Witch Grass (Hazard, Plant) CR 1/8
Witch grass is a summer-blooming broad leaved plant that stands 1 to 2 feet tall at maturity. Very bushy, its leaves and branches have a purplish hue, the coloring extending to its base and roots. A typical patch of witch grass covers a 10-foot area, though it often covers an area as large as 50 feet or more. It is only found in temperate or warm forests, hills and
Witch grass, harmless to most creatures, has a detrimental effect on arcane spellcasters attempting to use magic in the area. Any arcane spellcasters attempting to cast a spell within 20 feet of a patch of witch grass suffers an additional 10% chance of arcane spell failure so long as they remain in the area. Divine magic and spells are not affected.
Creatures approaching within 5 feet of a patch of witch grass are sprayed with the grass’s seedlings, sticky barbed pods that attach themselves easily to cloth, fur and hair. This spray is unnoticeable except with a DC 20 Perception check. The seedlings disrupt arcane spellcasting just as the witch grass does, though it only affects arcane spells within 10 feet of it. Seedlings remain on their “host” for 1 day before dropping off and taking root. The seedlings are easily washed away. Cold or fire destroys a patch of witch grass.
Witchgrass from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.