Witherweed
Witherweeds grow widely across Telgaia, ranging in habitat from frigid boreal forests to sweltering, watery jungles and the dry, baking heat of the great desert. When they receive ample water, they bloom a dark green for a short time, and then fade to a withered, sickly yellow-brown for the rest of the year. This shriveled appearance is deceptive, and the plant can live without significant water for months or even years on end without dying. Witherweeds are loaded with vicious Cockle seeds, which use their barbed protrusions to latch onto the fur, scales, or clothing of passersby. Cockles leech nutrients from their carriers for as long as they can before being removed. A Cockle, once cast away, takes root in the ground and grows into a new Witherweed.
Witherweed | |||||
|---|---|---|---|---|---|
| Monster Level: 7 | |||||
| Medium. Abominable Plant | |||||
| STR | DEX | END | AWR | INT | CHA |
| 4 | 1 | 4 | -1 | -3 | -3 |
| Ref: 11 | Fort: 14 | Ant: 9 | Log: 7 | Will: 7 | |
| Armor Rating 12 | Resist Blunt 4 Immune Psychic | ||||
| Hit Points 50 | Vulnerable Fire 1 | ||||
| Speed 0 ft | Senses Tremorsense 120 ft | ||||
| Traits Immutable | |||||
| Features | |||||
| Cocklespawn. The Witherweed produces 7 (3d4) Cockles at dawn each day, to a maximum of 30 total Cockles.
Shed. When the Witherweed takes Physical damage, it sheds 2 (1d4) of its Cockles. | |||||
| Actions | |||||
The Witherweed can take TWO of the following actions, or take the same action twice. | |||||
| Shed. The Witherweed sheds 2 (1d4) of its Cockles.
Briar. Reach 10 ft Natural Weapon. +4 vs REF. Hit: 6 (1d4+4) sharp, and make a second attack: +4 vs FORT. Hit: 2 (1d4) of the Witherweed’s Cockles latch onto the creature. Root. The Witherweed gains 5 (1d10) Shield HP. | |||||
| Reactions | |||||
| Latch (1/Round). When a creature moves into a space within 5 ft of the Witherweed, it may shed 2 (1d4) of its Cockles. These Cockles immediately latch onto the creature. | |||||