(Generated 42 times)
Namelist None
Rank Skilled
Race Quickwood
Cult rank None
Notes Were it not for the image of a sinister face peeking out from its dark grey bark, this would look like any other ragged oak tree. These carnivorous plants prize human and elven flesh, but eat anything they manage to catch. Quickwoods typically explore an area, taking note of any oak trees, and then root themselves and wait for prey to wander by. They use their oaksight ability to maintain constant surveillance of their hunting grounds and send their roots out to drag likely prey back to them. Fear Aura A quickwood with stored magical energy (see below) can activate its fear aura as an action. The aura has a radius of 10 feet per spell intensity and lasts for 1 round (opposed WIL roll to negates). Creatures that fail their saving throws become panicked and flee for 1 minute. Oaksight A quickwood may observe the area surrounding any oak tree within 360 feet as if using clairaudience/clairvoyance. It can use this ability on any number of oak trees in the area. Although the quickwood does not need line of sight to establish this link, if it does have line of sight to even a single oak tree, it cannot be surprised or flanked. Roots A quickwood has dozens of long roots, but can only attack with up to three of them in any given round within 60' of its trunk. If the quickwood uses a change range special effect on a gripped or grappled foe it can pull a target within reach of its bite attack, it can immediately make a free bite attack with a +1 shift bonus on its attack skill against that target.(counts as an extra set of limbs +1 attack) Magic resistance and Spell Absorption If a quickwood’s smagic resistance of 75% protects it from a magical effect, the creature absorbs that magical energy into its body. It can release this energy to activate its fear aura ability. While the plant is storing a spell, its SR decreases by 25%. It can only store one spell at a time. Immune to electricity Camouflage bonus only applies in forests
STR 4d6+15
CON 3d6+10
SIZ 2d10+35
DEX 2d6+1
INT 2d6+6
D20Hit locationArmor
01-08 Trunk 12
09-12 root 1 9
13-16 root 2 9
17-20 root 3 9
Movement 4 m
Natural armor Yes

Non-random features

Ability ***Flora*** Immune to the side effects of Fatigue and severe injuries. Whilst a Serious Wound prevents the limb or location from functioning, the plant does not suffer any other debility. Likewise a Major Wound does not incapacitate.
Ability ***Immunity to fire***
Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.
Ability ***Multi-Limbed*** Additional Combat Action per extra pair of limbs (beyond the first) it can bring to bear during combat
Ability ***Grappler*** Successful attack = Grapple + damage. Parried attack = Grip vs opponent limb or Pin Weapon on weapon. Uses brawn to resist victim breaking free. (RQ6: pg 312-316)
Ability ***Formidable Natural Weapons*** - Can actively parry or deflect attacks using its natural weapons. (RQ6: pg 312-316)
Ability ***Camouflaged*** Attempts to spot suffer a penalty to Perception of two difficulty grades.

Standard skills

Athletics STR+DEX+40 Brawn STR+SIZ+50 Endurance CON+CON+50
Evade DEX+DEX+5 Perception INT+POW+50 Stealth DEX+INT+40
Willpower POW+POW+40

Combat styles

Patient watcherSTR+DEX+40

Weapon options

1-handed weapons

Amount: 2
Roots (1)
Bite (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Roots 1h-melee 1d6 L M 60' reach Grip, Take Weapon, Flexible,Entrapping Y Y 0 0 root
Bite 1h-melee 2d6 H S - Grip Y Y 0 0 trunk