Mistralvine Horror

From: Forsaken Alchemists Abode

Lore: The Mistralvine Horror was born from Arion’s reckless attempts to blend the essence of various deadly plants into a single, powerful entity. Fueled by his desire to create a being of unparalleled strength and adaptability, Arion combined the life essences of carnivorous vines, venomous flora, and parasitic plants. However, the experiment quickly spiraled out of control, and the Mistralvine Horror broke free from its containment, wreaking havoc in the laboratory before disappearing into the surrounding forest.

Since then, the Mistralvine Horror has become an elusive and feared presence in the wilderness. It lurks within the dense foliage, seeking sustenance from unsuspecting creatures that wander too close to its territory. Its vivid crimson flowers are capable of mesmerizing and disorienting its prey with intoxicating spores, making them easy targets for its deadly, vine-like tentacles.

Specific Level One Stats for the Mistralvine Horror:

  • Hit Points: 20
  • Armor Class: 12
  • Strength: 16 (+3)
  • Dexterity: 14 (+2)
  • Constitution: 15 (+2)
  • Intelligence: 5 (-3)
  • Wisdom: 8 (-1)
  • Charisma: 6 (-2)

Skills:

  • Stealth: +4
  • Perception: +1
  • Nature: +1

Appearance: The Mistralvine Horror is a terrifying sight to behold, appearing as a serpentine creature completely covered in twisted vines, thorns, and deadly flowers. Its massive, crimson blossoms open and close like vicious jaws, giving it an unsettling and predatory appearance. The creature moves silently and fluidly, blending effortlessly into the surrounding vegetation, making it difficult for its prey to spot until it’s too late.

Size: Medium

Requirements: The Mistralvine Horror requires a constant source of nutrients, absorbing the life force of living creatures to sustain itself. It thrives in environments with ample sunlight and moisture, often found in dense, overgrown forests.

Tags: Plant, Predator, Stealthy, Carnivorous, Venomous, Elusive, Overgrown, Mesmerizing, Parasitic, Deadly

Attacks:

  • Vicious Thorn Lash: Melee Weapon Attack, +5 to hit, reach 10 ft., one target. Hit: 1d8 + 3 piercing damage.
  • Intoxicating Spores (Recharge 5-6): Ranged Spell Attack, +4 to hit, range 20 ft., cone. Hit: The target must succeed on a DC 12 Wisdom saving throw or become confused for 1 minute. The confused creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
  • Ensnaring Grasp: Melee Weapon Attack, +3 to hit, reach 10 ft., one target. Hit: The target must succeed on a DC 13 Strength saving throw or be restrained by the Mistralvine Horror’s vine-like tendrils, taking 1d6 + 2 piercing damage at the start of each of its turns while restrained.

Emotions: The Mistralvine Horror does not possess emotions in the conventional sense. Its existence revolves around survival and sustenance, instinctually seeking to capture and feed on living creatures that cross its path.

Age: The Mistralvine Horror’s lifespan is unknown. Its existence is a result of Arion’s failed experiment, and if it can find sustenance, it is likely to continue to thrive in the wilderness.

Height: 8-10 feet

Weight: Approximately 300-400 pounds

Speed: 30 ft. (walking), 20 ft. (stealthy movement)

Blooming Wrath of the Mistralvine Horror

In the shadowed annals of Saṃsāra, where the whispers of the wild still lingered in the dark, a tale was inscribed in a language so ancient that its origins were lost to the birth of the forests, a tongue of rustling leaves and primal growls that predated the first druids. This is the story of the Mistralvine Horror, a creature of twisted flora born from reckless ambition within the Forsaken Alchemist’s Abode, and of the alchemist whose hubris unleashed a predator that would haunt the wilderness for centuries.

The tale begins in an age when Saṃsāra was a realm of untamed magic, its forests teeming with life and secrets that defied mortal understanding. In a dense forest, far from the eyes of civilization, Arion the Unbound built his laboratory, a sprawling structure of stone and wood known as the Forsaken Alchemist’s Abode. Arion was a figure of legend, a reclusive alchemist whose genius was matched only by his recklessness. He sought to create a being of unparalleled strength and adaptability, a guardian that could protect his laboratory and thrive in the wilds beyond. To this end, he turned to the essence of the forest itself, blending the life forces of carnivorous vines, venomous flora, and parasitic plants in a forbidden alchemical experiment.

Arion’s ritual was a spectacle of primal magic, the laboratory filled with the scent of earth and the hum of life energy. He gathered the most deadly plants from the forest—vines that strangled, flowers that poisoned, and roots that drained the life from their hosts—and placed them in a massive crucible at the heart of the Abode. He inscribed runes of growth and fusion on the stone floor, their lines glowing with a verdant light, and chanted in an ancient tongue, his voice echoing with the power of the wild. The crucible pulsed with life, the essences merging into a single, writhing mass of vines and thorns, its crimson blossoms opening like vicious jaws. Arion named his creation the Mistralvine Horror, for it was a being born of the forest’s wrath, a predator that would embody the untamed fury of nature.

