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Copyright © 2001 by Robert J. Hall
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Fantasy Creatures (A-M) |
Fantasy Creatures (N-Z)
Contents
Most plants are harmless to an adventurer, and some
even provide a useful source of food for characters with
the Survival skill. Many plants have defenses, such as
toxins, tough bark, and thorns, that reduce their
usefulness to the traveller and can make them lethal for
the ignorant. Some very rare varieties have evolved, or
been magically altered beyond even these basic defenses
until they become downright predatory.
Such hunting plants usually rely on stealth and an
innocuous appearance to capture their prey. They will
usually consume animals to gain scarce minerals not
found in the soil. Some, however, use animal prey to
carry their seeds to a distant location.
Fantastical plants can come from a variety of
sources. Some were created as the results of a wizard's
experiments. Others may be accidently carried to this
world as seeds by a dimensional traveller. Some of
these plants have even evolved to fill a niche in
nature. Identifying these plants as hazards requires
a successful roll versus KS: Identify Flora or SS:
Botany. A Survival roll with a heavy modifier may
also suffice.
The list below shows some typical abilities of these
types of plants:
- Cannot be Stunned (Automaton)
- Does Not Bleed (Automaton)
- Immune to Creature Toxins and Diseases
- Clinging
- 25% Resistant Physical Damage Reduction
- 25% Resistant Energy Damage Reduction, Not versus fire (-1/4)
- Mental Defense - reflex actions only
- Extra Limbs - branches
- Knockback Resistance - rooted
- Life Support: No need to excrete, Breathes CO2
- Stretching
- Tactile PER, Targeting Sense
Here are the typical limitations:
- Completely Immobile (All the time, fully impairing)
- No hearing
- Sight is not ranged
- Dependence: 1d6/day, Requires sunlight and water (Very Common)
- x2 BODY from flame (Uncommon)
- x1.5 BODY from desication (Uncommon)
- Reputation 8-
To the untrained eye this plant closely resembles a
sprawling, verdant patch of vines. The leaves are almost
the same shape, with streaks of light and dark green
radiating from the stem. Growing in small bundles near
the center of the patch, however, are clusters of a
spherical purple flower that is almost indistinguishable
from ripe grapes. These provide an almost inresistable
lure for large, berry eating creatures.
Animals that make the mistake of trying to consume
the berry flowers are quickly grabbed and entangled by
the branches of the vines. These wrap themselves around
the body and limbs of the victim until it is completely
immobilized. The vines are very tough and difficult to
cut or break.
Capture of a creature by this means is the first
stage in the reproductive cycle of the Berry Vines.
The leaves search around until they find the mouth
opening, then a seed pod is inserted down the throat
and into the stomach. (The GM can allow the character
to make a STR check each phase to hold their mouth
shut.) Once the seed pod is successfully planted, the
creature is released and allowed to run free.
A few days later the seed pot is ready to erupt and
begins digging its way out of the creature through the
stomach wall. This is an extremely painful process that
will often leave the victim unconscious and is usually
fatal. The seed, having been carried many kilometers
from its parent, proceeds to plant itself in the earth
and grow a new Berry Vine.
Berry Vines favor moist, rich soil with plenty of
shade. They are most often found deep in the forest.
Val Char Cost Val Char Cost
20 STR* -10 4 PD 2
16 DEX 12 2 ED 0
12 CON 4 2 SPD -6
16 BODY* 0 0- END 0
0 INT -10 0- STUN* 0
0- EGO 0
5 PRE -5
10 COM 0
* Bonuses for Growth already figured in
Cost Abilities END
15 Cannot be Stunned (Automaton)
15 Does Not Bleed (Automaton)
40 Growth (30 points), Persistent, Always On
(+4 to Other's Sight PER, -4 DCV, -6" KB, +2" Reach)
15 25% Resistant Physical Damage Reduction
15 25% Resistant Energy Damage Reduction, Not versus
fire (-1/4)
14 2d6 Entangle, 0 END (+1/2), Transparent to Attacks
(+1/4), Entangle has 1 BODY (-1/2), Range limited
to reach (-1/2), Only after grab (-1/2) - vines
17 2d6 EB, NND (No mouth opening or stomach pouch),
Persistent, Continuous, Time Delay (3 days),
Uncontrolled, Linked, Range limited to reach
(-1/2), Only until BODY equal to twice the target's
PD inflicted (-1/2), Activation 12- (-3/4) - seed pod
2 +2 rPD/+1 rED Damage Resistance - bark
10 +15 STR, Only w/ Grab (-1/2)
5 0 END w/ STR
5 Extra Limbs - branches
22 +1 Tactile PER, Targeting Sense, 10-
10 10 Mental Defense - reflexes only
10 Life Support: No need to excrete, Breathes CO2
3 Immune to Creature Toxins and Diseases
6 +2 OCV w/ Grab
- ES: Stealth 8- (each)
-12 -6" Running (0" total)
-2 -2" Swimming (0" total)
75+ Disadvantages
25 Phys. Lim.: Restricted physical mobility (Always, Fully)
20 Phys. Lim.: No hearing (Always, Greatly)
25 Phys. Lim.: Sight is not ranged (Always, Greatly)
0 Dependence: 1d6/day, Requires sunlight and water (Very Common)
10 x2 BODY from flame (Uncommon)
5 x1.5 BODY from desication (Uncommon)
115 Creature Bonus
OCV: 4; DCV: 4; ECV: 0;
Modifiers: +0; Phases: 6, 12
Points = -62 + 357 = 295 = 220 + 75
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This plant is only found in a few sparse locations where
the conditions are conducive to its growth. Where it occurs,
however, it grows in great profusion. They are usually to
be found in long, damp gullies that are periodically deluged
in rainfall.
