Spore Spreader

Spore Spreader

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These monstrous plants are mutated versions of the common Venus fly trap plant. This mutant plant, however, is far more dangerous than its ancestor. First and foremost the plant has grown to gargantuan sizes, many standing as high as 6’ and the root system can spread out up to 200’ in all directions. The plant has developed eyes that allow it to see, along with its ability to sense any movement on or around its root system. From this root system the plant can have up to six ‘stems’, which it uses to attack and either kill or infect prey.

No. Enc: 1d6
Alignment: Neutral
Movement: None
AC: 7
HD: 8
Attacks: 1d4 toxic thorns or 1 bite
Damage: 1d6 per thorn plus special, or 3d4
Save: L8
Morale: 11
Hoard Class: Incidental (up to GM)

These monstrous plants are mutated versions of the common Venus fly trap plant. This mutant plant, however, is far more dangerous than its ancestor. First and foremost the plant has grown to gargantuan sizes, many standing as high as 6’ and the root system can spread out up to 200’ in all directions. The plant has developed eyes that allow it to see, along with its ability to sense any movement on or around its root system. From this root system the plant can have up to six ‘stems’, which it uses to attack and either kill or infect prey.

As a result, what one senses, the rest of the colony will know. If one is killed, the rest of the plant knows, although the death of one will not affect the others, unless something gets directly into the roots and can spread to all the plants. Usually this can only be accomplished by the use of an herbicide or powerful poison.

In combat, this mutant plant is able to launch 1d4 arrow-like thorns with amazing accuracy up to 200’ from the center stem. Each of these thorns carries a biological toxin that will cause a target to first sicken and then eventually die. Once the creature has died, it will then morph into a zombie-like Spore Beast.

Whenever a target is hit by one of the thorns, if it is a Pure Human, Human (see Wisdom from the Wastelands issue 4: New Races) or Mutant Human, they must immediately make a save versus poison. If the save is successful, they are from that point on immune to the metamorphic properties of the toxin carried by the plant. From that point on the toxin acts like class 4 poison instead. If another plant or a mutant animal or insect is hit by the thorn, they are subjected to a class four poison and there is no other effect.

Each of these mutated plants has 4d6 thorns at any given time and once all thorns are used up, it re-grows them at the rate of 1d6 per 24-hour period. If the mutant plant runs out of thorns, it will use a modified version fragrance development to entice prey to come closer, where it will be able to bite the targets.

This modified version of fragrance development will cause the prey to walk up to the plant and allow the plant to bite it. Every round the prey is allowed a chance to shake off the effects and fight back or flee.

The bite of the mutant plant injects the same type of toxin into the bloodstream of the target, with the same results as the thorn attack already mentioned. Any creature that is killed by the plant is allowed to lie where it fell, rotting away to feed the plants root system and thus ensuring that the plant will continue to thrive.

Another very unsettling aspect of the mutant plant is that it doesn’t need ultraviolet light to survive. It simply needs access to a source of water and soil (even sand) to thrive. Thus this deadly mutant plant has been discovered underground and inside ruins where the sun never reaches.  But the mutant plant needs warmth. It will not survive in any climate where the temperature dips below the freezing mark.

Alone, this mutant plant is dangerous enough, but if it has managed to create Spore Beasts, the creature is all that much deadlier due to the symbiotic relationship it has with the Spore Beasts.

A typical Spore Carrier colony will have 2d8 Spore Beasts as guardians and protectors.

Mutations: Animal organs (eyes), fragrance development (special), gigantism, natural weapon (plant), neural telepathy, toxic weapon, unique senses (sense vibration)

Source: Fallout New Vegas (2010)

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