Flowering

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There is a plant in Ikari called the Yellow Musk Creeper. Until the invasion of the Outsiders, it was a threat in the wetter, warmer areas. It emitted an incapacitating pollen, and then drilled tendrils into the brain of the victim. The tendrils would break off, and the victim would become a zombified slave to the Creeper, with flowering vines wrapping around it. The child-vines controlling the zombie retained a limited ability to produce the pollen, but can’t themselves create more zombies.

During the first Outsider invasion, a desperate (and crazy) Gnoll druid cast Awaken on a Creeper near the position she was defending from an enemy advance, giving it intelligence and gaining its allegiance. Although that war was lost, the Awakened creeper successfully spread its progeny across the whole of Ikari.

More interestingly, the zombies the Awakened Creeper and it’s offspring create share in its intelligence. The plant-component of these Yellow Musk Zombies realized they can protect their host plant best by making allies of the Family, rather than being burned out whenever found. Calling themselves the Flowering, with the body cleaned and covered in pleasant smelling flowers, they can be some of the most charming, if odd, denizens of Ikari. They have no society of their own, but integrate into the Family society their parent Creeper is nearest to.

During the Second Invasion, the Flowering stood against the Outsiders with the rest of the Family, and in the end was considered part of it. Depending on the culture of the Creeper’s neighbors, they might donate captured prisoners to be transformed into Flowering, or offer a home in the funeral chamber to transform some of their immediately deceased.

A small portion of personality or memory carries over in the transformation process, especially the name. A Flowering's name is usually the creature's name with a prefix like "New" or "Flowered" to indicate the transition. It’s still a whole new person, but some (especially Trolls) have a hard time letting go of relatives, and are comforted by a piece of their dead family member living on a bit longer. Infiltration attempts by Flowering of the Outsider type the body came from have occasionally been successful, and a couple of mad Outsiders have tried to disguise themselves as Flowering to infiltrate the Family.

Tips for playing a Flowering:

Flowering generally mold themselves into the host society they join. So pick one of the other Family races, and take the perspective of an enthusiastic but naive outsider that tried to learn the ropes. So you might pick up the habits of group driven Goblins or regimented Bugbears, but you wouldn’t have the internal drive that backs it up. Or, you could be a wild Flowering from a Creeper in the wilderness. In that case, the entirely of the populated world is a blank map to be discovered and embraced. You’d be the ultimate fish out of water trying to soak up new experiences.

Flowering Stats:

Charisma +2

Darkvision: 30 ft.

Small or Medium Plant: Size depends on base creature.

Plant resistance: As a mix of plant and flesh, you have advantage on saving throws against poison, and you have resistance against poison damage.

Pacifying Pollen: As an action, you eject pollen at one creature you can see within 5 feet. The target must succeed on Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The DC for this ability is 8 + your CHA modifier + your proficiency bonus. You cannot use this ability again until you finish a short or long rest. Creatures which are immune to the poisoned condition are not affected.

Memories of the dead: Gain proficiency in a skill of your choice.
Plant Affinity: You have proficiency with the herbalism kit and advantage in all Charisma skill checks against Plant creatures.

Flowering

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