Seep-root
template:monster.4
unique_game_id: 0cecbb22-50b5-583d-95ec-57ffa07a9a3c

1000 trained XP · 10 SP spent · Beast; beast. A water-storing root patch whose tendrils tighten when damaged.
Creature Profile
- D&D 2024 source — Awakened Shrub or environmental hazard: D&D Wiki
| Field | Value |
|---|---|
| Creature type | Beast |
| Faction | Iron Compact |
| Job class | Beast |
| Encounter role | A water-storing root patch whose tendrils tighten when damaged. |
| Size | Medium |
| Base size | 5 ft. diameter |
| Typical disposition | Instinctive or handler-directed |
| Languages or signals | None; instinct and trained signals only |
Health and Resources
| Value | Rating |
|---|---|
| Hit dice | 1 |
| Average hit points | 3.5 |
| Stamina | 2 maximum; normally recover 1 after 5 consecutive Idle ticks |
Attributes
Mind
| Field | Value |
|---|---|
| IQ | +1% |
| EQ | +1% |
| Will | +6% |
| Reflexes | +6% |
| Perception | +8% |
Body
Traits
Cave Adapted
Ignores ordinary darkness and natural rough-ground penalties in its home tunnels.
Embodiment Properties
properties/physicality
| Property | Value |
|---|---|
| Base size | 5 ft. diameter |
| Walking movement | None |
properties/resistances
All unlisted
- Defense bonus: +0%
- Meaning: No typed armor
Add the highest applicable resistance to the contested defense roll. If an effect has multiple types, resistance bonuses never stack. See Embodiment Properties.
properties/senses
Common Sight
- Range and conditions: See canonical method
- Effect or limit: Ordinary visual range and obstruction rules.
Common Hearing
- Range and conditions: See canonical method
- Effect or limit: Ordinary auditory range and obstruction rules.
Skills and Combat Checks
Attack Skills
toHit = Stat + Skill + Buff Bonus - Debuff Bonus
Untrained weapon or effect Skill
- Type: proficiency
- Stat: REFLEXES
- Stat bonus: +6%
- Skill bonus: +0%
- Buff Bonus: +0%
- Debuff Bonus: -0%
- Calculation: 6 + 0 + 0 - 0
toHittotal: 6%- SP spent: 0
Defense Skills
Untrained Evasion
- Type: proficiency
- Stat: DEX
- Stat bonus: +4%
- Skill bonus: +0%
- Buff Bonus: +0%
- Debuff Bonus: -0%
- Calculation: 4 + 0 + 0 - 0
- Active
toDefendtotal: 4% - SP spent: 0
None
- Modifier: +0%
- Applies when: While the listed armour or shield can answer the incoming effect
Utility Skills
Awareness and Investigation
- Type: proficiency
- Stat: PERCEPTION
- Path bonus: +5%
- SP spent: 5
- Use: Work, knowledge, movement, command, or other utility use from the Skill card
Perception
- Type: proficiency
- Stat: PERCEPTION
- Path bonus: +9%
- SP spent: 4
- Use: Work, knowledge, movement, command, or other utility use from the Skill card
Movement and Coordination
- Type: proficiency
- Stat: REFLEXES
- Path bonus: +1%
- SP spent: 1
- Use: Work, knowledge, movement, command, or other utility use from the Skill card
The attacker rolls toHit. If it passes, the defender rolls active toDefend and adds applicable passive toDefend modifiers. Roll toEffect only when the offense passes and the defense fails.
Skill Funding Ledger
Assistant-authored draft: Prerequisites funded within the existing budget. Training record.
Awareness and Investigation
- Mind stat: PERCEPTION
- SP / local rating: 5 / +5%
- Path bonus: +5%
- Required parents: None
- Abilities: Trained Use, Practiced Routine, Specialist Edge
Perception
- Mind stat: PERCEPTION
- SP / local rating: 4 / +4%
- Path bonus: +9%
- Required parents: Awareness and Investigation +5%
- Abilities: Trained Use, Practiced Routine
Movement and Coordination
- Mind stat: REFLEXES
- SP / local rating: 1 / +1%
- Path bonus: +1%
- Required parents: None
- Abilities: Trained Use
Path bonuses use one applicable root-to-specialization path; unrelated branches do not stack.
Skill Total Summary
| Field | Value |
|---|---|
| Trained XP | 1000 |
| Total Skill Points | 10 |
| Spent | 10 |
| Unspent | 0 |
Attack Actions
Basic attack
- Cost: 2 ticks; 2 Stamina
- Target / range: One target in weapon or natural reach
- Attack Skill: Untrained weapon or effect Skill
toEffect/ result:1d6 toEffect. standard single-target damage.
Defense Actions
Defend
- Trigger: A passed
toHittargets this creature - Cost: Normal defense opportunity
- Defense Skill: Untrained Evasion
- Result / limits: Add passive
toDefend(currently +0% from None); success prevents the hit unless stated otherwise.
Utility Actions
Tangle Tendrils
- Cost: 2 ticks; 2 Stamina
- Target / range: One creature harvesting in its cube
- Check: Contested STR, 1d6
- Result / limits: On a hit the target is restrained until it spends 2 ticks cutting or easing the roots.
Passives and Effects
No additional passive Skill effect or ongoing condition is active. Passive defense sources are recorded once under Defense Skills.
Equipment
- None. Natural attacks and movement are included in the actions above.
Carried equipment is limited to this job loadout. Worksite tools, room stock, and secured assets are not added to personal inventory unless the scene says this creature signed them out.
Running the Creature
- Job expression: A water-storing root patch whose tendrils tighten when damaged.
Assistant-authored draft — appearance / signals: Fine feeder tendrils draw back from vibration; cut surfaces show the existing starchy sap.
- Opening / goal: Anchors at the water source while collectors choose a root.
- Response: Tightens damaged tendrils around the tool or ankle disturbing the patch.
- Morale: Slow pressure, clean cutting or restored water releases the existing grip.
- Social approach: Control the cut and the water flow instead of pulling harder against a caught tool.
- Knowledge: Damaged growth tells farmers where a hurried harvest interrupted the bed.
Behavior
- Routine: Anchors around water and withdraws fine feeder tendrils from vibration.
- When threatened: A damaged mature patch tightens around tools and ankles while leaking starchy sap.
- Morale and de-escalation: Slow pressure, clean cutting, or restoring water flow releases its grip.
Harvest and Crafting
Starchy tuber and sap
- Check: IQ (Survival) + STR
- Time: 10 minutes
- Yield: 1 ration or 2 bait portions
- Crafting uses: Food mash, trap bait, thickener, or water-finding sample
- Failure consequence: A failed pull ruptures the seep and reduces later harvests until repaired.
Harvesting requires a safe opportunity and suitable cutting, collecting, or preservation tools. The yield belongs to the harvested creature or patch instance and is spent when used in crafting.
Habitat and Organization
This creature appears where its assigned job is performed. The linked map controls headcount, room stock, alarms, and local conditions; this card controls the creature itself.
Where Found
Canonical Links
Maps and encounters link here for creature rules. They should not copy this stat block or convert room stock into carried inventory.