The Iron Thorn Bush forms deep barriers of curly,
interlocking branches, each of which is as tough as oak.
At the end of branches grow clusters of seven oar-shaped
leaves. What makes this bush all but impassible, however,
are the 1cm long shiny black thorns which grow out in all
directions. These tough spines are what gives the bush
its name.
The Iron Thorn Bush can form barriers standing many meters
in height and stretch for hundreds and even thousands of
meters. Small, seemingly natural openings can form along
the base, roughly one meter in width and a half meter in
height. These look just large enough to crawl through, and
indeed many animals are enticed to enter in search of a
nesting ground. Entering the openings is inevitably fatal,
however, as the bush closes down on the intruder with its
lethal spines. The plant feeds from the blood of its animal
victims, gaining the necessary minerals which it can not
obtain from the earth.
Val Char Cost Val Char Cost
15 STR* -85 8 PD 8
12 DEX 6 4 ED 1
15 CON 10 2 SPD -2
32 BODY* 8 0- END 0
0 INT -10 0- STUN* 0
0- EGO 0
15 PRE 5
4 COM -3
* Bonuses for Growth already figured in
Cost Abilities END
15 Cannot be Stunned (Automaton)
15 Does Not Bleed (Automaton)
120 Growth (90 points), Persistent, Always On
(+12 to Other's Sight PER, -12 DCV, -18" KB)
60 75% Resistant Physical Damage Reduction
60 75% Resistant Energy Damage Reduction, Not versus
fire (-1/4)
33 1d6+1 RKA, Damage Shield, Persistent, Always On
13 1d6+1 HKA, Autofire (+1/2), Reduced Penetration
(-1/4), Only versus targets under body (-1)
6 rPD/2 rED Damage Resistance
8 0 END w/ STR
5 Extra Limbs - branches
22 +1 Tactile PER, Targeting Sense, 10-
10 10 Mental Defense - reflexes only
17 Life Support: No need to excrete, Breathes CO2
3 Immune to Creature Toxins and Diseases
- ES: Stealth 8- (each)
-12 -6" Running (0" total)
-2 -2" Swimming (0" total)
75+ Disadvantages
25 Phys. Lim.: Restricted physical mobility (Always, Fully)
20 Phys. Lim.: No hearing (Always, Greatly)
25 Phys. Lim.: Sight is not ranged (Always, Greatly)
0 Dependence: 1d6/day, Requires sunlight and water (Very Common)
5 x1.5 BODY from flame (Uncommon)
5 x1.5 BODY from desication (Uncommon)
118 Creature Bonus
OCV: 4; DCV: -8; ECV: 0;
Modifiers: +0; Phases: 6, 12
Points = -62 + 363 = 301 = 226 + 75
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This unusual mold is normally found in poorly lit locations of
old ruins or mines. Normally this rust-colored mold will grow
small, fuzzy colonies of less than a half meter in diameter.
When touched, this mold will erupt in a cloud of spores that
will stick to any exposed surfaces. However, sometimes great
colonies of Limpet Mold will form and these can be dangerous
when contacted. The large cloud of spores created can create
nausea and sickness lasting for several days. This mold emits no
heat, so it can be hazardous to anybody relying on infrared
vision.
