Assassin Vine
Plant · Crown of Sloth
T2d6Minor
Strangling green killers, assassin vines lash from soil, berries luring prey.
Tier 2 · Role Minor · Pool Vigor 2 (+2 overflow) · AC 10 · ATK +3 · Save DC 13 · Dmg 2 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | - | - |
| Mind | 4 | - | - |
| Sense | 12 | - | - |
| Heart | 6 | - | - |
| Cunning | 6 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
False Appearance
While motionless it is indistinguishable from ordinary vines. It senses everything within 30 ft and is blind beyond that.
Green and Wet
Vulnerable to fire damage; the ground within 15 ft of it is difficult terrain.
Maneuvers
Constrict
A creature the vine damages within its 20 ft reach is grabbed and restrained, and takes 1 Vigor damage at the start of each of its turns until it tears free (Body check, its action).
Tactics
GM tactics
Waits near paths, disguised as normal vegetation. Strangles creatures that pass. Uses corpses as fertilizer. Fire destroys it quickly.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
- A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
- Crits on a natural 20 only.
- Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
- At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
- Total damage reaching 4 kills it outright, and a single blow of 4 or more kills it on the spot.
- Vigor damage is simply damage against a Minor: its whole pool is Vigor.
- Group morale: when its group loses half its number, fled or dead, the rest check morale.
- NPCs never take wounds.