may cause paralysis in small animals or the infirm. Those with hardier constitutions seek out the poison, as it provides a slight euphoric effect in addition to the paralysis.   Bloodstaunch   Geography: Arid, temperate regions   Identify Check: DC 11   Value: 10 gold per plant   A small, leafy herb that is often found in gullies and ravines in arid regions and foothills.The herb has bright green leaves, and smells faintly like honey crossed with fresh rainfall.   Grinding up the plant creates a powder that can be used on open wounds to quickly causing bleeding to slow or stop. Applying the herb to a bleeding wound grants the recipient a single hit point, and grants another saving throw to any bleeding effects.     Blueleaf   Geography: Humid temperate and subarctic climates   Identify Check: DC 7   Known for the gleaming blue color of the leaves, the tree often grows in thick copses throughout the north. The thin trunks of the trees are remarkably durable, despite high winds and heavy snowfall, and one use of the tree is the wood, which is often used by the Volodni craftsmen to create weapons and armor. Magically treating the wood, which is called “bluewood”, causes it to become as hard as steel, although only weighing half as much. High priced entertainers often burn small pieces of the wood, which creates leaping blue flames.   The leaves and sap are often ground in the creation of a vivid blue dye that is used to dye clothes in the North, and often in the creation of inks for tattoos. One pirate fleet that has plagued the Sword Coast in recent years is notorious for their crews bearing frightening looking blue tattoos covering their faces.   Butterspice Weed   Geography: Northern Faerun   Identify Check: DC 9   Value:   A short leafy plant, the top sprouts large yellow flowers upon reaching maturity. The plant is quite hardy and can grow in a surprising wide variety of places.   The most renown quality of the plant is that the leaves can be harvested and cured, becoming crumbly brown flakes which can be smoked. It is quite well known among halflings, which often grow it in small patches along with other crops. Those that smoke the weed claim that it has a smooth spicy flavor.   Calacaza Bush   Geography: Ocostun Jungle, Maztica   Identify Check: DC 9 Value: 50 gold per handful of   berries   A fragrant bush that grows in the dense jungle, the veined leaves and branches are a pale green, and the plant appears to strive to reach upward toward the canopy above. At the end of each branch are clusters of small white flowers or berries, depending on the time of year.   The small white berries that the plant produces are actually quite poisonous. Local tribes avoid the berries unless they are using them to coat their arrowheads and blowgun darts.    Calim Cactus   Geography: Calim Desert   Identify Check: DC 9   Small pale cacti covered in yellow needle-like thorns, the cacti are less than a foot tall. Beneath the sand the cacti have extensive root systems that spread for several feet around the cactus.   Strangely, the cacti seem to move. Some reports of those camping in the desert have noticed that they seem to disappear come morning, while other cacti seem to migrate to the other side of camp.   Calithil   Geography: Mountanous terrain   Identify Check: DC 13   Value: 25 gold per pound of berries   A twisted and tough vine that grows in rocky crags high in the mountains, the waxy leaves of the plant are small and grow in clumps. Small white flowers grow on the vines, which turn into light blue berries which are quite tart.   Dwarves send their children out to pick the berries, so that they may be harvested into a specialty wine. Those drinking the wine often have a feeling of invincibility.   Choking Cinder Fungus   Geography: Tropical swamps and jungles   Identify Check: DC 11   Growing on rotting wood in more moist climates, this black fungus is generally avoided by those gathering firewood. While the fungus is highly flammable, it emits poisonous fumes that burn the lungs.     Corpsebomb   Geography: Northern Faerun   Identify Check: DC 15   The fungus begins life as a tiny spore that floats along until inhaled by a creature, and lodges itself in the moist tissue of the lungs. The spore then begins to grow, causing irritation, pain, and finally death once the fungus has reached a sizable mass. Once the host creature has perished, the fungus increases growth rapidly until it pushes a hollow tendril forth from the flesh. At the exposed end of the tendril the fungus begins growing a thin membrane, which is inflated by the gasses produced by the rotting body.   Within the walls of the membrane are numerous spores, each one looking to continue the cycle. The membrane inflates to a considerable size before violently rupturing, sending the spores outward in all directions. The gas within the membrane is often highly flammable, which is where the fungus received the name.   When the membrane ruptures and disperses the spores, every breathing creature within a 40-foot radius sphere must make a DC 10 Constitution saving throw or have spores inhaled. If they fail, each hour afterward, the creature must make a Constitution saving throw with a -1 cumulative penalty to the roll. Each hour the creature suffers a cumulative 1d6 piercing damage (2d6 on the second failure, 3d6 on the third, etc.) as the fungus spreads throughout the internal organs. A single success stops the process and renders the fungus inert.   If the fungus catches fire and explodes, everyone within a 20- foot radius sphere suffers 3d6 damage on a failed Dexterity saving throw, DC 15, or half as much on a successful save. All spores are incinerated in this process.    Creeping Mangrove   Geography: Freshwater swamps   Identify Check: DC 15   Growing along the edge of the swamps, their gnarled roots reaching down into the brackish water, and their spindly branches reach into the sky. The branches are covered with small oval shaped leaves. During warmer seasons the trees bud small hard fruits that drop off to float along the slight currents of a swamp.   This species of mangroves have flourished in areas where others have perished, simply for their ability to slowly pull up roots and move to areas with more moisture. The species is also relatively destructive, as the mangroves also have been known to uproot small trees and brush, or simply walk over them and smashing them down.   Crimson Ladies   Geography: Northern Faerun   Identify Check: DC 7   Value: 1 gold per ounce of leaves   This creeping vine is found on the sides of buildings and   growing along the branches of trees. The vine itself is an odd   shade of purple, and has wide green leaves. In the summer,   the vine sprouts red flowers that resemble a woman wearing   a large dress.   The flowers that blossom on the vine can be steeped in hot water to make a poisonous tea called Crimson Tears.   Darkanda Bush   Geography: Arid deserts   Identify Check: DC 17   Value: 10 gold per ounce of leaves   This small bush grows in desolate places, often in rocky soil   high upon a cliff face. The branches are covered in small   thorns and are gnarled and spindly, while the leaves are   ragged and dark green. The bush produces small red flowers   and bitter orange berries.   Darkberry   Geography: Forests around the Sea of Fallen Stars   Identify Check: DC 17   Value: 5 gold per berry   Short bushes with spindly branches and fluffy green leaves, the plant is known for the unusual berries that only a few of the bushes produce. The small purple berries contain essence from the Plane of Shadow, and the bushes are said to only grow where the Shadow Weave is strongest.   When a Darkberry is split or crushed, it releases shadowstuff, creating a circle of darkness with a 5ft-radius. This darkness lasts for 1d6 rounds.     Darkhorn   Geography: Underdark   Identify Check: DC 15   Small tapered tendrils standing upward, the mushroom is quite rigid, and the black exterior makes it difficult to see in the winding caverns of the Underdark. The mushrooms have a slight musky aroma that seems vaguely familiar but is difficult to determine.   Several races seed Blackthorn mushrooms at the bottom of pits, turning them into a lethal surprise for anyone falling down upon them. Add 1d4 piercing damage to any falling damage incurred when a character falls down a hole that has Blackhorn growing at the bottom.   Darmanzar Stalk   Geography: Great Wild Wood, Cormanthor Forest   Identify Check: DC 15   Value: 10 gold per plant   Growing as a singular stalk with pairs of leaves sprouting every few inches, the Darmanzar is covered in small thorns. Touching the plant without gloves causes small cuts which grow swollen and irritated, and remain that way for several hours.   The top of the plant sprouts a large bushy bud which is a light gold color. The bud emits a curious sugary fragrance which seems to irritate and deter undead. Undead that wish to approach closer than 30 feet from the bud must make a DC 8 Wisdom saving throw.    Dathlil   Geography: Temperate areas   Identify Check: DC 5   A small white flower that grows close to the ground, and can be found across much of Faerun. The flower is often picked in spring and used for decoration among more rural folk. The petals are often used to combat poison.   Deva Tears   Geography: Northern Faerun   Identify Check: DC 11   A light blue flower that grows on a long rigid stalk covered in small leaves, the plant is often found in small clearings in wooded areas. From the flowers a thick sparkling sap is exuded once the plant reaches sexual maturity. Bees are often attracted to the sap, which contains miniscule seeds.   