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COWBOYS & VIKINGSCompendium of the Wild Wastes

Game Master / Adversaries / Plant

Plant

Plants are creatures made of vegetation, distinct from ordinary plant life (which is treated as an object). Their body and threat are tied to growth, fungus, roots and spreading biomass, and they change the battlefield through vegetation, infestation, bloom, rot and grasping natural force.

Senses: Plants have no sight or hearing. They have Blindsense 10 feet (Strong Magnitude), sensing through vibration, touch and chemical sensitivity.

Subtypes

  • Thorned: defined by barbs, spikes, cutting growth and painful contact.
  • Rooted: defined by anchoring, territorial hold, a deep grip and an immovable presence.
  • Fungal: defined by spores, rot, bloom clouds, decay and spreading infestation.
  • Parasitic: defined by draining, seeding, clinging growth and invasive takeover.
  • Wooden: defined by bark, trunk-like endurance, branch force and living timber.
  • Blooming: defined by flowers, pollen, lures, beauty and deceptive softness.
  • Blighted: defined by corruption, withering spread, poisoned growth and unnatural fertility.

Traits & Maneuvers

Each subtype grants the trait listed under it; a trait and its maneuver are one Build Selection.

Plant Senses (All Plants)

Plant, Passive · Passive

Lacks sight and hearing; has Blindsense 10 feet (Strong Magnitude).

Thorn Shelter (Thorned)

Plant, Passive, Triggered · Passive

An adjacent creature that hits it in melee must succeed a Reflex save against this creature's action check: on an even failed result it takes Weak persistent bleed damage, otherwise it's Slowed 10 (Average Magnitude) until it uses Recover to clear the brambles.

Crafting tags: Essence none; Ingredients Wood, Preservative.

Root Snare (Rooted)

Plant, Passive · Passive

A 10-foot emanation (Average Magnitude) of roots and undergrowth is difficult terrain.

Crafting tags: Essence none; Ingredients Plant Fiber, Preservative.

Spore Bloom (Fungal)

Plant, Maneuver, Concentration · 1 AP

A 5-foot emanation (Average Magnitude) around a point within Close fills with spores while it concentrates (up to 3 rounds). Creatures starting their turn in or entering it must succeed a Fortitude save against this creature's action check or become Dazzled 1 (Average Step); if already Dazzled, they take Weak persistent poison damage instead.

Crafting tags: Essence Death; Ingredients Spore, Poison.

Parasitic Tendrils (Parasitic)

Plant, Maneuver, Recharge · 1 AP

Make 1 natural ranged attack within Close; on a hit the target must succeed a Fortitude save (DC 10 + half damage taken) or be afflicted with Infested.

Crafting tags: Essence Blood; Ingredients Plant Fiber, Toxic.

Dormant Husk (Wooden)

Plant, Passive, Triggered · Passive

The first time each scene it drops to 0 HP it leaves a husk (object; Hardness 5, Durability 20, doubled per size above Medium). If the husk survives until the end of the next round, it reanimates nearby at half its maximum HP.

Crafting tags: Essence Vitality; Ingredients Botanical, Preservative.

Bloom Lure (Blooming)

Plant, Passive · Passive

A 10-foot emanation (Average Magnitude) exposes breathing creatures that start their turn in or enter it to the Bloom Lure affliction.

Crafting tags: Essence Mind, Vitality; Ingredients Botanical, Sedative.

Sleep Blossom (Blooming)

Plant, Maneuver, Recharge · 1 AP

Each other breathing creature in a 10-foot emanation (Average Magnitude) is exposed to Sleep Pollen.

Crafting tags: Essence Mind, Vitality; Ingredients Botanical, Sedative.

Withering Field (Blighted)

Plant, Maneuver, Concentration · 1 AP

A 10x10 area (Average Magnitude) within Close fills with blight while it concentrates (up to 3 rounds). The first time each round a creature enters or starts its turn there, it must succeed a Fortitude save against its action check or become Withered.

Crafting tags: Essence Death; Ingredients Botanical, Toxic.

Afflictions

Infested (affliction)

Delivered by an adversary ability. Save: Fortitude (DC per the delivering effect, or 15 + creature level). Stage interval 1 round.

  1. When the victim regains HP or temporary HP it gains only half; if the plant is within Close it gains the other half (overflow becomes temporary HP)
  2. Same effect
  3. Same effect

Bloom Lure (affliction)

Delivered by an adversary ability. Save: Fortitude (DC per the delivering effect, or 15 + creature level). Stage interval 1 round.

  1. Lured (moving away from the source requires a Charisma save, DC 15 + source level, or the move fails and costs half its Speed)
  2. Lured and Slowed 10 (Average Magnitude)
  3. Lured and Oblivious 1 (Average Step)

Sleep Pollen (affliction)

Delivered by an adversary ability. Save: Fortitude (DC per the delivering effect, or 15 + creature level). Stage interval 1 round.

  1. Drowsy and Clumsy 1
  2. Drowsy, Slowed 10 and Clumsy 2
  3. Drowsy, Slowed 20 and Clumsy 3