They capture animal prey, depositing each into their inverted-bell flowers before seeking additional prey. Giant predatory flowers are often able to attack with surprise (1 in 3 chance). This Stamina damage is fully restored if the creature gets 10 minutes access to air and rest. Creatures failing this check (and most will, as they tire) take 1d6 temporary Stamina damage from drowning. Climbing out of the flower is a DC 15 check, and each round that a creature spends within it must succeed in a DC 10 check to swim. Each round, a captured creature may attempt an opposed Strength check (against +6) to escape, and the giant predatory flower can bring prey 10' closer, eventually lifting them into its flower bell, where creatures are drowned within its mildly acidic juices. A creature struck by a stamen in automatically captured unless it succeeds in Reflex save equal to the attack roll. The giant predatory flower can lash out with two stamens, each capable of reaching as far as 30' away.
#Crow zero part 3 plus
Giant Predatory Flower: Init +2 Atk flexible stamen +4 melee (1d4+1 plus capture) AC 12 HD 12d8+24 MV 0’ Act 2d20 SP plant, immune to mind-affecting, aware of creatures within 30', surprise, melee attacks with 30' range, capture, drown SV Fort +15, Ref -10, Will +0 AL N.
![crow zero part 3 crow zero part 3](https://2.bp.blogspot.com/-9MBA0agKa1o/TdecP_4_56I/AAAAAAAAAAQ/7C6n03620ok/s1600/SD.jpg)
Only if completely reduced to ash, disintegrated, or completely dissolved can an adventurer be certain that a walking kudzu will not return to life. Even if that chance fails, the walking kudzu may begin to regenerate days, months, or even years later. Even if fire or acid are used, there is a 50% chance that the walking kudzu will begin regenerating again after 1d5 hours. Note that a walking kudzu continues to regenerate even after being reduced to 0 hp. D on't let the illustration fool you walking kudzu victimize all genders equally. If a victim reaches 0 hp, what remains of it becomes the nucleus of a new walking kudzu. Without magical aid (1 HD of clerical healing is sufficient), these seeds germinate in 1d5 hours, doing 1d5 damage per turn thereafter.
#Crow zero part 3 full
If the walking kudzu is able to hold such a humanoid for a full 5 rounds, it will plant seeds within it. Why walking kudzu is interested in humanoids from the animal kingdom (including humans, elves, dwarves, halflings, etc.) is a question which is perhaps better not asked (or answered). Held creatures can attempt to escape with an opposed Strength check vs. Its arm-like vine tendrils can grab creatures it hits, allowing it to hold onto them. When standing still among green vegetation, walking kudzu is difficult to see, allowing it a +6 bonus to all attempts at hiding. Walking Kudzu: Init +4 Atk vine tendrils +2 melee (1d3 plus grab) or bite +3 melee (1d3) AC 12 HD 3d8+6 MV 20’ Act 1d20 SP plant, regenerate 1d3/round, camouflage, grab, plant seeds SV Fort +5, Ref +1, Will +0 AL N. Note that, while these are inspired by the accompanying images, I did not take the actual text into account. Here are three plant monsters you can use in your home game. Still, there is nothing wrong - and everything right! - with treating some plant monsters almost as hazards which are (literally) rooted to the spot! It is also notable that, while most plants are immobile, plant monsters are often capable of a surprising range of mobility. The rules bend to you, not the other way around. In many cases, though, things are left to the interpretation of the person running the game. In many cases, the description of a plant creature should give the judge some guidance. It would not be a stretch to imagine that some of these do nothing, while others might have a reduced (or even enhanced!) effect. The judge will also have to consider the effects of being a plant-based monster on Mighty Deeds and critical hits. Their thought processes are farther from human than those of animals, or even un-dead, so that attempts at contacting, controlling, or affecting their minds might be at a significant penalty if it is possible at all. They are probably hardier than they look - as anyone who has attempted to eradicate kudzu or Japanese knotweed can attest - and, if they are woody, weapons like arrows and spears are unlikely to do much (if any) real damage. They can be dormant for a very long time. Their lives occur at different time scales. When you are adjudicating exactly what "plant" or "plant traits" should mean, the main concern is that these things are vegetal. Plants are another category of monster that characters might encounter in a Dungeon Crawl Classics adventure.