Many people seek out the sap of the plant, as it provides some minor restorative aid.   Devil’s Crown   Geography: Netheril, Thay, the Shaar Desolation   Identify Check: DC 13   Resembling a cluster of sharp spines that curve upward, the insidious looking plant grows in rocky, inhospitable climates that have very little other life. The roots of such plants dig downward through cracks in stone, and some say that the roots of some of the older plants reach down into Hell itself. Lore about the plant states that it was once native to the infernal planes, but a few hardy seeds were transplanted into some long forgotten wasteland on Toril, and from there the plant has spread.   The plant is quite resilient and tough, with the spines holding moisture in the form of a thick red sap that causes nausea and vomiting if ingested. It is rumored that coating a blade with the sap makes wounds especially painful for celestial creatures.   Dragon’s Breath   Geography: Hill of Lost Souls   Identify Check: DC 15   Value: 10 gold per plant   A stout stalk nearly bare from leaves except near the base, the plant is covered in fine red hairs that are painful to the touch, as each hair contains a minute amount of poison.   The Red Wizards have managed to cultivate small amounts of the plant, but predominantly their supply is harvested from the Hill of Lost Souls.   Adventure Idea: Loss of Profits   The Red Wizards are struggling with a loss of access to one of their highly profitable products. Something has been stalking their caravans that normally transport product around the Battle of Bones, leaving little more than the remains of scorched wagons behind. They covertly put out the word throughout the Dales and Cormyr that they are willing to pay handsomely for a “solution”.     Dragon Tongue Mushrooms   Geography: Underdark, and the Western Heartlands   Identify Check: DC 15   Value: 5 gold per mushroom   The stout stalk of the mushroom is a pale yellow, which   transitions to a dark brown at the top before it splits into   six black protrusions that appear to be spines, but are soft   to the touch.   While the mushroom itself isn’t overly poisonous, it can cause hallucinations if brewed into a tea. Members of the Cult of the Dragon delve into the Underdark in order to pick the mushroom, so that they may partake of the hallucinogenic properties. Many of the cultists that hallucinate claim to hear a gravelly dead voice telling them where to find the bones of old dragons.   Duskwood   Geography: Northern Faerun   Identify Check: DC 5   The smooth black bark and lack of branches along the length of the trunk gives groves of Duskwood an unsettling appearance. The tall trunks sprout lacy branches several dozen feet off the ground, causing the ground below to be cast in shifting shadows.   Craftsmen utilize duskwood in the place of metal, and often call the wood harvested from the trees “ironwood”. While such craftsmanship is seldom used for armor, it is more often used to build ship masts and building supports.   A few notable magical items, such as the Blackstaff and the Scepter of Savras were carved from duskwood.   Fairy Bells   Geography: The Sword Coast,   the Dalelands,   Chondalwood Identify Check: DC 9 Value: 2 gold per flower   A leafy green plant that springs up in clusters, the majority of the plant is rather uninteresting, save for the violent flowers that seem to bloom almost year- round. When the wind blows through the flowers, their seeds rattle around inside and create a curious ringing sound, much like tiny bells. Many rural children enjoy picking them and weaving the flowers into their garments, which then jingle as the run and twirl.   There is also a legend that the sound of the flowers ward away evil spirits, a legend that is partially true. Any fiend must make a DC 10 Wisdom save in order to approach within 10 feet of the fairy bells or anyone wearing them.   Felsul   Geography: The Swordcoast, the Silver Marches   Identify Check: DC 7   Value: 10 gold per pound   A deciduous tree with a flaky brown reddish bark, the trunk and limbs often grow to be gnarled and twisted.   After peeling away the bark, the trees have a soft wood, which is harvested fresh to decrease nausea, and to numb the mouth. Orc shaman often harvest the wood to feed to expectant mothers.   The small yellow, purple, and red flowers which bloom in the spring are crushed to make a heady, spicy perfume which many claim to be an aphrodisiac. A sack of the flowers can fetch anywhere from 5 to 30 silver pieces.   Flamepetals   Geography: The Silver Marches, the Dalelands   Identify Check: DC 5   Value: 2 silver per flower   This large flower blooms in the height of summer, unfurling large red petals, and yellow-tipped orange tendrils which sway in the faintest of winds to give the illusion that the flower is on fire. As they often grow in large clumps, at first glance one might even believe that the ground was on fire.   Such flowers are sought to decorate during Summer Solstice and Midsummer celebrations in the Dalelands. Young women will wear them in their hair, and they are said to bring a bountiful crop to any that would plant them near their front doors.   Fleshwort   Geography: Any temperate   Identify Check: DC 13   Value: 5 silver per ounce   A short plant with grey stalks and olive color fluffy leaves, the Fleshwort thrives in areas where corpses lay. Often the plant will be seen on the site of battlefields, or where the dead were quickly buried. Some healers use the fibrous body of the Fleshwort to speed the healing process.   Firethorn   Geography: Genie’s Turban, coast of Zakhara   Identify Check: DC 13   Often called the Sea Rose, this flower exists almost entirely on the Island of the Firethorns. The flower grows in such numbers that it gives the lower areas of the island a reddish hue. At night the island faintly glows from a distance due to a natural property of the flowers, and many that transverse the Great Sea know of the island’s distant glow.   The island is generally uninhabited because the Firethorns are poisonous, with the exception of the fishing village of Safe Cove, and the city of Hawa. Inhabitants of both settlements are well aware of the toxicity of the flowers, and often give them a wide berth.   Ghost Tendrils   Geography: Underdark   Identify Check: DC 15   A pale collection of tendrils, the fungus crawls along the ground looking for recent corpses. Once it locates a suitable host, it quickly spreads tendrils throughout the limbs of the creature, and begins a process of limited reanimation.   While within the corpse, the fungus moves about in whatever form of locomotion the corpse was capable of in life, although lack of fine motor control often causes the corpse to stumble about on all four limbs. The fungus then searches for other possible hosts to embed with spores, often attacking warm living targets. Once embedded, the fungus require 1d6+4 hours to reach maturity where it can reanimate the host corpse.   The tendrils avoid sunlight whenever possible, as it causes the fungus to quickly dry out and perish. Thus, the fungus is often found in subterranean locations, such as crypts or in some locations of the Underdark. Local subterranean races that are aware of the fungus often dismember or burn their dead to prevent the fungus from spreading.   Ghost Tendrils   Small plant, unaligned Armor Class 10 (natural armor)   Hit Points 30 (4d8 + 12)   Speed 20 ft.   Str 12 (+1), Dex 6 (-2), Con 16 (+3),   Int 3 (-4), Wis 6 (-2), Cha 4 (-3)   Saving Throws Wis +1   Damage Vulnerabilities fire   Condition Immunities blinded, deafened, frightened   Senses blindsight 60ft. passive Perception 8   Languages -   Challenge 1 (200 XP)   ACTIONS   Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one. Hit: 4 (1d6+1) bludgeoning damage.   REACTIONS   Regenerate. Each round the plant may feed from the corpse it inhabits, losing 1 point of Strength to heal 1d6 hit points.   Ginyak Weed   Geography: Calimshan   Identify Check: DC 7   A plague on many farmers is the invasive weed that has been known to choke out large sections of crops if left unchecked. Many farmers curse the weed, as it has been one of the many factors that caused famine in recent years.   Unfortunately, when burning the loathsome weed, it produces an acrid stench which lingers in the air for weeks afterward. Livestock dislike the smell and attempt to avoid it whenever possible.   Goblinberry Bush   Geography: Battle of Bones   Identify Check: DC 11   Value: 5 gold per pound of berries   Growing in a near desolate area, the small bushes have dark green leaves that are nearly black, with silver undersides. The bushes sporadically sprout reddish-purple berries that have a strong sharp smell that often causes people to gag.   Mixing the juice of the berries with a significant quantity of water and honey makes an interesting drink that is served sporadically in Evereska and Baldur’s Gate. The juice can also be used as an astringent, if the patient can handle the smell.   Goblin Trap Plants   Geography: Temperate forests   Identify Check: DC 13   Often found in clusters, these plants resemble brown leathery vases sitting on the ground with ragged leaves splayed out around the base where thick roots grasp the earth. The tops are open, and if one should peer inside the glint of their golden seeds can be seen in the interior.   