KING
Tendriculos

Tendriculos

Plant · Crown of Mammon

T3d8Minor

Carnivorous plant behemoths, tendriculos swallow whole, tendrils grasping.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 11  ·  ATK +5  ·  Save DC 15  ·  Dmg 3 (flat)

AC1111 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+5d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body22--
Mind4--
Sense14--
Heart10--
Cunning6--
Fate12--

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

Passives

Passive

False Appearance

While motionless, indistinguishable from a mound of vegetation.

Passive

Regeneration

Regains 1 Vigor at the start of its turn unless it took fire or acid damage since its last turn. Vulnerable to fire damage.

Maneuvers

Maneuver

Grasping Tendril

When its attack hits, the tendril also grabs the target and drags it 10 ft toward the maw.

Maneuver

Swallow

A grabbed creature makes a Body save (DC 15) or is swallowed. A swallowed creature makes a Body save (DC 15) at the start of each of its turns or takes 3 damage from digestive sap, and any damage it deals from inside forces the tendriculos to vomit it out.

Tactics

GM tactics

Waits in ambush. Grapples multiple victims with tendrils, then swallows. Regenerates unless burned. Mindless hunger for meat.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
  • A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
  • 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 6 kills it outright, and a single blow of 6 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Two attacks in a normal turn: Tier 3+ Minors get a second.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.