But Arion’s ambition quickly spiraled out of control. The Mistralvine Horror, fueled by the combined ferocity of its components, grew beyond his ability to contain. Its vines lashed out, shattering the crucible and tearing through the laboratory’s walls, its intoxicating spores filling the air with a disorienting haze. Arion attempted to bind it with alchemical wards, but the Horror’s strength was too great—it broke free, its serpentine form slithering into the surrounding forest, leaving a trail of destruction in its wake. The alchemists who worked with Arion fled, and the Forsaken Alchemist’s Abode was left in ruins, its chambers scorched and its secrets scattered.

The Mistralvine Horror became an elusive and feared presence in the wilderness, lurking within the dense foliage of the forest. It sought sustenance from unsuspecting creatures that wandered too close to its territory, its vivid crimson flowers mesmerizing and disorienting its prey with intoxicating spores. Its vine-like tentacles ensnared victims, draining their life force to fuel its endless hunger, and its vicious thorns tore through flesh with ruthless precision. The forest adapted to its presence, the plants around it growing more vibrant and deadly, as if the Horror’s essence had seeped into the very soil.

Centuries passed, and the Mistralvine Horror’s legend grew, its name whispered in fear by those who knew of the forest’s dangers. Hunters and travelers spoke of a creature that moved silently through the undergrowth, its crimson blossoms glowing like beacons of death, and of the haunting silence that preceded its attacks. The Horror thrived in the forest’s ample sunlight and moisture, its roots spreading deep into the earth, ensuring its survival as long as the wilderness endured. It became a predator of instinct, its existence revolving around survival and sustenance, with no capacity for emotion beyond the primal drive to feed.

The turning point came when a young druid named Lirien, driven by tales of the forest’s curse, ventured into the wilderness to confront the Mistralvine Horror. Her village had suffered from its attacks, hunters vanishing into the forest never to return, and Lirien believed that the creature’s existence was a blight on the natural balance. She prepared for the journey with care, crafting wards of protection and potions to resist the Horror’s spores, and entered the forest with a staff of ancient oak, its runes glowing with the power of the wild.

Lirien tracked the Mistralvine Horror through the dense foliage, her senses heightened by her druidic magic. She followed the trail of wilted plants and broken branches, the signs of the Horror’s passage, until she reached a clearing where the air was thick with the scent of crimson blossoms. The Mistralvine Horror emerged from the undergrowth, its serpentine form blending seamlessly with the surrounding vegetation, its massive flowers opening to release a cloud of intoxicating spores. Lirien resisted the spores’ effects, her potion shielding her mind, but the Horror’s vines lashed out, their thorns tearing at her flesh as they sought to ensnare her.

The battle was fierce, Lirien’s magic clashing with the Horror’s primal fury. She summoned roots to bind its vines, but the creature’s strength broke through, its tendrils wrapping around her staff in an attempt to drain her life force. Lirien realized that brute force alone would not defeat the Horror—it was a creature of the forest, and only by understanding its nature could she hope to overcome it. She used her druidic magic to commune with the surrounding plants, learning of the Horror’s origin and the alchemical corruption that had birthed it. The forest whispered of a ritual to cleanse the corruption, a spell that would sever the Horror’s connection to the alchemical energies that sustained it.

Lirien performed the ritual in the heart of the clearing, her voice rising in a chant as she channeled the forest’s energy into a purifying light. The Mistralvine Horror writhed in agony, its crimson blossoms wilting as the alchemical corruption was burned away, leaving only the natural essence of the plants that had formed it. The creature collapsed into a mass of lifeless vines, its predatory instincts extinguished, and the forest sighed in relief, its balance restored. Lirien returned to her village, her staff scarred but her spirit unbroken, and the legend of the Mistralvine Horror became a cautionary tale of the dangers of tampering with nature’s essence.

The story of the Mistralvine Horror spread across Saṃsāra, a tale of wrath and redemption, of a creature born from reckless ambition that was undone by the very nature it sought to dominate. The Forsaken Alchemist’s Abode remained hidden in the forest, its secrets guarded by the echoes of the Horror’s blooming wrath, waiting for the next seekers to brave its halls and face the legacy of Arion’s hubris.

Moral of the Story: The ambition to bend nature to one’s will may birth horrors that outlive their creator, but only by honoring the balance of the wild can such wrath be undone, for even the deadliest bloom cannot withstand the forest’s enduring will.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition): In Call of Cthulhu, the Mistralvine Horror is a monstrous plant predator lurking in the forest surrounding the Forsaken Alchemist’s Abode, a derelict laboratory steeped in forbidden knowledge. Its predatory nature and alchemical origins make it a terrifying foe for investigators, fitting the game’s horror theme.

