Dorastoran Death Weed

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Namelist None
Tags
Dorastor
Fantasy
Monster island
Plant
Rank Veteran
Race Kulamyu Pod
Cult rank None
Notes This is a large plant, having a central bulb up to several metres in diameter and long tendrils of up to a dozen metres. Around the central bulb are many small filaments and the bulb can open to a large central maw. During Sea Season and Fire Season the bulb is covered in tiny multi-colored flowers and gives off an alluring scent. During Earth Season a fruit appears that attracts birds to it. The tendrils are stingers that paralyze the unwary and draw the corpse to rot and feed the earth. The filaments are poisonous and cause a fast and searing death to all who touch them. Flowers are poisonous and sap is corrosive. Source: Secrets of Dorastor
Creatorhkokko
Stats
STR 1d6+3
CON 2d6+6
SIZ 4d6+12+60
DEX 2d6+12
INT 2d6+1
POW 1d6
CHA
D20Hit locationArmor
01-02 Digestive Bowl 2
03-05 Leaf 1 1
06-08 Leaf 2 1
09-11 Leaf 3 1
12-14 Leaf 4 1
15-17 Leaf 5 1
18-20 Leaf 6 1
Attributes
Movement 1
Natural armor Yes

Non-random features

ListFeature
Ability ***Faerie Stealth*** Faeries with this ability blend into their surroundings, becoming nearly invisible to regular observation. However, Faerie Stealth is only effective when the faerie is in a suitable environment. For example, a gwarchell (page 6), which shuns light and lives underground, could only use it in darkness. As long as the faerie affected by this power remains motionless, crouched, or pressed against the ground, they cannot be detected by standard visual Perception checks. If they move, an attentive observer might notice the constant changing patterns on their body. Under these circumstances, when an observer tries to interact with the faerie — whether to locate, attack, defend against, etc. — the difficulty of their tests increases by one level. Creatures with other primary senses or magical perception are unaffected by this power.
Ability ***Engulfing*** The max size of victim is figured as half the creature’s own SIZ, but may be less than this depending on the creature’s physiology. Engulfed victim suffers at least one damage roll based on the creature’s bite attack before being swallowed – the time spent chewing depends on the creature and how sensitive its innards are. If still alive a swallowed victim will begin to suffocate. Often victim lacks the mobility to move inside the digestive tract or the creature is so large that he will die long before he can cut its way out.
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 ***Trapper** Usually restricted to immobile things or plant-like threats, this ability represents a particular way of attacking prey by use of a one-shot trap.This needs to be evaded rather than parried.

Standard skills

Athletics 0 Brawn STR+SIZ+50 Conceal DEX+POW+40
Endurance CON+CON+40 Evade 0 Perception INT+POW+40
Willpower 0

Combat styles

Sprung Leaves (Swallow)STR+DEX+40

Weapon options

1-handed weapons

Amount: 1
Swallow Whole (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
Swallow Whole 1h-melee 0 M M - Y N 0 0