The Treant's Dark Lily is a new form of flower created by the druid-treant Sageleaf. Initially made as a new beautiful feature for the world, it's additional properties helped fuel an idea to start taking on the civilizations of the world, starting with Avalon.
The lily is a magically-made plant. The looks are that of a lilly and a rose combined, with the size of a magnolia. The petals are a dark purple, with a streak of blue in the center leading to the middle of the flower. They have no main body, nor do they seem to drop seeds. Simply, they sprout next to one another on areas best suited for their growth: trees are common, but they are most abundant on fallen/dead plants, and rocks. Plain soil is avoided.
Their more special qualities show off the nature of their magic enhancements. Cold does not bother them, in spite of their tropical appearance, and in fact makes them grow faster and larger. Fire and other heat sources also do not affect them, except when getting to the absolutely ridiculous heat levels, such as those that would melt rock or steel. Cutting the plant is difficult, but they can be easily plucked. However, when either track succeeds, the flower immediately shrivels up into a blackened, fragile state that is utterly useless.
The most dangerous part of the plant, when active, is their scent. Their scent is a strangely sweet aroma, both overpowering and subtle. In large quantities, it can cause one to lose track of thoughts and other loss of wise decisions, sometimes bringing out the more baser side of people. Animals are seemingly unaffected by the effects of the scent. When forced to by the creators, the scent can linger on their victims, in a disease-like state, causing sluggishness and weakness to the thought-loss. Further, the scent sticks upon the afflicted, making others that come into contact with them to start to lose focus as well.
Ever since Sageleaf had disappeared into the forests, the flowers have taken up a great deal of space in the southern bordering forests of Avalon, and stop just short of the city. Further, their scents no longer cause addle-brained-ness, and simply exist to give a strangely haunting purple coloring to the area. Gardeners and florists are figuring out ways to get them into the city for culturing reasons, and are being prized for their environmental toughness.
Mechanics:
When in their normal state, the scent in heavy quantities (30 flowers or more in a 5 x 5 area) is a DC 10 Fort save. If failed, it causes 1 WIS damage that lasts for 24 hours without continued exposure. The DC raises by 5 for every additional hour exposed to such high levels of the scent. The Wis damage stacks, but the time afflicted does not.
When in the war-time state, there are 2 saves, both DC 24 Fort. The first causes 1d4 DEX and 1 CON damage, and the second causes 1d4 WIS and 1 CON damage. If either fails, after three in character days the person must make another DC 24 Will save. If that is failed, then they take a further 1d4 WIS damage, and are put into a Confused state for 24 hours. Failed or made, the effects of the flower wear off entirely 24 hours after the save is done. However, in the 4 day state, anyone who comes in contact with the person must take the initial Fort saves to avoid being afflicted with the paralysis and mind-numbing properties of the scent.
The Flowers themselves have a Cold Immunity, a Fire Resistance of 40, and 20/plucking Damage Resistance.
HP is about 30, but when plucked they are killed immediately.