Mistralvine Horror

  • Alchemical Plant Predator
  • STR 70
  • CON 60
  • SIZ 60
  • DEX 50
  • INT 30
  • POW 40
  • HP 12
  • Damage Bonus +1D4
  • Build 1
  • Move 8 (walking), 6 (stealthy movement)
  • Sanity Loss 1/1D6 (seeing its twisted form and crimson blossoms)
  • Attacks
    • Vicious Thorn Lash 50% (25/10), damage 1D8 + 1D4 (piercing)
    • Ensnaring Grasp 40% (20/8), damage 1D6 (piercing, target must succeed on a Hard STR roll or be restrained, taking 1D6 piercing damage each round until they escape with a Hard STR roll)
    • Intoxicating Spores (Special): The Horror releases spores in a 5-yard cone (recharges after 1D4 rounds). Targets must succeed on a Hard CON roll or suffer a -20% penalty to all actions for 1D4 rounds due to confusion (Sanity loss 0/1D4 if failed).
  • Armor: 2-point tough vines (resistant to firearms; bludgeoning attacks deal half damage).
  • Skills: Stealth 70%, Perception 40%, Nature 40%
  • Special Abilities
    • Plant Nature: The Mistralvine Horror is immune to effects targeting living minds (e.g., fear, sanity loss from mental effects). It takes double damage from fire.
    • Nutrient Dependency: The Horror requires a constant source of nutrients, absorbing the life force of living creatures. It will prioritize attacking living targets over inanimate objects.
    • Forest Camouflage: The Horror gains +20% to Stealth in dense vegetation, making it difficult to spot until it attacks.
  • Description: The Mistralvine Horror is a serpentine creature covered in twisted vines, thorns, and crimson blossoms that open like vicious jaws. It moves silently through the forest, blending into the foliage, its predatory form a terrifying sight as it hunts for sustenance.
  • Gameplay Notes: The Mistralvine Horror fits Call of Cthulhu’s horror tone as a monstrous plant predator in a cursed forest. Its Vicious Thorn Lash and Ensnaring Grasp make it a physical threat, while Intoxicating Spores add a psychological element. Forest Camouflage makes it a stealthy ambush predator, encouraging investigators to use fire or area effects. Its stats make it a moderate threat for low-level investigators, balanced by its vulnerability to fire, fitting the system’s focus on survival and investigation.

Blades in the Dark: In Blades in the Dark, the Mistralvine Horror is a Tier II plant predator lurking in the forest near the Forsaken Alchemist’s Abode, a forgotten lab in Doskvol’s outskirts. It’s a moderate threat for a crew, with abilities that challenge their mobility and resolve.

Mistralvine Horror

  • (Tier II)
  • Threat Level: Moderate (Scale 1, individual entity)
  • Traits: Plant, Predator, Stealthy
  • Quality: 2 (attacks and defenses)
  • Magnitude: 2 (durability and area of effect)
  • Clocks
    • Defeat the Horror: 6 segments
    • Escape Its Grasp: 4 segments
  • Actions
    • Vicious Thorn Lash: Roll its Quality (2 dice), Close range. On a 6, the target takes Level 2 Harm (“Thorned”). On a 4-5, Level 1 Harm (“Scratched”). On a 1-3, the target avoids the lash but takes 1 Stress.
    • Ensnaring Grasp: Roll its Quality (2 dice), Close range. On a 6, the target takes Level 1 Harm (“Entangled”) and is restrained (must succeed on a Finesse or Skirmish roll, Risky, Standard effect, to escape). On a 4-5, the target takes 1 Stress and is slowed (Limited effect on movement). On a 1-3, the target avoids the grasp.
    • Intoxicating Spores: Roll its Quality (2 dice), cone 10 feet, recharges after 1D4 actions. On a 6, targets take 2 Stress and are Dazed (Limited effect on actions) for one turn unless they resist with Resolve (Risky, Standard effect). On a 4-5, targets take 1 Stress. On a 1-3, the spores fail to take hold.
  • Special Abilities
    • Plant Nature: Immune to effects targeting living minds (e.g., possession, fear). It takes double damage from fire-based attacks, dealing +1 segment to its defeat clock per attack.
    • Forest Camouflage: The Horror gains +1 effect on Stealth actions in dense vegetation, making it harder to spot until it attacks.
    • Nutrient Dependency: The Horror prioritizes living targets, gaining +1 effect on attacks against them but ignoring inanimate objects unless provoked.
  • Description: The Mistralvine Horror is a serpentine creature covered in twisted vines, thorns, and crimson blossoms that open like vicious jaws. It moves silently through the forest, blending into the foliage, its predatory form a terrifying sight as it hunts for sustenance.
  • Gameplay Notes: The Mistralvine Horror fits Blades in the Dark’s gritty tone as a plant predator in a cursed forest. Its Tier II rating makes it a moderate threat, with Vicious Thorn Lash and Ensnaring Grasp posing physical challenges, and Intoxicating Spores adding a psychological element. Forest Camouflage makes it a stealthy ambush predator, encouraging the crew to use fire or area effects. Nutrient Dependency adds a tactical layer, fitting the system’s focus on heists and risk-reward decisions.

Dungeons & Dragons (5th Edition): In Dungeons & Dragons 5th Edition, the Mistralvine Horror is a CR 2 plant predator lurking in the forest near the Forsaken Alchemist’s Abode, a dungeon of ancient alchemy. It’s a moderate challenge for a party of level 1-3 adventurers, with predatory abilities.

