Mimic Plant


                                   

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Reported By: Phil Taterczynski in GW04 - The Mind Masters

Role: Monster
Base Stock: Orchid

MCC Stat Block: Mimic Plant (1d10 (5)): Init +3; atk see description; AC 13; HD 5D5 hp 15 each; NO MOVEMENT; 1d20; SV Fort +2, Ref +0, Will -2
Mutations: Allurement; Beguiling; Adaptive Enzyme (see New Mutations)

Number Appearing: 1d10
Morale: 6
Hit Dice: HD 5D5
Armor: 3 (AC 13)
Size: Medium 1.5 - 3 Meters

Movement: NO MOVEMENT

Attack: See Description

MS: 5   PS: 14
IN: 2   DX: 11
CH: 2   CN: 16

Frequency: Very Rare
Organization: Patch
Activity Cycle: Day
Diet: Carnivore
Habitat: near ponds and lakes
Tech Level: 0 - 0
Artifacts: Unknown

Description (Initial Observations): Mimic plants are mutated orchids that grow up to 3 meters high. They have large showy flowers that can look like various animals. Mimic plants grow near ponds and their root tendrils extend into the water from underground. Their roots absorb large amounts of water that are given off by their leaves as a fine mist. The mist obscures vision enough that the flowers are mistaken for animals.Animals and characters who find mimic plants have a chance equal to 50% minus their intelligence of believing the plant to be an attractive animal or character of the opposite sex. When a creature is attracted to within 6m of the plant, an elastic tentacle whips out and wraps itself around the victim. The tentacle secretes a corrosive fluid which contains adaptive enzymes. The fluid burns the skin for 2d4 points of damage if it is not washed off in a number of turns equal to 11 minus the victim's armor class. The tentacle will withdraw as soon as the victim fights back. No plant will attack two crea-tures, and no creature will be attacked by more than one plant each day.

Reactions: No known interactions

Behavior: Behavior modeling incomplete

Behavior: Behavior not recorded

Society: Anthropological studies incomplete



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