Tuesday, October 16, 2012

Audrey II

Picked up the Blueray of 'Little Shop of Horrors' with the original (and better) ending where Audrey II destroys New York. In honour of this momentous occasion, here is Audrey II (the second).

This plant first got its name after it was presented to Queen L'Audrey of Krelborn to her by the famed explorer, Sir Bendle the Off-White. He claimed to have found it flowering amidst the ruins of an ancient ziggurat buried deep in the Jungles of Soul. Others claim that you can buy the same plant two for a lucre at The Eclipse Flower Shop just off Mushnick street. 

Regardless of the plant's origins you can no longer find the kingdom of Krelborn on any maps, though some older ones do mark its ruins. 
In its natural habitat, the Audrey II is little more than an aggressive carnivorous plant, content to eat insects, frogs and small animals. Though it is quick growing (retaining most of the mass than it inhumes), in the wild it rarely grows above a foot tall as it is a favorite foodstuff for local tribes and flying monkeys, both of whom enjoy its meaty flavor. 
However, should the Audrey II somehow come into contact with human blood, the plant can become deviously sentient, even gaining the ability to speak local languages once it reaches the height of about six feet.  It will also have fully prehensile tendrils that can reach up to 20 feet in length. By this time, it requires the equivalent of one hundred pounds of raw meat a week to survive, but its growth rate is still extremely high and if it has a chance to feed again it will quickly sprout to almost twelve feet high, with tendrils are close to 50feet and strong enough to drag the plant over limited distances. The plant's mobility increases with size and there is no known limit to how large an Audrey II can get. In the ruins of one ancient temple, there is a mosaic that seems suggest they can grow large enough to destroy buildings, even cities. The mosaic even references the plant's distinctive deep, booming laugh.  
Large, wild Audrey IIs are known to exist, though they are thought to be rare. While extremely dangerous, most do not seem to display any signs of sentience. However, sailors warn that on the small island of Scrivello just of the north coast of Zhuul, there is a tribe of sadistic pygmies known as the Orin!ko who worship a giant man-eating plant who rules over them as a god.  
 Audrey II (10feet)
RollCore
Traits
-Indestructible
Audrey II ignores all Minor Wounds.
-Multiple Attacks
The plant can perform a number of tendril attacks per round (two attacks per opponent!), but only one bite attack per round is permitted.
-Tendril Grab
Once a round, the plant can attempt to grab an opponent. This requires a Moderate attack, but if successful the next round it can begin to squeeze, doing +3 damage per round. It requires a Hard action to break free of the plant.
-Rooted in place
At this stage, the Audrey II still requires to be rooted in soil. It is capable of dragging itself a few meters, but its tendril's are not yet strong enough for independent movement.
Main Body
Damage: Bite +5
Armour: -5 (main body)
S: 3
G: 3
Tendrils
Damage: +2(hit), +3(squeeze)
Armour -1
M: 2
S: 1
G: Severed.
Labyrinth Lord
No. Enc.: 1
Alignment: Chaotic
Movement: 2'(1')
Armor Class: 4
Hit Dice: 5
Attacks: 2 (tendril), 1 bite
Damage: tendril d4, bite d10
Save: F8
Morale: 10
Hoard Class: II
-Tendril's are severed with damage of 4 or more.



Mean Green Mother (Audrey 20ft)
Traits
-Indestructible
Audrey II ignores all Minor and Serious Wounds from mundane weapons.
-Multiple Attacks
The plant can perform a number of tendril attacks per round (one attack per opponent), but only one bite attack per round is permitted.
-Tendril Grab
Once a round, the plant can attempt to grab an opponent. This requires a Moderate attack, but if successful the next round it can begin to squeeze, doing +8 damage per round. It requires an Impossible action to break free of the plant.
-Swallow Whole
If a person is grabbed, the plant will attempt to eat them in two rounds if they are not freed.
-Mobile
At this stage, the plant is capable of movement (10'/round), but still requires soft earth to root itself in during non-active periods.
Main Body
Damage: Bite +10
Armour: -10 (main body)
S: 5
G: 5
Tendrils
Damage: +5(hit), +8(squeeze)
Armour -5
M: 2
S: 1
G: 2 (for sever)

No. Enc.: 1
Alignment: Chaotic
Movement: 20'(10')
Armor Class: 2
Hit Dice: 10
Attacks: 2 (tendril), 1 bite
Damage: tendril d8, bite d20
Save: F12
Morale: 11
Hoard Class: VI
-tendril's are severed with damage of 8 or more.

No comments:

Post a Comment