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Vine Creeper

Adversaries Designed by James Bratten

Adversary overview

Thorny, creeping plants that emerge from giant pods and consume creatures whole.

Vine Creepers are a plant-type mob found in dark forests and jungles. They are thorny, creeping plants that emerge from giant pods and consume creatures whole, using the energy from digesting them to slowly grown and move about their environment.

Stat block

Tier
1
Type
Skulk
Difficulty
11
HP
4
Stress
3
Attack mod
+2
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
6
Major Damage — Mark 2 HP Major
Mark 2 HP
10
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Thorn Whip
Range: Close
Damage: 1d4+4
Attack Mod: +2
Damage Type: Physical

Features

Passives

Actions

  • Grasping Vines

    Make an attack against a target within Close range. On a success, spend a Fear to pull them into Melee range, deal 1d6+2 physical damage, and Restrain them until the Vine Creeper takes Severe damage.

  • Devour

    Spend a Fear to make an attack against a PC within Melee range. On a success, they take 1d8+5 physical damage and must succeed on a Strength Reaction Roll (11). On a failure, they are eaten and become Restrained until they succeed on a Strength or Agility Action Roll (11). Along with having the Restrained condition, every time they attempt an action roll, or an ally attempts an action roll to help them escape, they take 1d8+5 magical damage.

Reactions

Motives & tactics

Ambush Snare Consume

Experiences

  • Hidden in Plain Sight +2

Vine Creeper

Tier 1 skulk

Thorny, creeping plants that emerge from giant pods and consume creatures whole.

Motives & Tactics: Ambush, Snare, Consume

Difficulty: 11 | Thresholds: 6 / 10 | HP: 4 | Stress: 3

ATK: +2 | Thorn Whip: Close | 1d4+4 Physical

Experience: Hidden in Plain Sight +2

HP:

Stress:

Features

Grasping Vines – Action: Make an attack against a target within Close range. On a success, spend a Fear to pull them into Melee range, deal 1d6+2 physical damage, and Restrain them until the Vine Creeper takes Severe damage.

Devour – Action: Spend a Fear to make an attack against a PC within Melee range. On a success, they take 1d8+5 physical damage and must succeed on a Strength Reaction Roll (11). On a failure, they are eaten and become Restrained until they succeed on a Strength or Agility Action Roll (11). Along with having the Restrained condition, every time they attempt an action roll, or an ally attempts an action roll to help them escape, they take 1d8+5 magical damage.

Discussion

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