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Hazards

Dewblossom

Hostile plant hazard with 24 HP and AC 13, triggered by a creature within 60 feet. Uses vine snatch (reach 30, +9) dealing 1d6+3 slashing and imposing grabbed (escape DC 17) with o...

rareComplexEnvironmental
Lvl 1complexComplexEnvironmentalRare
AC
13
Fort
+8
Ref
+2
HP
24
Effectsave DC 15 Will · 1d4 piercing
AC
13
HP
24

Stealth +7 (trained) Disable DC 14 Athletics (trained) to wrestle the dewblossom's vines, DC 14 Acrobatics (trained) to dodge around it, DC 13 Nature (trained) to entice the flower to cease its attacks; four total successes are required to disable the hazard, or dealing enough damage to the dewblossom to reduce it to half its HP (whichever comes first). A creature who succeeds at any of these checks gains a +2 circumstance bonus to saves and AC against its attacks. AC 13, Fort +8, Ref +2 HP 24 Weaknesses fire 3 Detect Prey Reaction (olfactory) Trigger A creature comes within 60 feet of the dewblossom; --- Routine (1 action) The dewblossom makes a vine snatch attack against the nearest creature. Melee Single Action vine snatch +9 (reach 30 feet); Damage 1d6+3 slashing plus rancid grip Rancid Grip The target is trapped in the dewblossom's crushing flower, gaining the grabbed condition until it Escapes (DC 17). At the end of each of the target's turns that it remains Grabbed, the target takes 1d6+3 poison damage. --- Reset The dewblossom stops attacking when it's disabled, 1 minute after it detects prey, when it's reduced to half HP, or when its victim is unconscious. It spits out its victim (if conscious), uproots, tucks its leaves around its body, and rolls away with a land speed of 100 feet per round. It resets after 1 hour (or 1 day if it needs to digest its meal).