Charlock - Green Man, Taint Spreader

(Generated 39 times)
Namelist None
Tags
Fantasy
Monster island
Perceforest
Rank Novice
Race Charlock
Cult rank None
Notes These animated plants grow only in Thickets. They are composed of densely-packed leaves somewhat like a cabbage, topped with a single tightly-furled flower bud. A charlock, also known as a Green Man, is dormant until a Briarlord has a human with which to work; captured or lured from a nearby settlement. The features of the human are sculpted to them. Their purpose is to spread Taint. They wait until they are alone with one or two other people. The bud that takes the place of its head unfurls and the terrifyingly beautiful inflorescence releases a cloud of Taint-bearing pollen. Anyone within two metres of the charlock becomes Tainted (subject to the usual Resistance roll). After blooming, a charlock dies and its body rapidly returns to the earth. The resemblance of the charlock to the person it is imitating is initially good, but from the moment that the plant is uprooted it begins to wilt and has just 1d6+6 hours before it dies. Throughout this time, the illusion it has created from petals and leaves starts to degrade: after half the Green Man’s lifespan has elapsed, it is only good in partial darkness, and once only a quarter remains it is clearly a plant although the similitude is noticeable. Charlocks cannot speak and have the barest intelligence and understanding.
Creatorhkokko
Stats
STR 3d6+6
CON 3d6+6
SIZ 2d6+6
DEX 1d6
INT 2d6+1
POW 1d6
CHA
D20Hit locationArmor
01-03 Right leg 1
04-06 Left leg 1
07-09 Abdomen 1
10-12 Chest 1
13-15 Right Arm 1
16-18 Left Arm 1
19-20 Head 1
Attributes
Movement 6
Natural armor Yes

Non-random features

ListFeature
Ability ***Earth Sense*** Perfect sense of direction, depth and orientation beneath ground and suffers no penalties to Perception rolls for underground environments.
Ability ***Flora*** Immune to the side effects of Fatigue and severe injuries. Whilst a Serious Wound prevents the limb or location from functioning, the plant does not suffer any other debility. Likewise a Major Wound does not incapacitate.
Ability ***Grappler*** Successful attack = Grapple + damage. Parried attack = Grip vs opponent limb or Pin Weapon on weapon. Uses brawn to resist victim breaking free. (Mythras Core 214-218)
Ability ***Life Sense*** Aware of any form of within a Willpower number of metres. Perception roll and touch - learns injuries, Fatigue level and if poisoned or diseased

Standard skills

Athletics STR+DEX+4d10 Brawn STR+SIZ+6d10 Endurance CON+CON+6d10
Evade DEX+DEX+3d10 Willpower POW+POW+4d10

Professional skills

Acting CHA+CHA+2d10+40

Combat styles

Unarmed (cabbage fists)STR+DEX+4d10

Weapon options

1-handed weapons

Amount: 1
Cabbage fists (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Cabbage fists 1h-melee 1d4 S T - Grip Y Y 0 0 Hand