Savage Bloodshadows: Blood of Tarrian Wilderness Creatures
Trip Vines
Resembling a sprawling vine-like organism with multiple tendrils that snake along the ground and walls, these vines vary in thickness and color (dark green with shades of brown and black), with the main ones being as thick as a human arm and smaller offshoots resembling thin ropes. Its surface is textured with a bark-like roughness, accented by glowing bioluminescent spots or patterns that look like lichen or moss. The tendrils are lined with tiny, sharp thorns that secrete a sticky resin, making it difficult for prey to escape. At the ends, some tendrils may have sensitive, flower-like tips that act as sensory organs or even venom-injecting stingers.
At its center is a bulbous, root-like core partially buried in the ground. This core has an opening resembling a mouth, filled with fibrous teeth to digest captured prey. The core could pulse faintly, glowing as it consumes. Its smaller offshoots could look deceptively like normal plant vines or roots, making it an expert ambush predator.
Rank: Seasoned
Type: Plant / Ambush Predator
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Notice d8, Stealth d10
Pace: 4 (immobile; tendrils reach up to 6″), Parry: 6, Toughness: 10 (2 from natural armor)
Special Abilities:
- Size: +1
- Ambush Trap: Gains The Drop against unaware targets. If hidden, it can make a free Fighting attack when someone passes within reach of a tendril (6″). Stealth +2 in natural environments like forests, caves, or jungles.
- Grasping Tendrils: Str+d6 damage. On a hit, target must make an Athletics or Strength roll vs Strength d10 to avoid being grappled. Grappled targets are pulled 1d4″ per round toward the central core unless they break free.
- Entangling Webwork: Once per hour, the Trip Vine can create an Area Entangle effect using its tendrils (MBT or SBT). Characters inside must make a Strength roll -2 to escape. The webbing is sticky and counts as difficult ground.
- Camouflage: In natural environments, Notice rolls to detect the Trip Vine are at –4 unless it’s actively attacking.
- Natural Armor: Its bark-like texture gives it +2 armor.
- Paralytic Resin: Any creature hit and grappled must make a Vigor roll (-2) or suffer Fatigue from a plant-based toxin. This can stack, and 3 levels of Fatigue = unconscious.
- Rooted: Cannot move from its location. Uses its vines for all attacks and interactions within reach. Its central core must be directly attacked to kill it.
- Environmental Weakness (Fire): Takes +4 damage from fire-based attacks.
Edges:
- First Strike: Can make a free Fighting attack against the first enemy to move within its reach each round.
