Cockledrake - Sentient Mat of Vegetation

(Generated 18 times)
Namelist None
Monster island
Rank Skilled
Race Cockledrake
Cult rank None
Notes A cockledrake is a vast mat of vegetation that is animated by a prim- itive sentience. It has no clear body parts and moves by undulating the vine-like strands that make up its body. Typically a cockledrake will emerge from The Forest at night and steal over agricultural land, uprooting and killing crops as it passes. Any livestock it encounters are captured and crushed. Large cockledrakes can pull down walls and crush small buildings, or cover castle walls, sending tendrils into windows to choke any inhabitants. Once they have reached their objective they send down roots deep into the earth. Once rooted, a cockledrake gains several powers. Firstly, it can regenerate any damage done to it at its Healing Rate (usually 2) per hour to all Hit Locations. Secondly, it can self-excise vines from its own body to generate new cockledrakes. Finally, it can produce buds which blossom into small flowers. These flowers are capable of producing a soporific poison The statistics below are for a cockledrake 20 times this size, covering 100 square metres to a depth of 20 centimetres. This is a quite small representative of the species. The clusters that make up its body are treated as ten separate creatures of SIZ 24 for the purposes of Damage Bonus and weapon statistics. Each of its vine clusters acts independently on its turn (thus the high Action Points), those vines that are not in range of an opponent are forced to take the Delay action. A cockledrake always succeeds any Endurance rolls but fails all Evade rolls. ***Action Points = 20*** Source: Perceforest 126-127
STR 4d6+12
CON 3d6
SIZ 4d6+42
DEX 2d6+6
INT 2d6+2
POW 2d6
D20Hit locationArmor
01-02 Vine Cluster 1 4
03-04 Vine Cluster 2 4
05-06 Vine Cluster 3 4
07-08 Vine Cluster 4 4
09-10 Vine Cluster 5 4
11-12 Vine Cluster 6 4
13-14 Vine Cluster 7 4
15-16 Vine Cluster 8 4
17-18 Vine Cluster 9 4
19-20 Vine Cluster 10 4
Movement 4
Natural armor Yes

Non-random features

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
Ability ***Multi-Limbed*** Additional Combat Action per extra pair of limbs (beyond the first) it can bring to bear during combat
Exotic Poison ***Cockledrake Poison*** Application: Breath spores Potency: 60 Resistance: Willpower Onset time: 1d6+4 minutes Duration: as long as breathing the spores Conditions: Failing to resist the potency of the poison causes Unconsciousness

Standard skills

Brawn STR+SIZ+1d10 Perception INT+POW+4d10 Stealth DEX+INT+3d10
Willpower POW+POW+4d10

Combat styles

Strangling FoliageSTR+DEX+4d10

Weapon options

1-handed weapons

Amount: 2
Tendril (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Tendril 1h-melee 1d4 L L - Bash,Entangle,Grip Y Y 0 0 Vine