Spore Spitter

Kevin invented this one — it proved deadly for lower level parties, especially when the spore spitter kept making spores faster than we could kill them.

This monster was originally published in & Magazine, Issue 8, and the short fiction that was published along with this description is here.

 


 

Spore Spitter

Frequency very rare
No. Encountered 1d3
Size L (10′ tall)
Move 10 feet
Armour Class 0
Hit Dice 11
Attacks special
Damage 1d6
Special Attacks spores
Special Defences none
Magic Resistance standard
Lair Probability 95%
Intelligence semi-
Alignment Neutral

Appearance

The spore spitter is a semi-intelligent, carnivorous plant that somewhat resembles a short, squat, greenish tree trunk. Although it has no obvious external sense organs, it can apparently detect and “observe” creatures and terrain within 240 feet of itself. About 3′ from the top of the truck it has six evenly spaced holes about 8″ in diameter. Through these it emits the flying spores that comprise both its reproductive and attack systems.

Combat

While the spore spitter has no attacks it can emit up to 6 flying spores per round which attack for it. A spore spitter can control up to 36 spores at a time and can emit up to 144 spores in a week. Each spore has 1 hit point and is AC -1. The spores fly at 18″ (MC:B) and attack as an 11 hit die monster. Each hit causes 1d6 points of damage and kills the spore. The spores are non-intelligent but are controlled by the spore spitter at distances up to 240 feet, including out of line-of-sight.

The spore spitter will direct its spores to attack what appear to be the most dangerous opponents first, which will include spellcasters, and any character utilizing any type of fire or large cleaving weapons. It will also attack the closest opponents first, unless more distant opponents appear to be the greater threat.

Habitat/Society

Spore spitters are singular creatures and will not normally tolerate the presence of other spore spitters within their territory. Spitters will typically drive animals over 40 pounds out of their area, and will also drive out any mobile plant life, intelligent or not. If faced with a foe that cannot be killed or driven away, a spitter will flee to preserve its own life.

Found only in temperate forests, spitters go dormant in sub-freezing weather, rousing when the temperature rises above freezing.

Spore spitters may be considered divine by some humanoids monsters of low intelligence. In some cases, a spore spitter will guard the treasure of the worshippers and will in turn be guarded and fed by them with compost and water. In other rare cases there might be as many as 3 spore spitters, but such cases are very infrequent.

Sages postulate that spitters that accept the presence of humanoids or other spitters were raised in proximity to other creatures and become accustomed to their presence. Those who grow in solitary conditions are more typical.

Ecology

Spore spitters appear to draw their sustenance from water, light, and soil. Periodically they will sink appendages similar to roots into the soil, and when not otherwise roused may remain in a spot for weeks. While considered carnivorous, they do not directly consume flesh. Rather they kill trespassers and drag the bodies into a sheltered area, covering them with leaves and dirt. The spitter will then root most often on this spot, in essence making it a compost heap.

The spores serve for both protection and reproduction. Given that spitters are typically solitary creatures, to reproduce they will send their spores flying outside of their range of control. The spores have been known to drift for miles until eventually falling to the ground or hitting a solid object. If landing in the right conditions (rich soil) the spore will transform into a type of seed.

The young spore spitter appears like a greenish sapling without branches. Over the course of the first three years of growth it grows to 10′ high, and for the next few years after that will broaden out to a girth of 3′ in diameter.

Up to this point the spitter appears to be a non-sentient, non-mobile plant. An unknown event triggers a change, after which it gains intelligence, uproots itself, and goes in search of a home area if its initial area does not appear suitable, or if too close to another spitter.

Note: Gas spores and their brethren have no relationship with spore spitters.

Variants

None.

Treasure

Q x5

Level/XP Value

Hit Dice AD&D 5% Rule
11 HD 4,950 + 16/hp

1 Response

  1. May 8, 2021

    […] The Spore Spitter was published in & Magazine, Issue 8, and this short fiction was included in the article. The Spore Spitter description is here. […]

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