Bloodrose

Bloodrose
Level 10 (+5)
"It was so beautiful, I had thought no creature so magnificent, so vibrant, could possibly exist to do harm to others. I was disappointed when I learned that this was in fact its entire purpose in life."
——Lianmos Whitefeather, Elven Scout
This large plant creature resembles a humanoid, except its body appears to be a tangle of branches, brambles, thorns, and leaves, with beautiful dark red roses blooming off of every ‘branch’ of its body. Its long limbs can quickly change shape from gangly, thorned fingers into that of a long lash of thorns, cutting through most creatures with terrifying precision. The Bloodrose sustains itself on the blood of living creatures by absorbing any nearby blood that soaks into the earth. Roots spring from underneath its feet-like stalks and shoot into the ground to absorb the blood. Once this is done, the Thorn Walker sprouts toxic roses that it can use to heal itself or poison enemies.
Awareness
23
Senses
Tremorsense
Initiative
22/1d8
Hitpoints: 175
Healing Value: 35
Resilience: +6
Morale
1
AC
23/28
Touch
19
Fort
23
Reflex
20
Will
18
Defenses
Resistances: Immune to Blindness, Pain, Sickened/Nauseated, and Sleep. Daze Resist (2).
Vulnerabilities: Fire (1.5x)
Defensive Actions
Blood Rose
When a creature Bleeds within 20 feet of the Thorn Walker, it absorbs the blood and forms a Blood Rose. When the Thorn Walker is hit with an attack, one of its Blood Roses dissolves and it reduces the damage by 15 hitpoints. (Advanced)
Attributes / Saving Throws (1 AP)
STR
25 / 30
DEX
15 / 20
CON
21 / 26
INT
4 / 5
WIS
12 / 13
CHA
14 / 15
REC 9
Actions (+3 AP)
Standard Attacks (2 AP)
+15 vs AC (ArN 2)
Lashing Limb
2d10+18 Slashing damage
Melee Reach 15ft
2d10+18 Slashing damage
Grapple +18
Special Attacks (3 AP)
Lashing Flurry
Make a Lashing Limb attack on up to two creatures within reach. On a hit, the target suffers ongoing 15 Bleed damage every 10 segments [SE, ST 4d10 vs CON]. (Advanced)
+13 vs Reflex
Poison Thorn Spray [Poison]
Targets all creatures in a 40ft diameter burst. On a hit, targets suffer 5d6+9 Piercing damage and are Drowsy [SE, ST 4d10 vs CON]. If the target does not save within 20 segments, if falls Asleep for 1d4 phases. (Advanced)
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
35 ft
Sprint
55 ft
Overland Movement
30 mi/day
Qualities
  • Thoughtless: The creature has an instinctual, animal-like intelligence. As such, it does not suffer penalties to their Initiative Score, Awareness, or Sensory Skills due to their low intelligence. (inc)
  • Plant Creature: Plant Creatures are Vulnerable (1.5x) to Fire damage and has Daze Resistance equal to ½ Physical Rank. Additionally, they are Immune to Pain, Sickened and Nauseated conditions, and Sleep. Typically Plant creatures have no eyes and are immune to Blindness. (inc)
  • Tremorsense: Gain a +2 Racial bonus to Touch and Awareness versus creatures in contact with the ground. Can perfectly perceive any creature in contact with the ground. (inc)
  • Natural Armor: AC +4/+9, Ref +1 (inc)
Skills: Rank 4 Balance [+14], Rank 2 Listen [+4], Rank 6 Touch [+17], Rank 3 Coercion [+13], Rank 6 Bravery [+16], Rank 4 Intuition [+6], Rank 3 Suspicion [+4]
Feats: Improved Speed, Fast Initiative, Heavy Hitter
Philosophies: Rank 1 Mental, Rank 5 Physical, Rank 5 Elemental
Combat Training: Melee 4, Ranged 3, Parry 3, Fort 4, Reflex 3, Will 2
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: None
Charm
-1
Coercion
+13
Deception
-1
Manipulation
-1
Persuasion
-2
Aloofness
-1
Bravery
+16
Intuition
+6
Tolerance
+1
Suspicion
+4
Social
Composure: 20
Languages: None
Motives: Territorial
Prejudices: