New Mutant Monday #15 - Spear Grass

Chris Van Deelen
No. Enc: 1d4 patches (see below) Alignment: Neutral Movement: None Armor Class: 6 Hit Dice: 1 per square yard Attacks: special (see below) Damage: special (see below)} Save: same as hit dice Morale: 11 Hoard Class: incidental (ML’s choice)

This creature is a mutated version of a type of grass that was quite common before the apocalypse. This plant produced long-stemmed seeds that would easily dislodge from the parent plant and attach themselves to passing animals, or simply be pulled free by the wind. The seeds stuck to fur, skin, cloth, etc. by means of tiny barbs on the tip. The seed of the plant had a resemblance to spears, and thus the nickname it acquired.

Over the generations of being exposed to radiation and other mutagenic toxins that were released during the final wars, the plant mutated and became a deadly predator in its own right.

Physically, the spear grass appears much the way that it had before the final wars, except now it grows in patches of up to 2d10 yards. For every yard the plant covers, it has 1 full hit dice.

The plant attacks in one primary way - anything that approaches the plant and comes within ten feet will be subject to a hail of organic spear-like seeds, which are lifted and hurled via telekinesis at the target. The plant is able to throw 1d6 spears per yard, per round. A single ranged attack roll is made for the entire volley, and each spear that hits will do 1 point of damage to the target.

Once the plant has at least ten of these spears imbedded in the target’s flesh, two things will happen. It will first attempt to take possession (using the mutation, and the plant has a will power score of 3d6 for this mutation) of the target and force it to walk into the midst of the ‘colony’, where the plant will then send up tendrils from beneath the soil. These tendrils will burrow into the flesh of the victim, causing 1d6 points of damage. As long as the plant is able to maintain control of the victim, it will then begin to feed off the target, draining 1d6 hit points of blood per round until the target expires.

The body is then allowed to remain in the middle of the patch, where the decaying flesh acts not only as fertilizer, but could potentially attract more prey (scavengers looking for a quick and easy meal, or looking to loot the body of any belongings).

The other attack is that it will use a specialized form of teleportation, which allows the plant to drain 1 hit point of blood or fluid from the creature for every 3 spears that are stuck in the flesh.

It will use this drain to continue to feed off the victim until it has moved at least three-hundred feet from the main body of the plant. Once the victim has made it that distance, the plant will no longer be able to teleport blood from it.

The spears are easily removed, but can be painful due to the barbs that are embedded in the flesh. The victim will take an additional 1 hit point of damage for every 3 barbs that have to be removed.

The plant is able to heal any damage it has sustained by using the hit points it drains from victims. Also, if it is fully healed, the plant will be able to grow an additional square yard for every thirty hit points of blood or fluid it drains out of a victim.

Finally, any barbs that are discarded will begin to root into the soil where they were dropped. In two months, the barbs will have grown into a single plant that will cover 1 square yard, beginning the process all over again.

Mutations: natural vegetal weapons, neural telekinesis, possession, prehensile tendrils (special), teleportation (special)