Cockle

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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.

Cockle

Monster Level: 1
Diminutive. Abominable Plant
STR DEX END AWR INT CHA
-1 2 2 -2 -3 -3
Ref: 12 Fort: 12 Ant: 8 Log: 7 Will: 7
Armor Rating 12 Immune Psychic
Hit Points 10 Vulnerable Fire 1
Speed 40 ft Senses Tremorsense 30 ft
Traits Immutable
Features
Death Burst. When the Cockle dies, it has a 50% chance of dying, a 40% chance of exploding into another Cockle that does not have this feature, and a 10% chance of exploding into another Cockle with its full stats.

Bur. The Cockle can share a space with any Diminutive or larger creature. When a Diminutive or larger creature starts its turn with a Cockle in its space, the Cockle attaches itself to the creature and makes the following attack: Reach 0 ft Natural Weapon. +2 vs FORT. Hit: 2 (1d4) sharp, and make a second attack: +4 vs FORT. Hit: The creature gains Bleeding 1d4. On a crit, the creature gains Bleeding 2d4.

Surgical Removal. When a creature targets a Cockle that is attached to a creature and misses, then the attached creature takes damage as though it were hit. A creature may suffer a -8 penalty to their attack to nullify this penalty.

Seed. When a Cockle dies and does not spawn another Cockle with the Death Burst feature, it grows into a Witherweed 1d12 weeks later unless it is burned.

Actions

The Cockle can take the following action.

Move. The Cockle can move up to its speed.
Reactions
Latch (1/Round). When a creature moves into a space that it shares with the Cockle, the Cockle may attach itself to the creature.