Number Appearing: 2d10
Morale: 7
Hit Dice: HD 6D5
Armor: 9 (AC 19)
Size: Tiny 180 to 250cm
Movement: MV 23'
Attack: 2 x Limb Strike melee +2 (1d3)
MS: #N/A
PS: 10
IN: #N/A
DX: 10
CH: 14
CN: 9
Frequency: Rare
Organization: Branble of Rose Bushes
Activity Cycle: Day
Diet: Minerals from soil
Habitat: Swamps and thickets, marshy shores of streams, ponds, and lakes
Tech Level: 1
- 6
Artifacts: Unknown
Description (Initial Observations): These intelligent, mutated descendants of the Swamp Rose retain their blossoms (a dark rose- pink color) longer than their ancestors, keeping them from mid-spring until almost autumn. Other than that, they look like humanoid shaped plants.Boomblossoms will make use of any artifacts they have at hand in combat. They are by no means stupid, however, and understand there are times when it's better to not use technology. Whether or not they use artifacts, they often will use their beguiling power before entering combat.They communicate with each other (and other creatures) telepathically, and co-ordinate their actions so as to not get in each other's way. If, for some reason, they do not use artifacts, they are quite capable of handling themselves in combat, having thorns and contact poison sap in melee, and explosive seeds (which is how they got the name `boomblossoms') for ranged combat.Boomblossom seeds sprout in the spring and are nonsentient and immobile for their first year of life. In the spring of their second year, they become mobile and quickly learn the value of teamwork and of the power of Ancient artifacts, which they readily use. They will often trade artifacts for items they consider more useful to them. When a boomblossom group becomes too large for the land to support them, a group will break away from the main group to form a new community.
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