Back in the day, White Dwarf magazine was the British answer to the Dragon, and its regular "Fiend Factory" column was a source of many monsters for early D&D games. In fact, the first edition Fiend Folio (1981) was largely a collection of monsters submitted to WD. This 3e conversion is part of an ongoing project to resurrect some interesting WD monsters that, for one reason or another, fell by the wayside. The plantman was a submission of Brendan Bulger; it appeared in White Dwarf 16 (December 1979/January 1980) , in a special Fiend Factory installment that detailed monsters that very nearly made it into the Fiend Folio -- complete with line art by some of the iconic Fiend Folio artists.
The plantman was evidently cut due to its too-close resemblance to a monster from the Edgar Rice Burroughs' John Carter, Warlord of Mars novelsthough Bulger did manage to sneak at least one Barsoomian monster into the Fiend Folio: the ulsio, also known as the osquip. As an aside, the game designer Sean K. Reynolds has posted an interesting, independent version of the Barsoomian plant man on his website.
This creature is generally human in form and stands at least 10 feet high. It has two sinuous arms like elephants' trunks, at the end of each of which is a mouth with razor-sharp teeth. The creature is almost hairless and a ghastly blue in color; a thick mass of jet black hair, each strand looking like a fat worm and in constant writhing motion, tops the head. There is a single, dead-white eye in the center of the forehead circled by a broad ring of white 'flesh'. The nose is a ragged, inflamed hole in the center of the face.
Plantman illustration by Alan Hunter copyright © 1979. Used without permission.
Usually CN Large plant
Init -1; Senses low-light vision; Listen +0, Spot +0
AC 13, touch 8, flat-footed 13
(+5 natural, -1 Dex, -1 size)
hp 19 (3 HD)
Immune critical hits, mind-affecting effects, poison, sleep, paralysis, polymorph, stunning
Fort +5, Ref +0, Will +1
Spd 30 ft (6 squares)
Melee 2 arm-mouths +5 (1d8+4)
Space 10 ft; Reach 10 ft
Base Atk +2; Grp +10
Atk Options blood drain, improved grab
Special Actions powerful charge
Abilities Str 19, Dex 9, Con 15, Int -, Wis 10, Cha 10
Environment temperate or tropical valleys
Organization band (3-12)
Treasure standard
Advancement 4-6 HD (Large), 7-9 HD (Huge)
Blood Drain (Ex) A plantfolk drains blood from a grabbed or grappled opponent, dealing 1 point of Constitution damage each round it maintains the hold.
Improved Grab (Ex) To use this ability, a plantfolk must hit with a arm-mouth attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can drain blood.
Powerful Charge (Ex) When a plantfolk makes a charge, its attack deals 3d6+6 extra damage in addition to the normal benefits and hazards of a charge.
A bizarre hybrid of plant and human, a plantfolk stands 10-12 feet high and moves on flat, broad feet each 3 feet long. The creature has a thick tail, 6 feet long, which is used in attack as well as for balance.
The plantman's mode of attack varies according to the circumstances. If there is sufficient space for it to do so, it will use its powerful charge ability to leap high in the air over its intended victim and lash downwards with its tail. Otherwise it will attack with the mouths on the ends of its arms.
Plantmen are extremely simple creatures, having only the most basic of nervous systems. They will usually be found grazing in valleys of woodlands, for they are basically vegetarian, eating by running their 'hands' over vegetation. They have a deep respect for clerics and will only attack members of this class if highly provoked; they are in great awe of druids and will never attack members of the druid class. They are too stupid to be trained to obey even the simplest of commands.