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This adaptation copyright © 2001 Sean
K Reynolds. Back
to my Barsoom page.
Original creature created by Edgar
Rice Burroughs, and all rights to it belong to the Burroughs estate.
This adaptation is not a challenge to the rights of the Burroughs estate
over the original creation.
Illustration is a detail from the Michael
Whelan cover of the Del Rey Books
edition of The Gods Of Mars, 1984 printing.
| Medium-Size Plant
Hit Dice: 5d8 (22 hp) Initiative: +2 (Dex) Speed: 40 ft. AC: 15 (+2 Dex, +3 natural) Attacks: Tail slap +7 melee, 2 bites +2 melee Damage: Tail slap 1d6+4, bites 1 Face/Reach: 5 ft. x 5 ft./5 ft. Special Attacks: Blood drain, improved grab, tail cleave Special Qualities: Plant Saves: Fort +4, Ref +3, Will +1 Abilities: Str 18, Dex 15, Con 10, Int 2, Wis 11, Cha 5 Skills: Jump +12*, Listen +12* Feats: Spring Attack ----------------------------------- Climate/Terrain: Any land Organization: Pack (5-20), mob (20-40), or swarm (20-40 and 5-8 Barsoomian white apes) Challenge Rating: 5 Treasure: None Alignment: Always neutral Advancement: 6-10 HD (Medium-Size), 11-15 HD (Large) |
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A Barsoomian plant man is a blue-skinned humanoid creature with tentacle
arms that end in suckered mouths. It has a muscular tail which it uses
to great effect in combat.
A Barsoomian plant man (or "plant man," to the natives)
is approximately human-sized, with tough blue skin, a tail as long as its
body, and large feet that allow it to jump great distances. The creature's
face has only a single white eye surrounded by a ring of pale flesh, below
which is a ragged hole that serves as a primitive nose. Its head is covered
in thick, stringy hairs that constantly writhe about like snakes and act
as the creature's ears. The face bears no mouth and is featureless below
the "nose." Its arms are boneless tentacles, each ending in a suckered
mouth surrounded by small claws.
Plant men reproduce by budding, and are often seen
with miniature plant men growing from their armpits. These smaller replicas
of the parent grow up to a foot tall before dropping free as an independent
creature, and are helpless while attached to the parent. The young quickly
grow to adult size if suitable food is present.
Plant men travel quickly, usually with great leaps
and bounds. They subside on vegetable matter, but swarm over other kinds
of prey if it is available. Sometimes they rove in large packs and accompanied
by Barsoomian white apes, which they never attack (and vice versa).
Combat
Barsoomian plant men attack in packs, usually by leaping over an opponent
and striking with their tails. In close quarters or when they cannot use
this tactic, they leap upon their foes and attempt to grapple with their
suckered mouths, bearing down opponents with their weight and by draining
blood. When fighting, they emit a strange purring noise, which may be a
signal to others of their kind that prey is near.
Blood Drain (Ex): A plant man that has established
a hold with its bite attacks automatically deals 1 point of Constitution
damage (total for both attacks). Once it has drained 20 points of Constitution,
the plant man detaches and only uses its tail attack on opponents until
it can rest 12 hours to digest its meal.
Improved Grab (Ex): If the plant man hits
with both bite attacks, it deals normal damage and attempts to start a
grapple as a free action without provoking an attack of opportunity. It
may attempt this on any creature of its size or smaller. The plant man
always conducts the grapple normally (rather than just using part of its
body). Each successful grapple check it makes during successive rounds
automatically deals 1 point of damage for each bite, plus blood drain for
each bite. A plant man cannot use its tail against a creature it is grappling.
Tail Cleave (Ex): A Barsoomian plant man
may use the Cleave feat if it drops an opponent with its tail attack.
Skills: *Barsoomian plant men receive a +8
bonus to Jump checks and a +12 racial bonus to Listen checks. They distance
they can jump is not limited by their height.