KING
Yellow Musk Creeper

Yellow Musk Creeper

Plant · Crown of Domination

T2d6Minor

Viney mind-controllers, yellow musk creepers zombie victims, pollen addicting.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 8  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC88 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
Body14--
Mind4--
Sense16--
Heart10--
Cunning8--
Fate12--

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

Passives

Passive

False Appearance

While motionless, indistinguishable from ordinary flowering vines.

Passive

Regeneration

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

Maneuvers

Maneuver

Yellow Musk

Puffs intoxicating pollen. Each creature within 30 ft makes a Mind save (DC 13) or spends its next turn walking toward the creeper and taking no other action.

Maneuver

Burrowing Roots

Sinks rootlets into the skull of a musk-dazed creature within 5 ft. The target takes 2 damage. A creature killed by the roots rises as a yellow musk zombie under the creeper's control.

Tactics

GM tactics

Lures victims with intoxicating pollen, then sinks Burrowing Roots into whoever wanders close. Those it kills rise as musk zombies to defend it. Fire destroys it effectively.

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.