However, these plants are traps, and many explorer has come across the remains of smaller humanoids, their hands still clutching the golden seed pods. If someone is unwise enough to stick their hand within the pod, they must make a DC 15 Dexterity save or suffer 1d4 damage from the internal spines of the plant, and are then grappled. Their leathery surface has an Armor Class of 11, and to free a trapped arm 10 points of damage must be inflicted upon the plant. Ripping the plant out of the ground requires a Strength check, DC 20, and inflicts another 1d4 damage upon the trapped victim.   Adventure Idea: Little Hands   Tired of being the victim of goblin raids, a small halfling community once planted a number of insidious plants out in the woods. In short order once the plants matured, the goblins dwindled in number and eventually moved on.   Unfortunately, as the plants thrived and as the village grew, adventurous halfling children began falling prey to the traps. Finding easy prey that could not flee, an ettercap took up residence nearby and has become the terror of the forest.     Golden Coin Cactus   Geography: Deserts   Identify Check: DC 11   Value: 5 gold per ounce of thorns   This hardy plant is a large yellow disk standing on end,   slightly bulging in the center, and covered with small red   spines. Several ragged leaves grow from the base of the plant,   and the root system of the cactus reaches deep beneath the   rocky soil.   The red spines contain a mild toxin which kills smaller vermin, but provides a mild anesthetic to small creatures or larger. The Bedine nomads of Netheril steep the spines in hot water to make a tea to sooth sore throats and pacify infants.   Goldenweb   Geography: Northern Faerun   Identify Check: DC 9   Value: 5 gold per pound   A quick growing fungus that is often found spread between tree branches, it appears as a strange lattice similar to spiderwebs. Light shining through the strands causes them to subtly glow the color of gold, and the fungus has also been called “Goblin’s Greed”. While the strands of the fungus are slightly stronger than spiderwebs, they lack the stickiness that would cause them to impede or entangle creatures.   The fungus works surprisingly well as an anticoagulant, and is quite absorbent. Healers often seek the fungus out when attempting to remedy injected toxins, and use of the fungus grants a +1 bonus to Wisdom (Medicine) skill checks when used in such a manner.   Grammax Creeper   Geography: Underdark   Identify Check: DC 13   A flesh colored slime mold, the Grammax slowly spreads through the Underdark, digesting any organic material in its path. The mold moves slowly enough that even sleepers have no fear of being overwhelmed, although corpses that lay in the same place for days will be overcome. The Grammax also floats on water, often spreading across the surface of underground puddles and stagnant lakes, hiding the actual depths.   The Grammax reacts rapidly to the presence of flame or high heat, quickly shrinking away while expelling any trapped gas. This action of the escaping gas makes an odd shrieking sound that is akin to the sound a screaming child makes.   While it is a barely palatable prospect, the mold can actually be consumed as a source of food for those lost and desperate enough. Oddly, goblins seem to enjoy the taste of the mold, and often scrape it up to feed to their tribe.    Gravefist   Geography: Underdark   and Subterranean locations Identify Check: DC 9   A pale white mushroom with five knobby protrusions, the mushroom often resembles a skeletal hand reaching upward. When the mushroom grows in clusters, it appears as if numerous corpses are attempting to reach out of the soil.   The fungus predominantly grows in the Underdark, however, it has also been seen in dark basements and root cellars. Several tales of superstition follow the fungus, many believing that if it appears in rooms below your house, someone will soon die in the building.   Grim Flowers   Geography: Temperate forests and plains   Identify Check: DC 9   These dark violet flowers are often found at the edges of graveyards and sites of massive battles. Those that tend gravesites often call them “Death Trumpets” for their shape, and they emit a smell similar to that of a corpse. Thus, when such flowers are noticed, they are often pulled up by the root, to remove such an unpleasant odor.   However, despite their terrible odor, it is believed by followers of Kelemvor and Bane that should you die with the seeds of this plant in your possession, your spirit will find an easier path to the afterlife. Thus many keep the seeds of such a flower in a cloth bag close to their chest. Unfortunately for others, this means that the flowers often sprout from the corpse several days after the death of such individuals.     Guklulla   Geography: Temperate and tropical swamps   Identify Check: DC 9   Value: 5 gold per root   Growing in the swamps, the plant appears to be little more than a pair of large, broad leaves floating on the surface of the stagnant water. During warmer months, a large yellow flower blossoms in the midst of the two leaves. Hidden beneath the surface, the plant has an extensive root system that reaches far down into the muck, a massive tangle that catches other debris that is carried along by the slow current. Various species of fish and snakes lay their eggs in the tangle of roots.   Various orc tribes harvest the Guklulla for the roots, pulling the plants out of the muck, cutting off sections of the roots and throwing them back into the swamp to be harvested again in the future. Grinding the root into a paste and applying it to wounds provides not only accelerated healing, but also numbs the affected area.   Gyumin Beans   Geography: Northern Faerun   Identify Check: DC 5   Value: 5 silver per pound of beans   A small plant that grows close to the ground, the stalks are a mottled green color, and the soft oval leaves grow in small clumps. During harvest time, the plants are laden with several long pods filled with up to a dozen light brown beans. Farmers often grow the beans alongside rows of corn, as the plants seem to compliment one another.   The beans are often either eaten cooked, or ground into a fine paste and eaten with bread. Several restaurants and taverns across Faerun are known for their particular methods of preparing Gyumin Paste.    Haella   Geography: Temperate plains   Identify Check: DC 7   Value: 10 gold per ounce of flowers   Growing in clumps, these tall purple flowers are often planted in tranquil gardens and are commonly seen on gently rolling fields. The stalks bear symmetrical pairs of long tapered leaves with purple veins. Farmers dislike the plants because they tend to choke out food crops, such as corn.   The flowers emit a subtle and sweet fragrance which not only smells nice, but also is a repellant to certain predatory insects, such as mosquitoes and dragonflies. Those that can afford to pay for it often rub Haella Fragrance on their unprotected skin during warmer months to repel such vermin.   Hands of Laretha   Geography: Northern Faerun   Identify Check: DC 7   Stems of bright green hold jagged leaves that grow in clusters of three. The plant grows delicate yellow flowers that smell pleasant, with the smell often drifting in the breeze on warm summer nights.   The golden flowers that blossom from the plant grow to resemble a pair of hands pressed together. A common belief is that the flower resembled the hands of Laretha, a young cleric of Tymora, while she prayed to the gods to save her from misfortune at the hands of a horde of bandits. Her prayers were answered by the arrival of a group of adventurers. Afterward the flowers appeared near her shrine, a sign that the goddess was looking over her.   Hangman Tree   Geography: Temperate climates   Identify Check: DC 11   A deciduous tree named for the noose-like ropy appendages that hang down from the branches, the trees are known to entrap the unwary. Their shallow roots and sparse leaves require the tree to seek nutrition through being carnivorous.   The main body of the trunk has a hollow tube containing a digestive acid. The ropy appendages drag trapped prey upward and drops them inside the opening. The opening is surrounded by a number of downward facing spines which make escape difficult.   Due to the shallow roots, the trees may move at a glacial pace, allowing most prey to easily outrun them. However, the trees rely upon a perfume their leaves emit that causes hallucinations to lure potential victims closer.     Hangman Tree   Huge plant, unaligned Armor Class 12 (natural armor)   Hit Points 172 (15d12+80)   Speed 1 ft.   Str 20 (+5), Dex 6 (-2), Con 20 (+5)   Int 3 (-4), Wis 6 (-2), Cha 4 (-3)   Damage Resistances bludgeoning, piercing Damage Vulnerabilities Fire   Condition Immunities blinded, deafened, frightened, exhaustion   Senses blindsight 90 ft., passive Perception 8 Languages - Challenge 8   False Appearance. While the tree remains motionless, it is indistinguisable from a normal tree.   Hallucinatory Perfume. Creatures that venture within 90 feet of the tree must make a DC 14 Wisdom saving throw, or be lured toward the tree. Each round the creature may attempt the saving throw again or they are incapacitated and must move toward the tree at their normal speed.   ACTIONS   Multiattack. The hangman tree may make three constrict attacks.   Constrict. Melee Weapon Attack: +9 to hit, reach 10 ft. one target.   Hit: 11 (1d4+5) bludgeoning damage, and a Large or smaller target is grappled (escape DC 16).   REACTIONS   Engulf. The hangman tree drops a single constricted target into the gaping maw in the trunk. The target must then make a DC 16 Constitution saving throw at the start of each of the hangman tree’s turns or suffer 30 (8d6) acid damage. Escaping the maw requires a DC 16 Strength (Athletics) skill check. If the tree moves, the engulfed creature moves with it. The tree may only have one creature engulfed at a time.   