Val Char Cost Val Char Cost
-10 STR* -35 0 PD 7
0 DEX -30 0 ED 0
1 CON -18 1 SPD 0
5 BODY* -20 0- END 0
0 INT -10 0- STUN* 0
0- EGO 0
5 PRE -5
0 COM -5
* Bonuses for Growth already figured in
Cost Abilities END
15 Cannot be Stunned (Automaton)
15 Does Not Bleed (Automaton)
33 Growth (25 points), Persistent, Always On (8m dia.,
3,200kg, +2 to Other's Sight PER, -2 DCV, -5" KB,
+1" Reach)
60 75% Resistant Physical Damage Reduction
30 3d6 INT Drain, Explosion, Recover 5/day, Trigger
(Touch Mold), No Range, Gradual Effect (1 hour), 3
Charges, Must be inhaled or injected (-1/4) - Spores
18 2d6 STUN Drain, Same advantages and limitations,
Linked
18 2d6 BODY Drain, Same advantages and limitations,
Linked
40 Invisible to Infrared, No Fringe, Persistent, Always On
10 Life Support: No need to excrete or sleep, Breathes CO2
3 Immune to Creature Toxins and Diseases
- ES: Stealth 8- (each)
-12 -6" Running (0" total)
-2 -2" Swimming (0" total)
50+ Disadvantages
25 Phys. Lim.: No physical mobility (Always, Fully)
25 Phys. Lim.: No senses besides touch (Always, Fully)
12 Creature Bonus
OCV: 0; DCV: -2; ECV: 0;
Modifiers: +0; Phases: 12
Points = -116 + 228 = 112 = 62 + 50
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This underground fungus is a mutated form of the Giant
Toadstool. It attacks by shooting a spray of sticky spores
around its base. These spores grow into the body of any nearby
animals until they kill the prey. One or more of the spores then
grows into new Ouole by consuming the rotting corpse. A KS:
Identify Fauna, SS: Botany, or equivalent skill roll is required
to distinguish an Ouole from a normal Giant Toadstool.
Val Char Cost Val Char Cost
0 STR* -20 0 PD 4
0 DEX -30 2 ED 0
10 CON 0 1 SPD 0
34 BODY* 60 2 REC 8
0 INT -10 0- END 0
0- EGO -20 0- STUN 0
15 PRE 5
5 COM -2
*Bonuses for Growth already factored in
Cost Abilities END
15 Cannot be Stunned (Automaton)
15 Does Not Bleed (Automaton)
13 Growth (20 pts.), Persistent, Always On (-2" KB)
83 5d6 RKA, Explosion, Penetrating, Recover 1/day,
Continuous, Uncontrolled, Personal Immunity,
Healed by Cure Disease (-1/2), No Range, Gradual
Effect (5 per hour), Only versus animal flesh
(-1/4), 4 Charges per day
7 +6 PD/+6 ED Armor, Activation 15-
14 +2 Sense Animal Life, Ranged 11-
10 Life Support: Doesn't need to excrete or sleep,
Breathes CO2
3 Immune to Creature Toxins and Diseases
- ES: Stealth 8- (each)
-12 -6" Running (0" total)
-2 -2" Swimming (0" total)
50+ Disadvantages
25 Phys. Lim.: Completely Immobile (Always, Fully)
15 Phys. Lim.: No sense of sight or smell/taste (Always, Slightly)
10 2xBODY from Heat/Flame (Uncommon)
5 x1.5 BODY from desication (Uncommon)
11 Creature Bonus
OCV: 0; DCV: -2; ECV: 0; Modifiers:
+0; Phases: 12.
Points = -5 + 146 = 141 = 66 + 75
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This carnivorous tree is usually found on the fringes of
forest meadows, where it can capture game that wanders off the
normal trails. The tree is covered by a dense growth of
spine-covered branches that end in a tempting, fruit-like
growths. When a creature attempts to grasp one of the fruits
from a higher branch, the tree envelops the target and drags it
inside the barrier of spines. Once inside, the victim is killed
by the spines and slowly absorbed into the body of the tree by
the smaller, inner branches.
Val Char Cost Val Char Cost
30 STR* 0 10 PD 8
12 DEX 6 8 ED 4
20 CON 20 3 SPD 8
15* BODY 2 6 REC 0
1 INT -9 20 END -10
8 EGO -4 34* STUN 0
4 PRE -6
6 COM -2
*Effects of growth already factored in.
Cost Abilities END
27 Growth (20 points), Persistent, Always On, (1,600kg,
+2 to other's Sight PER, -2 DCV, -4 KB, +1" reach)
10 2d6 Entangle, Both take BODY, No Range - Branches 2
20 1d6 RKA Damage Shield, 0 END Persistent,
Always On - Spines
5 Damage Resistance 8 rPD / 2 rED
5 Regenerate, 1 BODY/hour (-3/4), Daylight only (-1/4)
5 Life Support: Breathes CO2
3 Immune to Creature Toxins and Diseases
4 Knockback Resistance -2" (-6" total)
5 Extra Limbs - Tree branches
26 +3 Tactile PER, Targeting Sense, 12-
6 +2 w/ Entangle or Grab
- ES: Stealth 8- (each)
-12 -6" Running (0" total)
-2 -2" Swimming (0" total)
50+ Disadvantages
20 Phys. Lim.: No hearing (Always, Greatly)
25 Phys. Lim.: Sight is not ranged (Always, Greatly)
0 Dependence: 1d6/day, Requires sunlight and water (Very Common)
10 Susceptible to plant diseases (Frequently, Slightly)
10 x2 BODY from Fire (Uncommon)
5 x1.5 BODY from desication (Uncommon)
-1 Creature Bonus
OCV: 4; DCV: 2; ECV: 2; Modifiers: +2;
Phases: 4, 8, 12
Points = 17 + 102 = 119 = 69 + 50
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