Mistralvine Horror

  • Medium Plant, Unaligned
  • Armor Class 12 (natural armor)
  • Hit Points 38 (5d8 + 15)
  • Speed 30 ft., 20 ft. (stealthy movement)
  • STR 16 (+3) | DEX 14 (+2) | CON 15 (+2) | INT 5 (-3) | WIS 8 (-1) | CHA 6 (-2)
  • Skills Perception +1, Stealth +4
  • Damage Vulnerabilities Fire
  • Damage Resistances Bludgeoning, Piercing
  • Senses Blindsight 30 ft., Passive Perception 11
  • Languages —
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2
  • Traits
    • Forest Camouflage: The Mistralvine Horror has advantage on Stealth checks in dense vegetation.
    • Nutrient Dependency: The Horror prioritizes living targets, gaining advantage on attack rolls against creatures with blood (e.g., humanoids, beasts).
  • Actions
    • Vicious Thorn Lash: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 3) piercing damage.
    • Ensnaring Grasp: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: The target must succeed on a DC 13 Strength saving throw or be restrained. A restrained creature takes 5 (1d6 + 2) piercing damage at the start of each of its turns. The creature can repeat the save at the end of each of its turns, ending the effect on a success.
    • Intoxicating Spores (Recharge 5-6): The Horror releases spores in a 15-foot cone. Creatures in the area must succeed on a DC 12 Wisdom saving throw or be poisoned for 1 minute due to confusion. A poisoned creature can repeat the save at the end of each of its turns, ending the effect on a success.
  • Description: The Mistralvine Horror is a serpentine creature covered in twisted vines, thorns, and crimson blossoms that open like vicious jaws. It moves silently through the forest, blending into the foliage, its predatory form a terrifying sight as it hunts for sustenance.
  • Gameplay Notes: The Mistralvine Horror fits D&D’s high-fantasy setting as a plant predator in a cursed forest. Its CR 2 rating makes it a moderate challenge, with Vicious Thorn Lash and Ensnaring Grasp posing physical threats, and Intoxicating Spores adding a debuff. Forest Camouflage makes it a stealthy ambush predator, encouraging fire-based attacks. Nutrient Dependency adds a tactical layer, fitting the system’s focus on combat and exploration.

Knave (2nd Edition): In Knave 2nd Edition, the Mistralvine Horror is a level 2 plant predator lurking in the forest near the Forsaken Alchemist’s Abode, a dungeon of ancient alchemy. Its mechanics are streamlined to fit Knave’s minimalist system, focusing on its predatory nature.

Mistralvine Horror

  • (Level 2)
  • HD 2 (10 HP)
  • Armor 12 (tough vines)
  • Move 30 ft. (walking), 20 ft. (stealthy movement)
  • Morale 8 (instinctual predator)
  • Attacks 1 (Vicious Thorn Lash, +3 to hit, 1d8+3 piercing damage)
  • Special
    • Ensnaring Grasp: Melee attack (+3 to hit, reach 10 ft.), target must make a DC 13 Strength save or be restrained, taking 1d6+2 piercing damage at the start of each turn while restrained. The target can repeat the save each round to escape.
    • Intoxicating Spores (Recharge 5-6): The Horror releases spores in a 15-foot cone. Targets must make a DC 12 Wisdom save or be confused for 1 minute (can repeat the save each round to end the effect). Confused creatures have disadvantage on all rolls.
    • Plant Nature: Immune to effects targeting living minds (e.g., fear, charm). Takes double damage from fire.
    • Forest Camouflage: The Horror gains +2 to Stealth in dense vegetation, making it harder to spot until it attacks.
    • Nutrient Dependency: The Horror prioritizes living targets, gaining +1 to attack rolls against them.
  • Treasure
    • 1d4 crimson blossoms (worth 15 sp each)
    • A venomous thorn (deals 1d6 poison damage, 1 use)
  • Description: The Mistralvine Horror is a serpentine creature covered in twisted vines, thorns, and crimson blossoms that open like vicious jaws. It moves silently through the forest, blending into the foliage, its predatory form a terrifying sight as it hunts for sustenance.
  • Gameplay Notes: The Mistralvine Horror fits Knave’s old-school style as a plant predator in a cursed forest. Its level 2 stats make it a moderate threat, with Vicious Thorn Lash and Ensnaring Grasp posing physical challenges, and Intoxicating Spores adding a debuff. Forest Camouflage makes it a stealthy ambush predator, encouraging fire-based attacks. Nutrient Dependency adds a tactical layer, fitting Knave’s focus on exploration and survival. Its treasure rewards engagement, balanced by its fire vulnerability.

Fate Core System: In Fate Core, the Mistralvine Horror is a predatory plant creature lurking in the forest near the Forsaken Alchemist’s Abode, a derelict laboratory. Fate’s narrative focus highlights its stealthy, predatory nature and alchemical origins, making it a dangerous but potentially avoidable threat.