Adventure Idea: Encroaching Menace   One method of utilizing the hangman tree is to have them slowly encroach upon a small village. One morning the villagers awaken to see several of these trees standing at the edge of the woods, and they realize that their wooden fences are good for keeping livestock from running away, but causes no impediment to the mass of the trees. Unless a band of adventurers can thwart the approaching menace, the villagers fear that they may be overrun.    Harpy Nest   Geography: Thay, Southern Faerun   Identify Check: DC 13   The mottled trunk of these trees are often seen growing in rocky soil. The upper limbs of the tree curve inward upon the trunk, and become a large tangled mass. Various flying creatures, predominantly harpies, often cultivate the top of the tree, tearing away enough limbs in the center to form a protective nest. From the ground it is difficult to notice any creatures dwelling among the tangles, allowing cunning creatures to dive down and ambush their prey.   The massive roots of the tree, while edible, are tough and require several hours of soaking in boiling water. Once prepared properly, the taste is said to be similar to salted potatoes.   Hart’s Crown   Geography: Cormanthor Forest, Great Wild Wood   Identify Check: DC 15   This odd bush grows in deep forests, where men often fear to tread because of dark and wild fey creatures. The bush grows strong curved branches that resemble the antlers of a deer, and in their center they grow a single purple flower.   Legend has it that the plant was originally created to help combat the Unseelie fey, ages ago. However, through trickery and guile, the dark fey managed to destroy many of the plants not in their possession, or not hidden deep within their realms.   Helmthorn   Geography: Western Faerun   Identify Check: DC 9   Value: 2 gold per pound of berries   A vine-like shrub, often growing in remote and desolate locations, the shrub has dark green leaves, and sprouts indigo colored berries. The shrub is named due to long black thorns that protect the plant from various foraging animals.   The berries are often harvested to be eaten, or can be fermented to make Helmthorn Wine. On occasion a plant will produce red berries, which are seen as a symbol of good luck, and make a slightly sweeter vintage of Wine.     Hiexel   Geography: Dalelands, the North   Identify Check: DC 7   Value: 4 gold per pound of bark   This tree has silvery-green bark covering a sparse collection   of branches which curve upward to support vibrantly green   leaves which turn dark red in autumn. The wood is an odd   hue of green, and unfortunately not dense enough to be   useful in construction. However, burning the wood creates a   large quantity of smoke, which is often used to smoke meat   or to create signal fires.   The bark was useful after rendering it down to create a thick green paste which was often sought after to seal buildings against the cold winds of winter.   Hiljirat Pepper   Geography: Plain of Stone Spiders (Calimshan)   Identify Check: DC 9   Value: 5 gold per pepper   A small plant that has many branches, each which end in a single triangular leaf, the peppers that also grow on the plant are much sought after for their spice.   The peppers are either dried or ground into powder after being picked, allowing them to be shipped afar with little chance of spoilage. The wealthy of the cities of the Sword Coast enjoy the taste of the peppers, and several sailing merchants pay exorbitant amounts to have the peppers harvested and shipped.   Hoggle Beans   Geography: Dalelands   Identify Check: DC 7   Value: 2 gold per pound of beans   A single leafy stalk with a tough exterior that grows in gentle rolling fields of the Dalelands, the plant produces numerous pods upon reaching maturity. Within each pod are small pink beans, each one almost perfectly spherical.    Iazutl Flower   Geography: Maztica   Identify Check: DC 9   Growing in clusters, the flower has a long stalk, which has a single oval leaf at the very top of the plant. The leaf points toward the rising sun, and blows in anything more than a light breeze. During warmer months, the plant blossoms numerous small crimson flowers.   Those that venerate Kiltzi speak tales of the Iazutl flower. One tale speaks of the plant growing singularly, and without flowers, and when Kiltzi noticed the plant was all alone, she wept. Her tears caused several similar plants to grow in the area, and as an expression of their love for her, they sprouted an abundance of flowers. Lovers often gift the flowers to one another, as a sign of their affection.   Iceflower   Geography: Icewind Dale, Icerim Mountains, the Great   Glacier   Identify Check: DC 7   A short plant, the stalk bears a number of feathery leaves, and a single flower blooms, bearing shades of blue. The plant is only seen in areas of abundant snow, and oddly seems to thrive where other plants would perish. The plant is only seen during the summer months, when there is considerable sunlight, and in winter months it withers and dies.   Beneath the surface of the snow, the iceflower has an extensive root system that quickly grows. The roots are durable enough that some of the northern tribes will dig up the roots to serve as a foundation for a roof over small circular huts.   Jalap   Geography: Maztica jungles   Identify Check: DC 7   Value: 10 gold per ounce of leaves   A light violet vine that grows around trees, and can often be found amidst ruins. The vine produces large, heart shaped petals, and purple flowers with five petals. Young women often pick the flowers to wear in their hair, and several religious ceremonies require a carpet of jalap flowers.   Shaman often use a poultice made of ground jalap to draw the venom out of rattlesnake bites.   Kaitlin’s Weed   Geography: Hill of Lost Souls   Identify Check: DC 17   A short leafy stalk that grows fine red hairs along the prominent bud, it is often mistaken for the taller Dragon’s Breath.   Those well versed in herbalism also know that the weed can be used to create a balm which soothes sunburn, and helps alleviate the pain from other burns. Many seeking to traverse the desert of Netheril often procure quantities of the balm before setting out on their journeys, and the Bedine tribes often make use of the soothing qualities of the weed.   Kanishta   Geography: Icewind Dale, Icerim Mountains, the Great   Glacier   Identify Check: DC 11 Value: 1 gold per root   A short plant that grows in tendrils across the ground sprouting broad fluffy leaves, the Kanishta thrives in the cold environment. Growing beneath the ground is a thick, dark-colored root.   Although it is extremely bitter tasting, chewing on the root provides temporary relief from the cold weather. Those that chew it express a feeling of warmth passing through their body, and a sense of renewed strength.   Karcatta Brambles   Geography: Deserts   Identify Check: DC 11   Growing in deep ravines and shadowy places of the desert, the brambles grow along the ground, rarely achieving waist height. The stems are covered in long, spiny thorns, and the plant grows wide leaves close to the ground. In the cooler months the plant blossoms with flowers of various colors.   The leaves, once dried, are often smoked by nomadic tribes during religious rituals. The dried leaves are rolled together and lit, or used as incense. Those that inhale the smoke have auditory hallucinations, often of imperceptible whispers, although some are capable of discerning what is being said and declare that it is the voice of the divine giving them directions.   Kingsfruit   Geography: The North, Dalelands, the Sword Coast   Identify Check: DC 7   Value: 2 silver per fruit   The bark of this tree is smooth, and a rich brown in color, while the soft leaves are oval shaped and grow in small clusters. During the warmer months, small violet flowers grow from the tree. During the autumn months, the tree produces a dark brown fruit with a tough exterior.   The fruit has an extremely hard rind, and require a blow from a hammer to open. Striking either end of the fruit causes the rind to cleanly split into six equal parts. The inside of the fruit is a shade of golden yellow, and is quite sweet.   Kinuka Tree   Geography: Kara Tur   Identify Check: DC 9   The twisting trunk spawns many long branches that reach out to provide a canopy. During most of the year the tree bears a multitude of feathery red leaves that turn purple in the fall. In the spring the tree is punctuated by small clusters of white flowers.   The flowers are said to carry luck with them, and many young women hoping to become brides wear them in their hair. During the Kao Dynasty, the trees began to disappear,    and it was found that a small cult led by an exiled Wu jen had been cutting the trees down and burning them in an attempt to spoil the flow of energy throughout the nation. For his actions the exile was executed and his name erased from all history books.   Krakaem Pods   Geography: The Sword Coast   Identify Check: DC 7   Value: 5 silver per ounce of pods   Growing off of tree branches, at first inspection this fungus   appears to be the cocoon of an insect. The fungus is intrusive,   sending tendrils into the tree branches and stealing water   reserves. Sporadically another pod will emerge from the   tree branch, swell to the size of a human fist, and then burst,   sending a cloud of black spores floating on the wind. The   spores are a severe irritant and may even cause temporary   blindness if a large mass of spores get into the eyes of a   creature.   