Role:
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Base Stock: Maple Tree
MCC Stat Block: Ed Ep 'Paradise Tree' (1): Init +7; atk see description; AC 12; HD 75D5 hp 225; NO MOVEMENT; 1d20+1d20; SV Fort +4, Ref -3, Will -3
Mutations: (P) Invulnerable to fire, heat, and chemical defoliants.
Number Appearing: 1
Morale: 2
Hit Dice: HD 75D5
Armor: 2 (AC 12)
Size: Medium 2.5 Meters
Movement: NO MOVEMENT
Attack: See Description
MS: 2
PS: 6
IN: 2
DX: 2
CH: 2
CN: 20
Frequency: Very Rare
Organization: Unknown
Activity Cycle: Unknown
Diet: Nutrition from the Soil
Habitat: Forests
Tech Level: 0
- 0
Artifacts: Unknown
Description (Initial Observations): The paradise tree is very rare and quite small. It looks like a heavily nut-laden oak tree. The tree never grows anywhere closer to another one, can not be harmed by fire, heat, or chemical defoliants. It can ether be extremely hardy or very frail. It produces a variety of nuts from other trees.
Reactions: No known interactions
Behavior: Brazil Nut: 1/50 hit points. This dark brown nut contains an extremely dangerous spore within it. Any creature who is within 1' of the nut opening drops dead immediately. A character is allowed an intelligence at DC 12 to determine if they have heard rumors of such a nut.Walnut (1 / 15 hit points): This nut has a spore in it that looks similar to the spore in the Brazil nut, and it behaves the same way, except 20 minutes later the victim will completely revie none the worse for wear. These nuts are prized among some tribes for religious rites. Additionally healers use them to stabilize extreme victims while they operate on them.Acorn (1 / 25 hit points). This nut immediately returns a living character to full health.Pecan (1 / 10 hit points). This nut will heal 1d10 points of damage that wasn't caused by radiation.Cashew (1 / 20 hit points). This nut has a random poison of 3d6 intensity. Hazel (1/30 hit points) This nut has mind altering drugs in it. Any character eating this will be treated as if they have a phobia for 1d10 weeks.Butternut (1/35) This nut provides radiation immunity of any level for 1d6 hours.Macadamia (1 / 5) This nut acts as the light generatoin power when cracked open. Its hull is very thin and if thrown it will crack open. Pine Nut (1 / tree) The GM decides the effect of this nut.
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