KING
Rootmouth

Rootmouth

Beast · no Crown (Meridian)

T2d6Minor

Colonial animal organisms disguised as flowering bushes with luminous blossoms, grabbing creatures with muscular tendrils and digesting them with light-activated enzymes.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 13  ·  ATK +4  ·  Save DC 13  ·  Dmg 2 (flat)

AC1313 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind4--
Sense8--
Heart12--
Cunning14--
Fate12--

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

Passives

Passive

Disguised Predator

Motionless, it passes for a flowering bush with luminous blossoms until it strikes.

Passive

Photosynthetic Digestion

A creature engulfed in its cavity takes 1 Vigor damage at the start of its turn, or 2 Vigor damage in full sunlight. In darkness the enzymes go inert and do nothing.

Maneuvers

Maneuver

Tendril Grab

A muscular tendril lashes a creature within 10 ft. Body save (DC 13) or it is grabbed.

Maneuver

Engulf

Drags a grabbed creature into its digestive cavity. Body save (DC 13) or the target is restrained inside and subject to Photosynthetic Digestion until it tears free.

Tactics

GM tactics

Rootmouths wait motionless along game trails. They grab the first creature to pass within reach, engulf it, and hold it while digestion does the work. They ignore other threats unless those threats attack them directly.

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.