Mistralvine Horror

  • Aspects
    • High Concept: Alchemical Plant Predator
    • Trouble: Driven by Hunger for Life Force
    • Other Aspects: Stealthy Forest Ambusher, Mesmerizing Crimson Blossoms, Vine-Like Tendrils
  • Skills
    • Great (+4): Stealth
    • Good (+3): Fight, Physique
    • Fair (+2): Notice, Athletics
    • Average (+1): Deceive, Nature
  • Stunts
    • Vicious Thorn Lash: When the Mistralvine Horror attacks with Fight, it deals 2 stress on a success and can create the situation aspect “Thorned” with one free invoke on a success with style.
    • Ensnaring Grasp: When the Mistralvine Horror succeeds on a Fight attack, it can spend a fate point to create the situation aspect “Entangled” on the target with one free invoke. The target must overcome a Good (+3) Physique obstacle to escape, taking 1 stress each turn they remain entangled.
    • Intoxicating Spores: Once per scene, the Mistralvine Horror can create a situation aspect, “Confused Haze,” in its zone, imposing a -2 penalty to all actions for one exchange. Affected characters can resist with a Good (+3) Will roll, taking 1 mental stress on failure.
  • Stress
    • Physical: [ ] [ ] [ ] (Physique +3)
    • Mental: [ ]
  • Consequences
    • Mild (2):
    • Moderate (4):
  • Description: The Mistralvine Horror is a serpentine creature covered in twisted vines, thorns, and crimson blossoms that open like vicious jaws. It moves silently through the forest, blending into the foliage, its predatory form a terrifying sight as it hunts for sustenance.
  • Gameplay Notes: The Mistralvine Horror fits Fate’s narrative-driven system as a stealthy predator. Its aspects encourage roleplay—players can invoke “Driven by Hunger for Life Force” to bait it or “Mesmerizing Crimson Blossoms” to resist its spores. Vicious Thorn Lash and Ensnaring Grasp pose physical threats, while Intoxicating Spores add a psychological element. The lack of mental stress reflects its plant nature, fitting Fate’s focus on story and character interaction.

Numenera (Cypher System): In Numenera, the Mistralvine Horror is a level 3 plant predator lurking in the forest near the Forsaken Alchemist’s Abode, a Ninth World ruin filled with alchemical technology. It’s a dangerous creature blending the system’s weird science with its predatory instincts.

Mistralvine Horror

  • (Level 3)
  • Motive: Hunt for sustenance
  • Environment: Dense forests near the Forsaken Alchemist’s Abode
  • Health: 9
  • Damage Inflicted: 3 (Vicious Thorn Lash)
  • Armor: 1 (tough vines)
  • Movement: Short
  • Modifications: Stealth as level 4; Speed defense as level 2 due to serpentine form.
  • Combat
    • Vicious Thorn Lash: The Mistralvine Horror inflicts 3 damage (piercing) with a melee attack.
    • Ensnaring Grasp: Melee attack, inflicts 2 damage (piercing). The target must succeed on a level 3 Might task or be restrained, taking 2 damage each round until they escape with a level 3 Might task.
    • Intoxicating Spores (Recharge 5-6): The Horror releases spores in a short-range cone. Targets must succeed on a level 3 Intellect task or be hindered (all tasks one step more difficult) for 1 minute due to confusion. Targets can repeat the task each round to end the effect.
  • Interaction: The Mistralvine Horror is a predator driven by instinct, making it difficult to reason with. A level 3 Intellect task (using nature knowledge) can predict its movements, easing Stealth or Speed tasks to avoid it by one step.
  • Use: The Mistralvine Horror lurks in the forest, ambushing those who approach the Abode. It can be a combat encounter or a hazard to avoid while exploring the area.
  • Loot
    • 1-2 cyphers (e.g., crimson spores that grant +2 to Stealth for 1 hour, 1 use)
    • A venomous thorn (deals 3 damage, 1 use).
  • Description: The Mistralvine Horror is a serpentine creature covered in twisted vines, thorns, and crimson blossoms that open like vicious jaws. It moves silently through the forest, blending into the foliage, its predatory form a terrifying sight as it hunts for sustenance.
  • Gameplay Notes: The Mistralvine Horror fits Numenera’s sci-fi-fantasy blend, its alchemical origins tying into the Ninth World’s numenera. Its level 3 stats make it a moderate threat, with Vicious Thorn Lash and Ensnaring Grasp posing physical challenges, and Intoxicating Spores adding a debuff. The interaction mechanic encourages avoidance, reflecting Cypher’s focus on exploration and survival. Its low armor balances its offensive capabilities.

Pathfinder (2nd Edition): In Pathfinder 2nd Edition, the Mistralvine Horror is a level 3 plant predator lurking in the forest near the Forsaken Alchemist’s Abode, a dungeon of ancient alchemy. It’s a moderate challenge for a party of level 1-3 characters, with predatory abilities.

