Sand Devils «Kep»


                                   

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Reported By: James M. Ward and Gary Jaquet in 1st Edition

Role: Monster
Base Stock: Bermuda grass

MCC Stat Block: Kep 'Sand Devils' (1d4 (2)): Init +8; atk 6 x roots melee +11 (1d8+6) and acid melee +11 (1d3+6); AC 18; HD 15D5 hp 45 each; NO MOVEMENT; 1d20+1d20; SV Fort +1, Ref +0, Will -3
Mutations: (P) Dissolving Juices, Seed Mobility, Modified Roots

Number Appearing: 1d4
Morale: 10
Hit Dice: HD 15D5
Armor: 8 (AC 18)
Size: Unknown

Movement: NO MOVEMENT

Attack: 6 x Roots melee +11 (1d8+6)
Acid melee +11 (1d3+6)

MS: 2   PS: 36
IN: 2   DX: 12
CH: 2   CN: 15

Frequency: Unknown
Organization: Unknown
Activity Cycle: Unknown
Diet: Unknown
Habitat: Plains, Woods
Tech Level: 0 - 0
Artifacts: None

Description (Initial Observations): The kep is a plant consisting of a deeply buried root cluster and a network of strong, tough root-like tendrils that grow just below the surface of sandy soil. A mature kep can cover an area up to 30 meters in diameter.

Reactions: No known interactions

Behavior: Its roots will snap out of the ground and entangle and constrict prey who walk over the plant. The plant will continue to constrict around the prey until it is immobile and then it will grow its roots into the prey and start to digest it. Once all the creatures hit points are consumed, the plant will release a mobile seed that will burrow through the ground to 60 meters away, where it will then start to send out its own roots. If the plant fails any sort of morale check, it will pull its roots into itself and retreat deep underground.

Behavior: Behavior not recorded

Society: Kep plants do not tolerate any other plants growing above them, so the areas where they grow tend to be barren soil, sometimes clearings amdist other vegetation. A mature kep produces a single mobile seed once per season, which burrows out of the ground scurries off in search of a place to root.



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