Don't Read Past Here if you Haven't Listened to Episode 46
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A HUGE thank you to Friendly Mike for the delicious artwork!
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The
Bloom
Armor
Class: 15
Hit
Dice: 5 hp per tendril (50), 1 hp main
body
Move:
see below
No.
of Attacks: 10
Damage:
1-6 and see below
No.
Appearing: 1/unique monster
Save
As: Fighter 10
Morale:
Morale is equal to the number of remaining tendrils x 2
(Original Artwork by Friendly Mike)
The
Bloom is a unique magical creature that exists in – and in some
ways is part of – the Crystalwood. It is composed of a delicate
body, and 10 vine-like tendrils.
The
body is extremely delicate, so vulnerable that is has no Armor Class
and can sustain only a single point of damage before being destroyed.
It resembles a membranous sac with luminescent flecks floating
around in the fluid inside. This sack is buried a foot underground
and would be almost impossible to find were it not for the enormous
flowers, bone-white stippled with light blue that grow above ground
over top it. These flowers are most strange to look upon for in
addition to their enormous size – with each flower being 1-3 feet
in diameter – each has, in its centre, a rolling eyeball, ranging
from acorn to fist-sized.
The
Bloom can cast a version of the druidic spell Pass Plant at will.
Although the main body cannot move, using this power, it may cause
its tendrils to appear anywhere in the Crystalwood at any time.
The
Bloom has ten tendrils that come in two types. Eight are thick and
thorn covered. They lash, bludgeon and tear at their opponents, each
one striking with the force of a mace for 1-6 points of damage.
The
other 2 tendrils are covered in white blossoms patterned with light
blue, each blossom has an eye, the size of a human eye, at its
centre. These tendrils have no physical attack, but they can puff
out a small cloud of pollen at a single opponent each round. This
pollen will, if the victim fails a saving throw vs poison, cause them
to hallucinate (see table below).
Both
types of tendrils have a high Armor Class of 15, due to their speed
and because they can attack from any direction, then withdraw and
reappear from from somewhere else. Tendrils of either variety have 5
hit points.
The
Bloom attacks by shooting all of its tendrils at once and all from
different locations. For each tendril still intact, the Bloom
attacks with a +1 (therefore in the first round of combat it has +10
to hit). For each tendril that is destroyed, this bonus is reduced
by 1 point. When it has lost its fifth tendril, the Bloom will begin
making morale checks and will continue to do so every time another
tendril is destroyed. Moral checks are made by counting the number
of remaining tendrils and multiplying that number by 2.
The
Bloom can regrow severed tendrils at a rate of one per day.
The
Bloom cannot be surprised except by invisible creatures.
Hallucinatory Effects from Spores (roll 1d8)*
1 =Individual in a swamp-strips off armor to keep from sinking.
2 = Spiders attacking-individual strikes/attacks floor area to kill them.
3=lndividual hasshrunk-shoutsfor helptoreturntonormalsize.
4 =Item held is a viper-individual drops it and leaps back to avoid its attack.
5 =Individual is suffocating-runs gasping in random directions to breathe.
6 =Associates are diseased-individual avoids coming within 10 feet of them.
7 = Individual is melting-stands howling and "holding self together."
8 =Leech on back-individual tears off anything worn on back and attacks it.
*Effects last 1-4 rounds. Once a person has suffered a hallucination, they are immune to the effects of the Bloom's pollen for one full day.