Obsession Vine
Fiend · Crown of Lust
T2d6Minor
A thick, woody vine with dark green leaves and thorns weeping honey-colored sap. Its fruits smell like happiness and genuinely improve your life -- the first is free, the second is easier to find, and by the twentieth you have built your camp around it and cannot leave.
Tier 2 · Role Minor · Pool Vigor 2 (+2 overflow) · AC 13 · ATK +4 · Save DC 13 · Dmg 2 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | - | - |
| Mind | 6 | - | - |
| Sense | 16 | - | - |
| Heart | 16 | - | - |
| Cunning | 16 | - | - |
| Fate | 16 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Addictive Fruit
Its fruit smells of the eater's happiest memory. Each fruit eaten deepens the craving; an addicted creature must eat one every day or is weakened and can think of little but the vine.
Root Regeneration
Regains 1 Vigor at the start of its turn unless its roots have been cut. Killing it for good means digging out and burning the root mass, which spreads 30 ft underground.
Maneuvers
Root Ambush
Roots erupt beneath a creature within 30 ft: Body save or it takes 2 damage and is restrained until it breaks free (Body save ends); on a success it takes 1 Vigor damage.
Reactions
Defensive Roots
When a creature cuts at the vine, roots lash out: the attacker takes 1 Vigor damage and makes a Body save or is grabbed.
Tactics
GM tactics
Does not initiate combat. Offers fruit to passing creatures, building dependency over days and weeks. Defends itself with Root Ambush and Defensive Roots when threatened. Calls addicted servants back with the smell of its fruit. The vine is a long-game trap -- the danger is not the fight but the offer.
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.