The pods are also sought after for food, as frying them in oil and serving them with fish is a delicacy served in Waterdeep.   Laspar   Geography: Temperate climates   Identify Check: DC 7   A squat evergreen tree with dusty green bark, and olive green needles that grow in clusters, most people avoided burning the wood of the tree. Setting the wood ablaze resulted in a large number of sparks, which potentially could set houses ablaze, due to the high amount of pitch contained within the wood. The needles, which grow in “shags” at the end of each branch, are often used in torches. The needles are also often burned simply for the aroma they provide.   Light of Mystra   Geography: Underdark   Identify Check: DC 7   Small mushrooms with thick heads, the skin is a pale blue color, and the head is often covered in small off-color bumps. In the darkness, the mushrooms glow, attracting creatures to consume the fungus. Within the bumps of the cap, the mushroom holds a dense collection of spores. After digesting and passing the mushroom, the spores begin to sprout.   The glow of the mushrooms is slightly magical, and casting Detect Magic reveals a pale aura of illusion magic. Some say that the mushroom was blessed by Mystra, to help her followers find their way out of the Underdark.   Lizard Eaters   Geography: Temperate forests and urban areas   Identify Check: DC 5   A hardy vine that seems to grow in the nooks and crannies of stones, and can often be found in older cities or in ruins. The vine rapidly grows along the crevasses provided by mortar, and every few feet a small yellow flower sprouts from the vine, surrounded by a handful of apparently errant tendrils.     These flowers smell very faintly like rotting meat, which is used to attract vermin such as small lizards and rats. When the vermin begin to eat the flower, the tendrils quickly close around the creature, slowly constricting and choking the life from the creature. This feature causes many urban dwelling folk to not only tolerate the presence of the vine, but to also encourage such growth.   Locust Needle   Geography: Pirate Isles   Identify Check: DC 13   A short stubby tree covered in long thorns, the bark is a light brown, and the leaves are a vibrant green tinged with gold. The leaves of the plant are quite edible and known to help prevent scurvy.   Some pirate crews use the trunks of the tree to make crude morningstars, while others harvest the thorns to use as improvised tattoo needles.   Mallow   Geography: Maztican jungles   Identify Check: DC 11   Value: 2 gold per ounce of leaves   A tall plant with many star shaped leaves sprouting from   the main stalk, the mallow plant is notable for the large five   petal white flowers.   Several tribes use the flowers for decoration, especially during fertility ceremonies. The Azuposi people brew a tea from the plant, said to ward away any “evil spirits”.   Maraga Flowers   Geography: The Sword Coast, forests around the Sea of   Fallen Stars   Identify Check: DC 13   Value: 1 gold per flower   Growing as a small bush with broad, heart shaped leaves, the plant also grows vibrant red and violet flowers. The bush also emits an enticing scent that almost overpowers the smell of the plant’s decaying prey.   The insides of the flowers are lined with a number of sharp thorns, and each flower is capable of spraying a paralytic poison at potential prey. Once the prey falls to the ground, the bush is capable of slowly moving due to having shallow roots, and entangling the paralyzed creature. The root system slowly crushes the prey, and the bush feeds upon the nutrients as the body decays.    Marsh Maw   Geography: Temperate swamps   Identify Check: DC 17   Lurking beneath the stagnant water, waits a plant made of veiny tendrils looking to fill a spine filled maw. When unsuspecting prey wanders nearby, the tendrils snake around flailing limbs, dragging it into the maw. The plant slowly submerges back beneath the surface, crushing the prey caught within its grasp.   The Marsh Maw is a danger that dwells within shallow swamps, using the brackish water as camouflage. The plant has a deep root system that goes deep, holding the monstrosity in place.   The Maw often lurks at the edges of the swamp, near where herd animals come to drink. More than a few unlucky shepherds have lost members of their flock to the danger that lurks just beneath the surface.     Marsh Maw   Large plant, unaligned Armor Class 14 (natural armor)   Hit Points 112 (l4d10+28)   Speed 20 ft., swim 20 ft.   Str 16 (+3), Dex 12 (+1), Con 14 (+2),   Int 4 (-3), Wis 10 (+0), Cha 6 (-2)   Damage Resistances bludgeoning   Condition Immunities blinded, deafened, frightened,   prone   Senses blindsight 60 ft. (blind beyond this radius), Passive Perception 10 Languages none Challenge 4 (1,100 xp)   ACTIONS   Multiattack. The marsh maw can make two constrict attacks and a bite attack.   Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft. one target.   Hit: 11 (2d6+3) bludgeoning damage, and a Large or smaller target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the marsh maw cannot constrict another target.   Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. one Medium or smaller target.   Hit: 11 (2d6+3) piercing damage, and a target is blinded, restrained, and unable to breathe. The target must succeed on on a DC 14 Constitution saving throw at the start of each of the marsh maw’s turns of take 11 (2d8+3) bludgeoning damage. If the marsh maw moves, the engulfed target moves with it. The marsh maw is unable to use the bite :tack until it releases the held creature.   The monstrous plant tends to wait beneath the surface, emerging only when it senses easy prey. Once it has a firm grip on a creature, it attempts to resubmerge and digest the victim.   Mokodo Bushes   Geography: Coast of the Celestial Sea, Kara-Tur   Identify Check: DC 13   Value:   This full body bush grows a plentiful amount of waxy green leaves, that turn pink in the fall. During warmer months the bush sprouts flowers of yellow and orange, which turn into sweet little berries.   The leaves of the bush can be harvested and rendered down to create a waxy resin that is often used to seal the hulls of seagoing boats, replacing pitch. The practice is far from common, as the process to create the resin is far more expensive than using the traditional methods. Some seamstresses also coat their threads in the resin, which allows for the creation of finer garments.   Mothflowers   Geography: Underdark   Identify Check: DC 13   A strange plant that grows in the Underdark, the stalk of the plant is a shade of grey similar to ashes. The few leaves that sprout from the stalk are a lighter shade of grey with dark veins running through them. Every few hours the flowers of the plant open, and appear very similar to white moths.   When the flowers are open, the plant emits a strange smell which causes goblinoids to retch. Any goblinoid (including half-orcs) approaching within 20 feet of the plant must make a DC 12 Constitution saving throw or become nauseous. Flowers that have been picked do not confer the same effect.   Nararoot   Geography: Temperate climates   Identify Check: DC 5   Value: 1 silver per root   A tuber found throughout Faerun, the green and purple leaves of the plant grow close to the ground, and a single thin stalk sprouts upward to reveal a flower with two wide petals.   The root is often cut into shavings and either eaten directly, or brewed into a tea. Although terribly bitter, it primarily serves as a form of birth control, as ingesting it renders a person infertile for several weeks.   Phandar   Geography: Southern Faerun   Identify Check: DC 7   A knobby deciduous tree with mottled bark, the branches often grow away from the prevailing wind, often giving a copse of the trees the appearance of being almost blown over by strong winds. The branches support a surprising amount of small triangular leaves, and are the natural home for a species of moth that resemble the leaves.   The strength of the wood lends itself to being an excellent choice for tool handles, bows, and small boats. The multi¬colored grains are regularly in fashion for jewelry making in such places as Waterdeep and Suzail. However, because of excessive logging over several centuries, the tree can only be found in isolated copses, often far from centers of civilization.   Ratavasa Flowers   Geography: The Dalelands, the Sword Coast, Cormyr   Identify Check: DC 7   Value: 1 silver per ounce of flowers   A short purple flower that grows close to the ground, the plant is generally little more than a few floppy leaves sitting above the soil. However, during the warmer months, the plant sprouts a cluster of small purple flowers that smell faintly of cinnamon.   The petals of the flower are often steeped in hot water to create a tea that prevents conception. Any female drinking the tea is unable to become pregnant within the next two days.   Rattlestalks   Geography: Temperate swamps   Identify Check: DC 11   These tall stalks that grow out of stagnant water end in a thick bulb with a hard shell. In the colder months, the stalk withers, and the bulb falls off, to float around until the bulb softens and falls away to disperse the seeds within. The seeds sit freely in the shell, and when shaken make a slight rattle noise, which is unnerving when the wind rushes through a cluster of rattlestalks.   