Sand Devils «Kep»

Sand Devils «Kep»
Sand Devils «Kep»

Creature Metadata

Reported By
James M. Ward and Gary Jaquet
Source
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

Combat & Physical Stats

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)

Ability Scores

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

Ecology & Logistics

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.

Behavior & Society

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.
Repair & Healing
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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