Sand Devils «Kep»Reported By: unknown contributor 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)
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.