Tribes that live in the swamps will often use the unnerving aspect of the rattlestalks to create fear inducing noisemakers. When rattled, those that have no knowledge of the rattlestalks must make a DC 8 Wisdom saving throw, or be Frightened for 1d4 minutes.   Redroot   Geography: Temperate climates   Identify Check: DC 11   Value: 2 silver per root   The plant is a tangled mass of leafy shoots that grow close to the ground. While it does grow wild in a large swath of the Realms, it is also sometimes intentionally planted on farms.   Pulling a ripened root from the ground reveals a large crimson colored tuber. The tuber is often turned into a curative paste which can be applied to wounds to soothe the pain and speed healing. Ingesting the root often causes nausea and vomiting.       Redstar Flowers   Geography: Lands around the Sea of Fallen Stars   Identify Check: DC 5 Value: 5 silver per ounce of sap   A strange plant with a translucent pink stem, numerous small branches fork off of the main stem, each of them ending in a small red flower with five petals. Each flower has a small opening which leads down the branch to a small pool of sap. The sap has a sickeningly sweet aroma which draws in small insects, which then become disoriented and perish in the sap and are dissolved.   The plant is often harvested for the sweet sap, which is sifted to remove the remains of insects. Next the sap is heated, and used to coat confections and pastries.   Rosecork   Geography: Inner Sea (Isle of Prespur),   Southern Cormyr Identify Check: DC 7   A short tree that sprouts many diverging thick branches, the leaves are rather small and plentiful. The bark is a light shade of red, and darkens during winter months.   Due to the considerable amount of moisture that the trees retain, it is seen as a poor choice for burning. Rosecork wood will often take several hours of being exposed to hot flames before enough of the moisture has burned away before it catches fire. It is for this reason that it is occasionally used in construction.     Rouddan   Geography: Sea of Fallen Stars   Identify Check: DC 5   Value: 2 copper per root   A root vegetable, the leaves of the Rouddan are broad and soft. Known as the “red turnip of Proskur” it is a staple food of nearby peasants. Due to necessity, a large variety of different methods of preperation have arisen, including a thick stew of Rouddan, and as a base for slop mashes.   The root keeps well when kept in a cool and dry climate, and resists decomposition well. While they can be eaten raw, they are best soaked in broth or spiced water.   Ruby Blushrose   Geography: Rose Garden (Kara-Tur), Battle of Bones   Identify Check: DC 7   The long stems of the rose are oddly free of thorns that grace other similar flowers, while the rose itself is abundantly large and red. The rose tends to grow in clumps with others of the same species.   Smelling the rose has a curious effect, as the pleasing aroma causes people to blush. Extended exposure to the aroma causes exhaustion and light-headedness. Those that spend more than a few moments within 10 feet of a blushrose must make a DC 15 Constitution saving throw or suffer Disadvantage on Constitution and Wisdom saving throws for as long as they remain within proximity and 2d6 minutes afterward.             Rose of Forgetfulness   Geography: Zakhara   Identify Check: DC 13   This unusual rose, often identified by the multicolored petals, are only found in the rare wild, as their scent causes lingering problems. Their tangled vines are covered in sharp red thorns, and the smooth green leaves are tinged in orange.   Those that smell the mesmerizing fragrance of the roses must make a DC 15 Wisdom saving throw or forget the past 2d4 minutes. Failing the saving throw by 5 or more causes the victim to forget the past 1d6 hours, and a spellcaster to forget 1d6 spells occupying the highest spell slots first. Those that fail the saving throw by 10 or more forget the past 1d6 days, and spellcasters forget 2d6 spells occupying the highest spell slots first. Rolling a 1 on the saving throw causes the inhaler to suffer from complete amnesia, and can only be cured by a Wish, Heal, or Restoration spell to restore their forgotten identity.     Some romantics declare that the blushrose brings the euphoric and lightheaded feelings of being in love to the forefront.   Sandberry Bush   Geography: Battle of Bones   Identify Check: DC 15   Value: 1 silver per ounce of berries   Small bushes with waxy green leaves, the plant grows in the remote Battle of Bones. The bush has small yellow berries that have a bitter taste, but can be brewed to make a soothing tea. The few nomadic tribes that pass through the Battle of Bones pick the berries as a remedy for insomnia.   Sasami Tree   Geography: Kara Tur   Identify Check: DC 7   Value: 50 gold per tree   This dwarf tree is favored among nobility of the southern provinces, as it is easy to cultivate and grows quickly. The sparse leaves it produces are diamond shaped and light green with a tinge of pink on the edges.   The exercise in restraint is one lesson that the Sasami Tree teaches followers of “The Way”. Cutting off too many branches causes the tree to sicken and perish, while allowing the tree to grow wild often causes the tree to turn into an unruly mess.    Scarlet Heart Mushroom   Geography: Swamps   Identify Check: DC 15   Large black mushrooms covered in heart-shaped red spots, those trekking through swamps have a potential of encountering the dangerous fungus. Sensing the heat of a living creature, when they come near the red spots burst, creating a cloud of spores with a 5ft-radius. Anyone within the affected area must make a DC 13 Constitution saving throw or be blinded for 2d4 days.   Serpent Sweat   Geography: Underdark   Identify Check: DC 15   Value: 50 gold per ounce of berries   The fungus appears to be a cluster of small yellow beads,   often growing on decomposing matter. Small black stems   hold them aloft, and their surface is shiny enough to reflect   torchlight.   While the fungus may appear like berries, they are quite poisonous. Underdark denizens will often collect the fungus wearing leather gloves to prevent touching it with their skin.   Shadowtop   Geography: Temperate climates   Identify Check: DC 5   A rather tall and quickly growing tree that can be found throughout Faerun. The leaves only grow at the very top of the tree, and appear dark green above and have a copper hue from beneath. These leaves are also highly flammable, and are often gathered to be used as tinder.   The wood of the tree is quite fibrous, but not dense enough to be worthwhile building material. Instead the strands are often broken down and woven into thick rope. The wood burns fairly hot and without an abundance of smoke, thus making it ideal for use in hearth fires.   Silverleaf   Geography: Western Faerun   Identify Check: DC 15 Value:   Only blooming by the light of a full moon, the plant appears to be largely nondescript until seen at night in full bloom. The entire plant is basked in a silvery glow, and the flower is large and luminescent white. At the end of the night the flower falls off of the plant and quickly wilts in the morning sun.   However, before the flower wilts, it can be ground into a fine powder, the mere smell of which repels lycanthropes.     Snowwood   Geography: Northern Faerun   Identify Check: DC 9   A pale tree that grows in the north, and has a slightly bluish cast to the mottled bark. The trunks of the trees are often thin and dense, with spindly limbs and dark green leaves. The mottled coloration of the bark often forms into shapes that vaguely resemble faces, and a few tribes hold a belief that the trees hold the spirits of ancestors that watch over them.   The trees are quite remarkable as they can survive in some of the coldest climates, and have even been seen as far north as the High Ice and the Reghed Glacier. The roots of the tree often stretch deep, anchoring the tree in places where other vegetation would find difficult purchase.   Sparkle Berries   Geography: Temperate climates   Identify Check: DC 5   Value: 5 silver per pound of berries   A single stalk bearing a number of curled leaves, the sweet berries of the plant are known throughout Faerun, and they sparkle radiantly in direct sunlight. Villagers often know of nearby patches of wild sparkle berries, and pick them in mid-summer. The berries have a variety of methods by which they are eaten. Fresh berries are often served with cheese, and many are processed into jams and jellies to be preserved for later.   Specterflower   Geography: Cormanthor Forest, the Dalelands   Identify Check: DC 17   Value: 50 gold per root   This highly unusual plant grows in the deepest parts of dark forests, far from the eyes of civilization. The stalk is a blue- green color, and several pale leaves grow along the length. During nights of the full moon the plant buds a flower, which appears wispy and translucent. Attempting to touch the flower reveals that it is incorporeal, and has the substance of smoke. Come morning the flower disperses on the wind, sending the seeds of the flower on their path.   The roots of the flower can be used to make an oil that allows blades to strike incorporeal creatures, called Ghostbane Oil.   Spellbane   Geography: Cormyr   Identify Check: DC 15 Value: 100 gold pieces per plant   25 gold pieces per leaf   A small tenacious plant that grows in shadowed areas, clinging to rocks. The wide ragged leaves of the plant are filled with vibrant blue veins, and at night in the spring it produces small delicate blue flowers which crumble with the slightest touch.   