Blood Rose
- Armor Class
- 7 [12]
- Hit Dice
- 2 to 4
- Attacks
- Cane (1d6 + blood drain)
- Special
- befuddling fragrance, blood drain
- Move
- 1
- HDE/XP
- 2 HD: 3/60; 3 HD: 4/120; 4 HD: 5/240
Description
Blood roses appear to be normal rose bushes, but are actually animated plants, dimly aware of their surroundings. These plants are always in bloom, bearing beautiful flowers that are normally white (or rarely, yellow) in color.
The fragrance of the flowers is detectable up to 30' from the plant in ideal conditions. Blood roses can move about slowly, and will try to find locations sheltered from the wind in order to achieve those ideal conditions. Living creatures who smell the fragrance must make a saving throw against poison or become befuddled; such a victim will drop anything carried and try to approach the plant. Each round an unaffected living creature can smell the fragrance it must make this saving throw. Befuddled creatures will not resist the attacks of the blood rose; if affected creatures are removed from the area, the effect of the fragrance will expire 2d4 rounds later. Undead monsters, constructs, etc. are not affected.
Each blood rose plant will have 1, 2 or 3 whiplike canes studded with thorns and attacks by lashing one of them at a victim. When a cane hits, it wraps around the victim and begins to drain blood, doing 1d6 points of damage per round. A blood rose which has recently (within one day) "eaten" in this way will have flowers ranging from pink to deep wine red in color, which will fade slowly back to white or yellow as the plant digests the blood it has consumed.
Source note: This creature is converted from Basic Fantasy Role-Playing Game, 4th Edition Release 142, © 2006–2025 Chris Gonnerman. The Basic Fantasy textual material is licensed under Creative Commons Attribution-ShareAlike 4.0 International; this page adapts that creature to White Box.