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Hazards

Spell Pitchers

Level 1

commonEnvironmental

A cluster of innocuous-looking pitcher plants nestles among ordinary greenery, its broad maws lined to swallow far more than insects. These ones hunger for magic, and they recognize a spell when they taste one.

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.

Level 1 · Complexity Simple

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

Disable

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

AC 16

HP 40

Immunities mental · Weaknesses slashing 10

Trigger A spell's direct line of effect passes within a 5-foot-radius of the plant

Effect The pitcher attempts to counteract the spell (counteract level 1, counteract modifier +10). On a success, the pitcher immediately consumes the spell as it passes over the plant.

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. A second pitcher branches into an adjacent square when the first pitcher opens again.