Surprisingly, the plant has an interesting effect upon magic users and magical creatures. Those that ingest parts of the plant lose the ability to cast spells and also gain an increased resistance to magic.   Spirit Moss   Geography: Swamps   Identify Check: DC 17   A pale white moss that often grows on dead trees in marsh environments. Those familiar with the moss know to avoid it, as it attacks the living.   Those that approach within 10 feet cause the moss to violently thrash about, forcing those within the area to make Dexterity saving throws, DC 13, or be grappled by the moss. Escaping the grasp of the moss requires a Strength saving throw, DC 11.   The moss then implants spores that burrow into the skin of the trapped creature, inflicting 1d6+1 damage per round. After the creature is implanted, they suffer Disadvantage to all attribute and skill checks, as a terrible malaise washes over them. Once the creature dies, the body sprouts a new mass of spirit moss.   The implanted spores can be destroyed by the application of heat to the affected area on the round after implantation, or with a Remove Disease or similar magic after that point.   Stirge Traps   Geography: Tropical climates   Identify Check: DC 9 Value: 5 silver pieces per plant   These short plants grow several wide leaves covered in fine hairs, and a single large bell shaped flower. The flower exudes a sticky sap that is deep red in hue, nearly the color of fresh blood, which also has a coppery aroma. The smell and coloration of the sap is intended to attract predators that prey on blood, such as stirges and mosquitos. While smaller insects are trapped by the sticky sap, the leaves are also covered in fine hairs, and when they are touched they curl up, trapping larger prey.   Some farmers plant the flowers around the edges of their livestock pens, to keep stirge predation to a minimum, and in more urban areas pots of the sap are left out to trap mosquitos and other airborne pests.   Stonewort   Geography: Eastern Faerun   Identify Check: DC 9   Value: 20 gold per ounce of leaves   A leafy plant with small pink flowers that grows in bunches in open fields. The plant is rather unremarkable, except for its tenacity and resilience. Farmers will often complain that it chokes out other crops, unless it is pulled up by the root and no remnants of the plant remains, and livestock often refuse to eat it.   The true worth of the plant is when it is ground into a powder and turned into a paste. Spreading it on exposed flesh causes the skin to become hardened and stiff, resilient enough to resist slashes and stabs.   Sunberry Bush   Geography: Cormyr   Identify Check: DC 7   Value: 5 gold per ounce of berries   A large bush with light green oval leaves, the branches are studded with small thorns. During the spring months the bush is covered with small golden flowers.   The golden berries of the bush grow with small protrusions, giving them the appearance of a small flaming sun. While the freshly cut berries are sour, leaving them to sit in the sun for a day or two after being picked turns them remarkably sweet. The berries are often picked for Sunberry Wine.   Suth   Geography: Southern Faerun   Identify Check: DC 7   A tree with dark grey bark, and branches which sprout almost horizontally from the trunk for some distance before abruptly changing angles. The branches of multiple trees growing close together often grow together, becoming a tangled mass, and sometimes creating natural walls. The olive-green leaves were long and fluffy, but sporting a spike at the end which often made attempting to push through the interlaced branches a painful task.   The wood of the tree is renown for being hard and durable, making cutting them down very difficult. Thus, in some areas where lumbering has cleared away large swaths of trees, there are large copses of tangled Suth trees left untouched.   Swampwalker   Geography: Temperate swamps   Identify Check: DC 9   A curious plant that has caused more than a few strange tales from the rural villagers, the Swampwalker seems to stand out of the water, supported by a mass of tendrils, and sprouting a clump of pink flowers that attract various insects. Each tendril is the thickness of a finger, and due to slow currents in the swamp, the tendrils often clump together or break off entirely, causing the plant to look like a looming figure standing on the surface of the brackish water.   One legend has it that the plants come alive during the darkest of nights. They stalk nearby villages hoping to catch the unwary and drag them back to watery graves.   Swordstalks   Geography: Chuult and Southern Faerun   Identify Check: DC 9   A succulent plant with a cluster of three broad and thick leaves that grow from the ground, and sprouting a single small blue flower on the tips of each leaf each spring. The swordstalk often grows in tropical places, and often in the sandy soil near beaches and deserts.   The broad and heavy leaves of the plant are often severed and dried, and the result is a fairly resilient weapon with a jagged edge on either side, capable of cutting through flesh almost as easily as a steel sword. The resulting weapon functions as either a shortsword or a longsword, however, on any attack roll that results in a ‘1’ on the die means that the weapon is broken and rendered useless.     Takara Bulb   Geography: Mountains   Identify Check: DC 9   Value: 2 copper per bulb   A large bulbous mass that grows a half-dozen shoots that each end in a single leaf. The bulb is dark brown or even red in coloration, while the leaves are a light green with red veins. During the spring a single large red flower forms at the center of the bulb.   The bulb can be harvested and eaten raw, although it often tastes better after having been cooked. Many small mountain villages cultivate the bulb, as the plant grows well in rocky soil.   Tangara Kelp   Geography: Shallow seas   Identify Check: DC 11   Growing out of the seabed, this dark green ropy kelp grows in shallow waters, and is both a blessing and a bane to sailors. The kelp often tangles oars, fishing nets, and crab traps. However, more than a few sailors stuck in the doldrums near a desolate island have survived off of little more than the fresh water contained within the stalks and the schools of fish that dwell among the fronds.   Thalsen Weed   Geography: Dalelands, Cormyr, Vilhon Wilds   Identify Check: DC 7   Value: 2 gold per ounce of flowers   A tough yellowish stalk that grows stiff triangle shape leaves, the weed is despised throughout the Dalelands and Cormyr. Some believe the weed to have been magically created, as it grows from seed to mature adult in a matter of days, often seeming to appear instantly. Once the weed reaches maturity, it produces a small cluster of white flowers. The petals of the flowers are coated with a dusty powder that causes a slight rash if it comes into contact with the skin. These petals are sometimes picked to create Itching Powder.    The rapidly growing weed is said to overcome crops nearly overnight, choking out carefully planted fields, and destroying months of work. Most livestock also refuse to eat the weed, with the exception of goats. Thus, many farmers that live in areas where Thalsen Weed thrives also keep a small number of goats that they let wander in the outer edges of their lands.   Thanalalya   Geography: Forests surrounding the Sea of Fallen Stars   Identify Check: DC 7   A long stalk covered in small thorns and ending in a thick bulb, the plant hangs down from the branches of other trees. The thanalalya is a predatory plant, the stalks have their roots embedded in branches of trees, yet they cause no harm to their host tree. The plant instead secretes a sticky resin that smells musky and attracts insects and small birds. Smaller insects are trapped in the resin, while the stalk curls around birds that would be capable of breaking free of the resin, gripping and impaling them with the thorns. The resin slowly dissolves the prey, providing nutrients to the thanalalya.   Adventure Idea: Pixie Problems   A druid friend of the party brings forth a problem that has been plaguing the local fey populace. Some dark force has twisted the thanalalya, so that it might slowly travel along the branches of trees, and it has a taste for pixies and fairies. The fey have lost many of their number to such predators, and believe they may become eradicated in the area unless they can foster aid to determine the origin of such twisted plants and bring it to a stop.   Thelmallow Flower   Geography: Swamps   Identify Check: DC 9   Value: 1 gold per ounce of flowers   A floating plant that inhabits marshes and swamps, the plant produces wide, waxy leaves that arc minutely out of the water, which are often the haven for mosquitos. The plant also buds large pale flowers with ragged petals that attract swamp flies.   Grinding up the flower creates a paste which is used to create Spellslayer wine.   Torment Toadstool   Geography: Swamps   Identify Check: DC 13   Large blue mushrooms found in swamps all over Faerun, most people are careful not to step on the toadstools. Some villagers go out to harvest the mushrooms in order to make a particularly earthy tasting ale.   Those that step on the toadstool causes it to rupture and release a cloud of spores within a 5ft-radius. Those that inhale the spores must make a DC 11 Constitution saving throw or become incapacitated while vomiting for the next minute.     