FREQUENCY: Very rare ([Cold Wilderness
Mountains], [Cold Wilderness Hills], [Cold Wilderness Forest], [Cold Wilderness
Swamp], [Cold Wilderness Plains])
FREQUENCY: Very rare ([Temperate Wilderness
Mountains], [Temperate Wilderness Hills], [Temperate Wilderness Forest],
[Temperate Wilderness Swamp])
FREQUENCY: Very rare ([Temperate Wilderness
Plains])
FREQUENCY: Very rare ([Tropical Wilderness
Mountains], [Tropical Wilderness Hills], [Tropical Wilderness Forest])
FREQUENCY: Very rare ([Tropical Wilderness
Plains])
NO. APPEARING: 1 (90%), 2-4 (10%)
ARMOR CLASS: 5
MOVE: 1" (3" for roots)
HIT DICE: 5 to 10 (5 hp/die)
% IN LAIR: 100%
TREASURE TYPE: [SB]
NO. OF ATTACKS: Special
DAMAGE/ATTACK: Special
SPECIAL ATTACKS: [SB]
SPECIAL DEFENSES: Never surprised
MAGIC RESISTANCE: [SB]
INTELLIGENCE: Very
ALIGNMENT: Neutral
SIZE: L
LEVEL/X.P. VALUE: V | 350 + 10
SAVES, 5-6 HD: 11.12.13.13.14
SAVES, 7-8 HD: 10.11.12.12.13
SAVES, 9-10 HD: 8.9.10.9.11
It is said that the quickwood grows only
through the magical offices of some great Wizard (or possibly druid)
who planted a mandragora root after ensorcelling
it with mighty spells. <c>
Others claim that these {weird}
trees are a natural progression of vegetable life towards a state equivalent
to man's.
In any case,
the quickwood is certainly sentient,
unlike most of the vegetation
found in the world.
This great hardwood {tree} appears to
be an oak,
although close inspection will reveal
that it has a visage and sensory organs which resemble a distorted human
face.
It is 90% unlikely that the "face" will
be noticed unless the observer is within 30 feet of the quickwood (10 feet
if the thing is attempting to conceal its presence by not using its sensory
organs).
These creatures may be found in any habitat
which supports normal oak trees,
including the warmer regions where live
oaks are found.
As it is very difficult for a quickwood
to move its massive trunk,
the creature will typically remain still
if at all possible.
It can,
however,
send out thick roots that move 3" per
round through the loose top soil.
These roots can seize and hold immobile
any creature under 1000 pounds of weight.
The roots are too strong to be broken,
and blunt weapons do no damage
to them,
but an edged weapon may be used to sever
one.
(Treat roots as large, with 10 HP
each.
Note that root damage will not accumulate
towards destruction of the quickwood proper.)
The creature will allow only 6 of its roots
to be severed before it withdraws the other 7-12 to safety.
The quickwood also has numbers of lesser
roots which it spreads to sense approaching creatures.
Its sensitive leaves can detect air movements
and changes in pressure.
The visual,
auditory,
and olfactory organs (resembling large
human
eyes, ears, and nose)
are slightly superior to the human norm,
and the creature is able to see infravisually
up to 120 feet.
In addition,
a mature spy tree is able to cause from
2-8 other normal oaks to serve as its hosts.
These trees resemble the quickwood while
so possessed,
having visages and sensory organs through
which the master tree actually controls the hosts and gains information.
Such control extends up to 36".
The limbs of the creature are too stiff
to serve as offensive members,
but a quickwood has a mouthlike opening
that can clamp shut for 3-12 points damage.
The victim must be touching the trunk
or forced into a position by a nearby grasping root where the maw can inflict
damage before this is an actual danger, however.
The roots themselves do no damage and
have a range of 30 yards.
It is possible to use plant effective spells
against a quickwood,
but most others do not work.
The creature is able to perspire,
drenching itself in water so fire does
not harm it.
Lightning
is harmlessly channeled off.
Poisons and gases do not harm a quickwood.
Disintegrate will certainly destroy
one of these things.
However,
if under spell attack,
a quickwood will use the spell energy
to radiate fear in a radius equal to 10 feet per level of spell
energy.
If the spell caster fails to make his
or her saving throw,
the quickwood has channeled all of the
spell energy into fear;
otherwise,
the fear is only a side effect
of the spell use,
and the magic has standard effects.
Mind-affecting spells do not affect a
quickwood.
Quickwoods are sometimes charmed or otherwise
convinced to serve as repositories for treasure or as guardians of an AREA.
In the former role,
the treasure
guarded will always be typical of the creature having placed it there.
Such items are always stored within the
trunk orifice of the quickwood.
As a guardian,
the creature spies for intruders and upon
sighting them will send out a hollow drumming sound which can be heard
for a mile or more.
TSR5607 Kampfult, Quickwood & 2 Hoods
<Quickwood is the one at far left>