Mistralvine Horror

  • Medium Plant, Neutral
  • Perception +7; blindsight 30 ft.
  • Languages —
  • Skills Nature +6, Perception +7, Stealth +8
  • Str +3, Dex +2, Con +2, Int -3, Wis -1, Cha -2
  • AC 17; Fort +8, Ref +6, Will +5
  • HP 45; Weaknesses fire 5; Resistances bludgeoning 5, piercing 5
  • Plant Nature The Mistralvine Horror is immune to effects targeting living minds (e.g., fear, charm).
  • Speed 30 feet, 20 feet (stealthy movement)
  • Melee [one-action] Vicious Thorn Lash +9 (reach 10 feet), Damage 1d8+3 piercing
  • Melee [one-action] Ensnaring Grasp +9 (reach 10 feet), Effect The target must succeed on a DC 16 Strength save or be grabbed, taking 1d6+2 piercing damage at the start of each of its turns while grabbed. The target can attempt to Escape (DC 16).
  • Intoxicating Spores [two-actions] (recharge 5-6) The Horror releases spores in a 15-foot cone. Creatures in the area must succeed on a DC 16 Will save or be confused for 1 minute. A confused creature can repeat the save at the end of each of its turns, ending the effect on a success.
  • Forest Camouflage The Mistralvine Horror gains a +4 circumstance bonus to Stealth checks in dense vegetation.
  • Nutrient Dependency The Horror prioritizes living targets, gaining a +2 circumstance bonus to attack rolls against creatures with blood (e.g., humanoids, beasts).
  • Description: The Mistralvine Horror is a serpentine creature covered in twisted vines, thorns, and crimson blossoms that open like vicious jaws. It moves silently through the forest, blending into the foliage, its predatory form a terrifying sight as it hunts for sustenance.
  • Gameplay Notes: The Mistralvine Horror fits Pathfinder’s high-fantasy setting as a plant predator in a cursed forest. Its level 3 stats make it a moderate encounter, with Vicious Thorn Lash and Ensnaring Grasp posing physical threats, and Intoxicating Spores adding a debuff. Forest Camouflage makes it a stealthy ambusher, encouraging fire-based attacks. Nutrient Dependency adds a tactical layer, fitting the system’s focus on combat and skill use.

Savage Worlds (Adventure Edition): In Savage Worlds, the Mistralvine Horror is a plant predator lurking in the forest near the Forsaken Alchemist’s Abode, a mystical workshop in a high-magic setting. It’s a moderate challenge for a party of Novice to Seasoned characters, with predatory abilities.

Mistralvine Horror

  • Attributes Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8
  • Skills Fighting d8, Notice d6, Stealth d10
  • Pace 6; Parry 6; Toughness 7 (1)
  • Edges None
  • Hindrances None
  • Special Abilities:
    • Plant Nature: Immune to poison, disease, and effects targeting living minds (e.g., Fear, Test); +2 to recover from Shaken; takes double damage from fire-based attacks.
    • Armor +1: Tough vines.
    • Vicious Thorn Lash: Str+d6 damage, Reach 2.
    • Ensnaring Grasp: Fighting d8, Reach 2. On a raise, the target is Bound (as per the Entangle power, using Strength to break free), taking 2d4 damage at the start of each turn while Bound.
    • Intoxicating Spores (Recharge 5-6): Cone Template, targets must make a Spirit roll at -2 or be Shaken for 1 round due to confusion.
    • Forest Camouflage: The Horror gains +2 to Stealth rolls in dense vegetation.
    • Nutrient Dependency: The Horror prioritizes living targets, gaining +2 to attack rolls against creatures with blood (e.g., humanoids, beasts).
  • Gear: None (its blossoms can be salvaged as a relic, granting +1 to Stealth rolls, 1 use per day).
  • Description: The Mistralvine Horror is a serpentine creature covered in twisted vines, thorns, and crimson blossoms that open like vicious jaws. It moves silently through the forest, blending into the foliage, its predatory form a terrifying sight as it hunts for sustenance.
  • Gameplay Notes: The Mistralvine Horror fits Savage Worlds’ fast-paced style as a plant predator with versatile abilities. Its stats make it a moderate threat, with Vicious Thorn Lash and Ensnaring Grasp posing physical challenges, and Intoxicating Spores adding a debuff. Forest Camouflage makes it a stealthy ambusher, encouraging fire-based attacks. Nutrient Dependency adds a tactical layer, fitting the system’s focus on dynamic encounters.

Shadowrun (6th Edition): In Shadowrun, the Mistralvine Horror is a plant predator lurking in the forest near the Forsaken Alchemist’s Abode, a hidden magical site in the Sixth World. It blends alchemical origins with natural ferocity, serving as a moderate challenge for a runner team.

