Boomblossom
Creature Metadata
- Reported By
- Zirra Scrohunter
- Source
- GW05
- Role
- Monster
- Base Stock
- Swamp Rose
- MCC Stat Block
- #N/A
- Mutations
- Beguiling, Contact Poison Sap, Explosive Seeds, Force Field, Generation, Modified Vines (Manipulation Vines), Telekinesis, Telepathy, Thorns/Spikes (Thorns)
Combat & Physical Stats
- 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)
Ability Scores
- MS:
- #N/A
- PS:
- 10
- IN:
- #N/A
- DX:
- 10
- CH:
- 14
- CN:
- 9
Ecology & Logistics
- 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.
Behavior & Society
- Reactions
- No known interactions
- Behavior
- Behavior modeling incomplete
- Repair & Healing
- Behavior not recorded
- Society
- Anthropological studies incomplete
Additional Creatures
0th Edition - Metamorphosis Alpha
1st Edition
2nd Edition
3rd Edition
4th Edition
5th Edition
6th Edition
6th Edition - Beyond the Horizon
6th Edition - Machines & Mutants
Badder to the Bone
Badder to the Bone II
Dragon 98 - Ares Section June 1985 - GW2
Dragon Magainze 085
Dragon Magainze 130
Dragon Magazine 075
Dragon Magazine 098
Dragon Magazine 104
Dragon Magazine 108
Dragon Magazine 113
Dragon Magazine 126
Dragon Magazine 130
Famine at Fargo 7th Edition
GW01 - The Legion of Gold
GW02 - Famine in Far-Go
GW03 - The Cleansing War of Garik Blackhand
GW04 - The Mind Masters
GW05
GW05 - Rapture of the Deep
GW06 Module
GW06 Module, MM2
GW07 Module
GW08 Module
GW09 Module
GW10 Module
METAMORPHOSIS ALPHA TO OMEGA ADVENTURE 1: The Quest for Elvis
MM2
Master's of the Earth Campaign: MA-1 The Trials
Master's of the Earth Campaign: MA-4 To the Rescue
Master's of the Earth Campaign: MA-5 The Savage Beast
Master's of the Earth Campaign: MA-6 City of the Ancients
Masters of the Earth Campaign: MA-2 The Town of Boze
Mud Glat Walker
Omega Project
Paths of the Lil in White Dwarf
Polyhedron 02
Polyhedron 03
Polyhedron 10
Polyhedron 14
Polyhedron 144
Polyhedron 15
Polyhedron 27
Polyhedron 44
Ted Tschopp
The Albuquerque Starport
The Barracks Raid
There will be War
Trouble in Freesboro
White Wolf: Midnight in the Mystery Garden
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