Dry Grass

:Traits: Sessile, Plant
:Habitat: Plains, Desert
:Origin: Fantasy; Classic: Fantasy Bestiary
:IQ: 1
:SM= +5 to +10 (50-100 hexes)
Dry grass grows in a large patch, covering even whole meadows in some cases. It stores all possible water in the roots, and the blades of grass feel very dry to those foolish enough to touch them. The meadow is easy to spot (Vision+2) but this will only reveal that this grass is different from other grass. A Botany or Naturalist -2 roll is necessary to determine the deadly nature of dry grass.
==Attacks==
Dehydrate (15): If a person crosses any part of the dry grass during his turn, he will be attacked with at variation of the Dehydrate-15 spell (resisted by HT). The plants do not have to concentrate, and automatically cast it at every creature that touches the grass with body, fur or clothing. The grass does 1d-1 HP damage; neither armor nor Toughness protect against this attack.Victims feel pain throughout their bodies, and get another HT roll to feel their bodily fluids being drawn out, thus identifying the source of the attack. Those who specifically state they are trying to determine what’s going on in their body get a HT+2 roll to locate the source of the pain, if this roll is failed, the GM does not inform the player why his character is losing HP.
Category:Plants