Tumblespider Cactus   Geography: Deserts   Identify Check: DC 13   A tough cactus the size of a man’s hand, the plant looks similar to a large dead spider, with numerous stalks curled around one another. Lacking roots to anchor it in one place, the cactus is often blown about by the wind. At night the cactus unfurls the tendrils, and collects morning dew.   Those trekking through the desert may see the tumblespider as a welcome sight, as they often clump together in the leeways of dunes or rocky outcroppings. Each plant contains little more than a mouthful of moisture, a welcome relief to those that have already exhausted their own water supplies.   Twilight Birch   Geography: Western Faerun   Identify Check: DC 9   The bark of this tree is a pale white, and quite smooth. The leaves of the tree are small, waxy and dark, and spend the day curled tightly, only to open at night. During colder months the tree sprouts small purple flowers that blossom at night.   Legend says that the trees first erupted from the ground during a fight between an avatar of Shar, and an avatar of Selune. During the fight the avatar of Shar was wounded, and where her drops of her blood fell upon several saplings, they were forever changed. It has been noted that the trees were once found more commonly in places where the Shadow Weave was most prominent.   The wood is soft and flexible when first cut, but hardens over the course of several days, allowing craftsmen to work easily on freshly cut wood to easily create ornate pieces. Once hardened, the wood retains the shape it was crafted into. The wood is often used to create furniture such as elaborately carved chairs, tables, and desks. Additionally, the wood is used to craft intricately detailed scepters, wands, and staves.   Umanhunan Tree   Geography: Maztica   Identify Check: DC 9   Value: 1 gold per pound of leaves   A tall tree that grows branches high off of the ground, the bushy leaves are dark green on the underside, and a very pale shade on top. The bark of the tree is rough and mottled between dark red and light brown.   Locals often burn boughs of the tree to Azul, in hopes of bringing rainfall. Breathing in the fumes of burning Umanhunan leaves causes mild hallucinations and euphoria.   Umozokai Flowers   Geography: Forests of Kara-Tur   Identify Check: DC 7   Value: 2 gold per ounce of flowers   This hardy plant grows on the seaward side of many cliffs, looking out over the ocean. The vine clings to the rocks, and the broad fluffy leaves gather moisture from the wind. During the warmer months, the plant flowers, producing long, sharp yellow petals tinged with crimson on the edges.   Tea made from the flower petals is highly sought after, as it includes a wide variety of medicinal uses. Some nobles believe that drinking a single cup of Umozokai Tea a day ensures longevity.   Vaundyr Vine   Geography: Southern Faerun   Identify Check: DC 13   Value: 4 gold per ounce of leaves   A thorny, thin vine that grows in wetter areas such as swamps   and jungles. The waxy leaves are ground to create Alarvaun,   a component for Spellslayer wine.   Violet Slime   Geography: Swamps   Identify Check: DC 15   Lurking on the surface of stagnant pools of water deep in the marshes, this slime is deadly to those that are caught unaware. Noticing the shimmer of violet indicating the slime lingering on the surface requires a DC 15 Wisdom (Perception) skill check.   While entering the pool the slime remains inert, but once the victim emerges from the pool, the slime clings to them. The slime becomes highly corrosive when removed from the pool and inflicts 2d6 acid damage per round until it is washed off with water or exposed to bright light or fire. The corrosion only damages organic material, thus ignoring metal armor.   Waxworms   Geography: Southern Faerun   Identify Check: DC 13   Value: 5 silver per ounce of flowers   A strange and small plant that is often found growing on rotting logs and animal droppings, the plant lacks much of a root system. The leaves are small and curled around the flowering part of the plant. Once the plant reaches maturity, the leaves fall away to reveal tightly curled pale flowers that appear to be large maggots to the untrained eye. Birds often eat the flowers, thus spreading the seeds far and wide.   Grinding the flowers into paste and boiling them produces a waxy substance which woodworkers can use to seal their work from moisture. Painters also seek out the substance, as it causes the colors to resist fading over the years.   Weeping Trees   Geography: Temperate forests   Identify Check: DC 9   A species of deciduous tree that closely resembles oak, the weeping trees are often left alone while other nearby trees are cut down to use as timber, as strong superstitions surround the tree. One tale speaks of a nature demigoddess long since forgotten being banished to inhabit the trees after losing a battle with Mielikki. Another speaks of a powerful druid sacrificing herself to save the forest, and her ghost lives on within the branches of the weeping trees.   During autumn the trees begin losing their leaves and dropping their seeds, which is what creates the sound the trees are known for. Each seed has a small petal, which is shaped in such a way that when it falls it creates a sound similar to a person softly crying. As the trees often grow in clusters and they drop several thousand seeds each, over the course of a few weeks in autumn it sounds as if the trees are constantly weeping.   Whistling Cactus   Geography: Deserts   Identify Check: DC 13   Growing on the edges of the desert are these pale green cacti with long yellow spines. The cactus grows as a single cylindrical body, and when moisture is abundant the cactus will sprout several purple flowers near the top.   After the flowers wither and fall off, they leave deep holes in the surface of the cactus. When the desert winds pass over these holes, they resonate at an unusual frequency that creates an eerie sound that can be heard for over a mile. Many nomadic tribes will avoid areas near the cactus, believing the plants to hold the souls of the damned that howl for eternity.   Windwhip Tree   Geography: Temperate plains   Identify Check: DC 9   Growing in small clumps in vast open plains, the tree grows straight up until it splits into thousands of willowy branches. Each of these branches are thin and whiplike, and are covered in small clumps of light green leaves and small red thorns. The bark of the tree is dark brown with lighter brown spots around the base of the tree.   When the wind blows across the plains, the flexible branches and trunk bend far over. When the wind suddenly abates, the trunk abruptly snaps back into place, and the flexible branches make a popping noise not unlike the crack of a whip. This also causes the tree to fling their seeds far and wide.   While the springiness of the wood makes it unacceptable to use for most construction, it has been known to be used in ballistae.   Wizard Hats   Geography: Underdark   Identify Check: DC 11   Value: 1 silver per mushroom   A small conical mushroom that grows in the Underdark. The   stem of the mushroom is pale white, and the cap is generally   light orange to dark ochre in color, and sometimes covered   in spots.   Drow often collect the mushroom, as even though it is bitter while it is still fresh, cooking the fungus over an open flame causes it to shrink and take on a surprisingly meaty flavor. Some dark elf matrons send out foraging parties to harvest the mushroom so that it can be prepared for feasts.   Xitluchi Bush   Geography: Tropical forests and jungles   Identify Check: DC 9   A twisted bramble of branches, growing small clusters of stiff pale leaves, and covered in sharp thorns, the bush grows deep within jungles and forests. The roots of the bush are often exposed to the air, and are a favored nesting place for snakes and small vermin.   Legend has it that the goddess Watil was once walking through the forest, draped in a fine robe made of dreams and sewn with threads of silver. Passing along, the robe was caught by a particular bush, tearing the robe and causing it to spill dreams into the wind. Becoming angered by the action, and the loss of dreams, Watil cursed the bush, causing it to transform into a twisted mockery of what it once was, and to be covered in thorns.     Yagdav Bushes   Geography: Northern Faerun   Identify Check: DC 7   Value: 2 silver per ounce of flowers   A rather robust bush covered with waxy stiff leaves, the Yagdav is prominent in the north, and sometimes used as topiary decoration. During the warmer months the bush grows small yellow flowers.   The flower petals are often dried and ground to make a tea that promotes fertility to couples that are having difficulty conceiving. The female is instructed to drink the tea every morning upon first awakening.   Zalantar   Geography: The Shaar Desolation and Chult   Identify Check: DC 9   Also called blackwood or darkwood in the North, the bark of the tree ranges from the color of pitch to a dark ash. The tree itself actually is comprised of an extensive root system, from which a number of trunks sprout to the heavens. While the trunk and branches are extremely dark, the leaves of the tree are pale grey and white, often giving the branches an appearance of glowing in the moonlight.   The trees are often harvested for their precious darkwood, which has the sturdiness of other hard woods, but is favored because it only weighs half as much. Darkwood weapons and shields are often very light and worked only by the most skilled of craftsmen, both properties that cause such goods to be quite expensive. Wizards of the South favor darkwood while constructing rods, wands, and staves.

 
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