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Hazards

Spell Pitchers

Stealth DC 20 (trained) to recognize the plant among others

commonEnvironmental
Lvl 1simpleEnvironmental
AC
16
HP
40
EffectA spell's direct line of effect passes within a 5-foot-radius of the plant
AC
16
HP
40

DC 20 (trained) to recognize the plant among others

Disable

DC 15 Arcana (trained) to safely trigger the plant's reflexes, causing it to close and become dormant for one day, or DC 17 Nature (trained) to carefully coax the pitcher into quiescence

AC 16, Fort +11, Ref +5

HP

40 (BT 20)

Immunities

mental

Devour Magic [Reaction]


Reset

Once the pitcher has eaten a spell, its petals turn dark pink and green before it closes. It goes dormant for one day per spell level of the spell consumed. Once the pitcher finishes digesting, it opens again and slowly wilts.