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Viperweed

Posted on May 29, 2025May 21, 2025 by Ron McClung

Savage Bloodshadows: Blood of Tarrian Creatures

Viperweed

A predatory, semi-sentient, and fast-growing plant that thrives in the untamed wilderness of Marl, particularly in areas touched by lingering magical energies or ancient corruption. It resembles a tangle of thick, sinuous vines covered in leaf-like scales, with a distinct, unsettling hiss when disturbed. Its head or mouth resembles a fanged serpent’s maw, capable of lashing out with surprising speed.

Viperweeds are a common bane of travelers in the wild. Growing in dense, thorny patches, they appear to be little more than unusually aggressive flora at first glance. However, closer inspection reveals their unsettling serpentine movements and the strange, iridescent sheen on their scaled “skin.” They lie in wait, camouflaged amongst other vegetation, striking out at anything that ventures too close. Some say they are a cursed byproduct of the GodWar, others believe they are nature’s own twisted defense mechanisms, evolving to survive in a world teeming with Unnaturals and desperate humanity. Their venom is debilitating, designed to ensure prey falls quickly for consumption.

Viperweed (Single Stalk/Patch)

This represents an individual, particularly large Viperweed stalk, or a smaller, more active patch of them.

Attributes: Agility d8, Smarts d4 (A); Spirit d6; Strength d8; Vigor d6

Skills: Notice d8, Stealth d10, Fighting d8

Pace: — (Immobile, but Attack Reach 2) Parry: 6 (Can only parry with its lashing ‘head’) Toughness: 5

Special Abilities:

  • Construct (Plant): As a plant, the Viperweed is immune to disease, poison, and environmental effects from extreme heat/cold. It doesn’t breathe, eat, or sleep in the conventional sense, instead drawing nutrients from the soil and its prey. It cannot be Shaken. Vulnerable to fire damage.
  • Camouflage: When in a natural environment (forest, dense undergrowth, ruins overgrown with vegetation), a Viperweed gains +2 to its Stealth rolls. When motionless, it’s particularly difficult to spot (treat as Heavy Cover for the purpose of being noticed).
  • Grasping Tendrils: On a successful attack, if the Viperweed’s attack roll is a raise, it also attempts to Grapple its target. Strength for the grapple is d8.
  • Immobile: The Viperweed cannot move from its rooted position.
  • Poisonous Bite/Thorns (Major Poison): The Viperweed’s strike delivers a potent venom. Victims must make a Vigor roll (–2) or be Fatigued. Further bites from any Viperweed before the Fatigue is removed cause another Fatigue level. On a Critical Failure, the victim is Incapacitated by the poison. Fatigue from this poison is removed at one level per hour of rest.
  • Reach 2: The Viperweed’s lashing vines and head allow it to strike targets up to 2″ away.
  • Size -1 (Small): While it can be quite sprawling, a single “combatant” Viperweed is not large enough to gain a Size bonus to Toughness. Its bulk makes it difficult to hit effectively.

Attacks:

  • Lashing Vine/Bite: Str+d4 (Bite/Thorns), plus Poison (see above).

Viperweed Patch (Swarm)

For larger, widespread infestations, use the Swarm rules from SWADE. This represents a collective of numerous, interconnected Viperweed stalks acting in concert.

Attributes: Agility d6, Smarts d4 (A), Spirit: d8, Strength: d10 (The collective power of many vines), Vigor d8

Skills: Notice d8, Stealth d8, Fighting d8

Pace: — Parry: 4 Toughness: 6

Special Abilities:

  • Construct (Plant Swarm): As a plant, immune to disease, poison, and environmental effects from extreme heat/cold. Doesn’t breathe, eat, or sleep. Immune to being Shaken. Vulnerable to fire damage.
  • Camouflage: When in a natural environment, the Viperweed Patch gains +2 to its Stealth rolls. When motionless, it’s particularly difficult to spot (treat as Heavy Cover for the purpose of being noticed).
  • Fear (Fear -1): The sudden, hissing emergence of a widespread Viperweed patch can be unsettling.
  • Immobile: The patch itself does not move, but it extends over a large area.
  • Poisonous Thorns (Major Poison): Anyone entering or starting their turn within the Swarm’s area must make a Vigor roll (–2) or be Fatigued. Further exposure from any Viperweed before the Fatigue is removed causes another Fatigue level. On a Critical Failure, the victim is Incapacitated by the poison. Fatigue from this poison is removed at one level per hour of rest.
  • Size 4 (Large): Represents the broad area covered by the swarm.
  • Swarm: Attacks affect everyone in the template. Individual attacks have no effect on a Swarm; it takes damage only from area effect attacks (like explosions, cone attacks, or fire).

Attacks:

  • Suffocating Thorns: The Swarm attacks everyone in its area, making a single Fighting roll. Any character hit is subject to the Poisonous Thorns ability.

GM Notes for Bloodshadows:

Beyond Combat: Consider how Viperweeds affect movement (Difficult Ground in heavy patches), or block pathways, forcing detours into other dangers.viperweeds

Urban vs. Wilderness: Viperweeds are primarily a wilderness threat. If they appear in a city, it suggests a significant breach, perhaps magical corruption spreading or an Unnatural cultivating them.

Magical Weakness: Perhaps certain types of magic (e.g., fire, necromancy, or specific cleansing rituals) are particularly effective against them.

Harvesting: Could components of a Viperweed be used for potent (and perhaps dangerous) poisons, medicines, or magical components? This could provide an adventure hook.

Intelligence: While statted as animalistic, a truly ancient or magically infused Viperweed patch might exhibit rudimentary, sinister intelligence, perhaps even a Psychic Link with a powerful Unnatural.

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