KING
Assassin Vine

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)

AC1010 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind4--
Sense12--
Heart6--
Cunning6--
Fate12--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

False Appearance

While motionless it is indistinguishable from ordinary vines. It senses everything within 30 ft and is blind beyond that.

Passive

Green and Wet

Vulnerable to fire damage; the ground within 15 ft of it is difficult terrain.

Maneuvers

Maneuver

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.