Dorastoran Death Weed

(Generated 33 times)
Namelist None
Tags
Dorastor
Flora
Monster island
Plant
Rank Novice
Race Death Weed
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. The bulb contains a maw that can trap and consume small animals. The flowers cause instant death when eaten. The sap is corrosive venom that burns flesh. The Weed can move slowly on its woody roots and has even been known to climb. When eaten, the Weed's leaves and stems are poisonous and cause the corpse to decay and emit a stench that attracts other Dorastoran Death Weeds. Only the fruit is not poisonous and in fact it cures all poisons when eaten, each fruit has 4 doses. Source: Secrets of Dorastor. Will have +1 AP on longer distance. +3AP in close distance
Creatorhkokko
Stats
STR 1d6+3
CON 2d6+6
SIZ 4d6+12
DEX 2d6+12
INT 2d6+1
POW 1d6
CHA
D20Hit locationArmor
01-03 Bulb and Maw 2
04-06 Tendril 1 1
07-09 Tendril 2 1
10-12 Tendril 3 1
13-15 Tendril 4 1
16 Filament 1 1
16 Filament 2 1
17 Filament 3 0
18 Filament 4 0
19 Filament 5 0
20 Filament 6 0
Attributes
Movement 1
Natural armor Yes

Non-random features

ListFeature
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 ***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 ***Venomous*** Has a venomous attack. May use Inject Venom Special effect
Ability ***Multi-Limbed*** Additional Combat Action per extra pair of limbs (beyond the first) it can bring to bear during combat
Basic Poison Paralysis: Condition: Victim is unable physically to move. The affected area, if a location, cannot be used for the duration. If it affects the whole body, the character cannot move at all. Mythras pg 75
Basic Poison Death - Victim collapses incapacitated and dies after a number of rounds equal to his CON characteristic. Mythras pg 75

Standard skills

Athletics STR+DEX Brawn STR+SIZ Endurance CON+CON
Evade DEX+DEX Perception INT+POW Unarmed STR+DEX
Willpower POW+POW

Combat styles

Tendrils and FilamentsSTR+DEX

Weapon options

1-handed weapons

Amount: 3
Tendril (paralyzing) (1)
Filament (poisonous) (1)
Maw (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
Tendril (paralyzing) 1h-melee 1d8 L M - Inject Venom, Grip, Take Weapon Y Y 0 0 Tendril
Filament (poisonous) 1h-melee 1d8 L S - Impale,Inject Weapon, Bleed Y Y 0 0 Filament
Maw 1h-melee 1d4 L T - Bleed,Grip Y Y 0 0 Bulb