Mistralvine Horror

  • (Professional Rating 2)
  • Attributes: Body 5 | Agility 5 | Reaction 4 | Strength 6 | Charisma 2 | Intuition 3 | Logic 2 | Willpower 3 | Edge 3 | Essence 4 | Magic 3 | Initiative 7 + 1d6
  • Skills: Close Combat 5, Perception 4, Stealth 6, Survival 4
  • Qualities: Plant (immune to effects targeting living minds; takes double damage from fire), Natural Camouflage (+2 dice to Stealth in dense vegetation)
  • Attacks
    • Vicious Thorn Lash: 6S, Attack Rating 8, Close range (Close Combat + Agility).
    • Ensnaring Grasp: 4S, Attack Rating 6, Close range (Close Combat + Agility). On a hit, the target must succeed on a Strength + Agility test (threshold 2) or be restrained, taking 2S damage each round until they escape with a Strength + Agility test (threshold 2).
    • Intoxicating Spores (Recharge 5-6): 3S, Attack Rating 5, Near range (Survival + Magic, cone 5 meters). Targets must succeed on a Willpower + Intuition test (threshold 2) or suffer -2 dice to all actions for 1D4 combat turns due to confusion.
  • Defenses
    • Defense Rating 8 (Body 5 + Armor 3)
    • Damage Resistance 8 (Body 5 + Armor 3)
  • Special Abilities
    • Plant Nature: Immune to effects that target living minds (e.g., fear, stun). Takes double damage from fire-based attacks.
    • Nutrient Dependency: The Horror prioritizes living targets, gaining +2 dice to attack rolls against creatures with blood (e.g., metahumans, critters).
    • Forest Camouflage: Gains +2 dice to Stealth in dense vegetation, making it harder to spot until it attacks.
  • Gear
    • Tough Vines (Armor 3, integrated into its body)
    • Crimson Blossoms (can be looted, 2 doses worth 300¥ each, grants +2 dice to Survival tests for 1 hour).
  • Description: The Mistralvine Horror is a serpentine creature covered in twisted vines, thorns, and crimson blossoms that open like vicious jaws. It moves silently through the forest, blending into the foliage, its predatory form a terrifying sight as it hunts for sustenance.
  • Gameplay Notes: The Mistralvine Horror fits Shadowrun’s cyberpunk-fantasy blend as a plant predator in a cursed forest. Its Professional Rating 2 makes it a moderate threat, with Vicious Thorn Lash and Ensnaring Grasp posing physical challenges, and Intoxicating Spores adding a debuff. Forest Camouflage makes it a stealthy ambusher, encouraging fire-based attacks. Nutrient Dependency adds a tactical layer, fitting the system’s focus on tactical runs and survival.

Starfinder (1st Edition): In Starfinder, the Mistralvine Horror is a CR 3 plant predator lurking in the forest near the Forsaken Alchemist’s Abode, a derelict space station or planetary ruin filled with ancient alchemical tech. It’s a moderate challenge for a party of level 2-4 characters.

Mistralvine Horror

  • CR 3
  • Medium Plant
  • XP 800
  • Init +2; Senses Blindsight 30 ft., Low-Light Vision; Perception +8
  • Defense
    • HP 40
    • EAC 14; KAC 16
    • Fort +5; Ref +3; Will +3
    • Weaknesses Fire 5; Resistances Bludgeoning 5, Piercing 5
    • Immunities Mind-affecting effects
  • Offense
    • Speed 30 ft., 20 ft. (stealthy movement)
    • Melee Vicious Thorn Lash +9 (1d8+5 P, reach 10 ft.)
    • Melee Ensnaring Grasp +9 (grab, reach 10 ft., see below)
    • Special Attacks Intoxicating Spores (DC 13 Will save or confused for 1d4 rounds, recharge 5-6)
  • Statistics
    • Str +2; Dex +2; Con +2; Int -3; Wis -1; Cha -2
    • Skills Perception +8, Stealth +10
    • Other Abilities: Forest Camouflage, Nutrient Dependency
  • Special Abilities
    • Ensnaring Grasp: On a hit, the target is grabbed (Escape DC 13) and takes 1d6+2 piercing damage at the start of each of its turns while grabbed.
    • Intoxicating Spores: The Horror releases spores in a 15-foot cone as a standard action. Creatures in the area must succeed on a DC 13 Will save or be confused for 1d4 rounds. This ability can be used 3 times per day.
    • Forest Camouflage: The Horror gains a +4 bonus to Stealth checks in dense vegetation.
    • Nutrient Dependency: The Horror prioritizes living targets, gaining a +2 bonus to attack rolls against creatures with blood (e.g., humanoids, creatures).
  • Description: The Mistralvine Horror is a serpentine creature covered in twisted vines, thorns, and crimson blossoms that open like vicious jaws. It moves silently through the forest, blending into the foliage, its predatory form a terrifying sight as it hunts for sustenance.
  • Gameplay Notes: The Mistralvine Horror fits Starfinder’s sci-fi-fantasy setting as a plant predator in a forgotten ruin. Its CR 3 stats make it a moderate challenge, with Vicious Thorn Lash and Ensnaring Grasp posing physical threats, and Intoxicating Spores adding a debuff. Forest Camouflage makes it a stealthy ambusher, encouraging fire-based attacks. Nutrient Dependency adds a tactical layer, fitting the system’s focus on combat and exploration.

Traveller (2nd Edition, Mongoose Publishing): In Traveller, the Mistralvine Horror is a plant predator lurking in the forest near the Forsaken Alchemist’s Abode, an ancient alien ruin on a frontier world. It blends alchemical origins with natural ferocity, serving as a moderate challenge for a party of adventurers.

