Green Cap Sept 24, 2019 18:07:07 GMT
Post by 00dlez on Sept 24, 2019 18:07:07 GMT
Green Caps are the fey guardians of the Kohti Crater. They are ravenous in their protection of the crater and it's secrets. It is notable, that only a rare few Green Caps actually live long enough lives to understand WHY they are destined to protect the Crater, but it is their pure nature to do so.
Small fey, chaotic evil
Armor Class 15 Natural Armor
Hit Points 57 (6d8 + 30)
Speed 30 ft., climb 50 ft. Whenever climbing on living, natural environments (Live vines, tree trunks, etc) - the Green Cap has a climb speed of 50 ft.
STR 18 (+4)
DEX 13 (+1)
CON 20 (+5)
INT 10 (+0)
WIS 16 (+3)
CHA 8 (-1)
Skills Athletics +6, Perception +3
Senses Darkvision darkvision 60 ft., Passive Perception 15
Languages Common, Sylvan
Challenge 4 (1,100 XP)
Root Bound. The Green Cap is slowed to half movement when not touching soil, natural vegetation, or other biomass.
Multiattack. The Green Cap makes three attacks with it's claws
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Spore Bomb. 1/day, the Green Cap Launches a cluster of devestating spores anywhere within 30-feet. On contact, the Spore Bomb explores and creates a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners and lingers for a duration of 1 minute. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison, DC 15. On a failed save, the creature spends its action that turn retching and gasping for air. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
A Green Cap is a feral fey creature spawned from the sap of mysterious, and dangerous Onwu tree in the Kohti Crater. When the sap is mixed with the blood of a creature not native to the Kohti Crater. They have have the enduring strength of nature at their core and will hunt and kill intruders to the crater without hesitation, mercy, or a shred of regret.
When the blood and sap first mix, the congeal and roll into a small, lumpy ball that begins to pulse slightly with life. Over time, the ball will slowly grow to a tiny size, pulsing faster and more intensity as it grows, and begin to take on a vaguely humanoid shape. The pulsing ball is slick and coated in viscous slime that is terribly poisonous if touched. (Green Cap Sprout Poison). The more blood and sap that are initially mix reduces the gestation time. A drop of both blood and sap will take a full moon cycle to complete the process, while a gallon of each will complete the process in just 72 hours (the fastest possible).
Once it has "sprouted" the sprout form will begin to move on it's own and move towards the nearest Onwu tree, continuing to drink the sap. It's only real defense at this stage is the poisonous slime that it is coated in. While in this form it will try to evade any attacks, but if pressured, will try to make contact with an attacker to use it's poison. As a sprout, they are Tiny Size, AC 15 (Dex and size) with a touch attack of +3 - they deal no damage other than the poison damage. The Sprout will ingest the sap for 24 hours and slowly take it's natural form of a Green Cap.
Fully grown Green Caps are Small sized humanoids that have taught, leathery skin with vine or root like bones that often protrude from the skin, especially at the joints. Their hands end in sharp wood-like claws and their arms are abnormally long and gangly (similar to how a monkey or ape would appear and move). Their green eyes blend in with their natural surroundings during the daytime, but at night they glow a soft, haunting greenish-yellow hue. There is a yellow, puss filled sack in a hunchback lump on the Green Cap's back which grows a Spore Bomb once per day. If the Spore Bomb is unused and the Green Cap is killed it can be carefully harvested for up to one hour after the beings death. When a green cap dies, it slowly dissolves over 8 hours into a pool of Onwu sap that takes up a 5x5 square and lasts for 1 day. If the pool happens to contact some blood of an intruder from the encounter, the Green Cap will begin it's gestation anew.
To maintain it's existence, the Green Cap must seek out a Onwu tree once a day to drink some of the sap. If it does not, it gains a level of exhaustion that can only be removed by drinking the sap.
Green Caps are generally solitary creatures, but as they age, they begin to learn and understand their relationship with the Onwu sap as well as the blood of intruders. Some Green Caps are more enterprising and begin to cultivate small bands of Green Caps, becoming their leader and through a collective ritual involving the leader and 5 other grown Green Caps, can actually attain medium size and some additional abilities.