Mistralvine Horror

  • (Plant Predator)
  • Hull 4 (equivalent to 40 HP)
  • Armor 2 (tough vines)
  • Speed 8 meters/round (walking), 6 meters/round (stealthy movement)
  • Traits Plant (immune to effects targeting living minds; takes double damage from fire)
  • Skills Melee Combat (Natural) 2, Stealth 3, Survival 2, Recon 1
  • Attacks
    • Vicious Thorn Lash: Melee Combat (Natural) 2, 2d6 damage (piercing).
    • Ensnaring Grasp: Melee Combat (Natural) 2, 1d6 damage (piercing). On a hit with Effect 3+, the target is restrained (requires a Difficult (10+) Strength check to escape), taking 1D6 damage each round while restrained.
    • Intoxicating Spores (Recharge 5-6): Ranged Combat (Natural) 2, cone 5 meters, targets must make a Difficult (10+) Intelligence check or suffer a -2 DM to all actions for 1D4 rounds due to confusion.
  • Special Abilities
    • Plant Nature: Immune to effects that target living minds. Takes double damage from fire-based attacks.
    • Forest Camouflage: Gains +2 DM to Stealth in dense vegetation, making it harder to spot until it attacks.
    • Nutrient Dependency: Prioritizes living targets, gaining +2 DM to attack rolls against creatures with blood (e.g., humans, animals).
  • Gear
    • Tough Vines (Armor 2)
    • Crimson Blossoms (can be salvaged, worth Cr400, grants +2 DM to Survival checks for 1 hour).
  • Description: The Mistralvine Horror is a serpentine creature covered in twisted vines, thorns, and crimson blossoms that open like vicious jaws. It moves silently through the forest, blending into the foliage, its predatory form a terrifying sight as it hunts for sustenance.
  • Gameplay Notes: The Mistralvine Horror fits Traveller’s sci-fi setting as a plant predator in an alien ruin. Its stats make it a moderate threat, with Vicious Thorn Lash and Ensnaring Grasp posing physical challenges, and Intoxicating Spores adding a debuff. Forest Camouflage makes it a stealthy ambusher, encouraging fire-based attacks. Nutrient Dependency adds a tactical layer, fitting Traveller’s focus on survival and exploration.

Warhammer Fantasy Roleplay (4th Edition): In Warhammer Fantasy Roleplay, the Mistralvine Horror is a plant predator lurking in the forest near the Forsaken Alchemist’s Abode, a ruined alchemical workshop in the Old World. It’s a moderate foe for a party of 2nd-3rd tier characters, blending dark magic with natural ferocity.

Mistralvine Horror

  • (Plant Predator)
  • M 5 (walking), 4 (stealthy movement) | WS 45 | BS 40 | S 40 | T 40 | I 30 | Ag 40 | Dex 30 | Int 20 | WP 30 | Fel 20 | W 14
  • Traits
    • Plant (immune to Fear, Terror, poison, disease, and effects targeting living minds; takes double damage from fire)
    • Armor 1 (tough vines)
    • Frightening (causes Fear)
    • Skills Perception 40, Stealth 60, Survival 50
    • Talents Hardy (Wounds +TB), Strider (Forests, +10 to tests in forest terrain)
  • Attacks
    • Vicious Thorn Lash: Melee (Natural) 45, 6 damage (SB 4 + 2, piercing).
    • Ensnaring Grasp: Melee (Natural) 45, 4 damage (SB 4). On a hit, the target must make a Challenging (+0) Strength test or be Entangled, taking 1D10 damage (ignores Armor Points) each round while Entangled. The target can attempt to escape with a Challenging (+0) Strength test.
    • Intoxicating Spores (Recharge 5-6): Ranged (Natural) 40, cone 5 yards, targets must make a Challenging (+0) Willpower test or gain the Stunned condition for 1D4 rounds due to confusion.
  • Special Rules
    • Forest Camouflage: Gains +20 to Stealth in dense vegetation, making it harder to spot until it attacks.
    • Nutrient Dependency: Prioritizes living targets, gaining +10 to attack rolls against creatures with blood (e.g., humans, beasts).
  • Trappings: Crimson Blossoms (can be looted, worth 8 gc, grants +10 to Survival tests for 1 hour).
  • Description: The Mistralvine Horror is a serpentine creature covered in twisted vines, thorns, and crimson blossoms that open like vicious jaws. It moves silently through the forest, blending into the foliage, its predatory form a terrifying sight as it hunts for sustenance.
  • Gameplay Notes: The Mistralvine Horror fits WFRP’s grimdark fantasy as a plant predator in a cursed forest. Its stats make it a moderate foe, with Vicious Thorn Lash and Ensnaring Grasp posing physical threats, and Intoxicating Spores adding a debuff. Forest Camouflage makes it a stealthy ambusher, encouraging fire-based attacks. Nutrient Dependency adds a tactical layer, fitting the system’s focus on survival and investigation.