
Plants
Carnivorous flora and walking groves — the green world that feeds back.
Entries · 8Scalable Stat BlocksBounded Gains
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Overview
- Fae Origins
- Dangerous plant creatures are not native to the mortal world. Most come from the realm of Faerie, migrating across the dimensional barrier through Shallowings and then naturalizing. Regions inhabited by the fey typically have monstrous plant species in residence, and such monsters are common around Shallowings and portals. Because monstrous plants are innately supernatural, they are a ready source of reagents and mystical materials.
- Ambush Predators
- Predatory plants are usually slow and catch their prey with camouflage and lures. Because of this, plant creatures instinctively wait around blind corners and locations that are difficult to avoid or affect at range. Spotting a plant monster is problematic because it looks like the surrounding foliage. ALL plant monsters have the innate ability to change their appearance over time to match the surrounding topography. In civilized areas, this leads to widespread fear and paranoia.
- Trap Physiology
- Plant creatures often have autonomic means of attack, meaning they lash out mechanically when prey touches them or comes within range. These abilities are treated as traps. If a plant creature initiates combat by successfully trapping a target, it automatically secures the highest initiative in the ensuing battle — whatever initiative other participants roll, assume the monster is one point higher. This prevents players from potentially acting twice before the beast can act in the following round. If unable to use this ability, most plant monsters have poor initiative.
- Pyrophobia
- Plant monsters do not like fire. Open flame is often enough to deter weaker specimens from attacking, and potent plant creatures often fly into a rage and attack creatures that employ fire.
Catalog
8 entriesGas SporeScale
HP
10
ATT
+5
DMG
1d8+3
DEF
14
SOK
1
INIT
+2
SPD
30
ALR
15
MOR
13
F/R/W
5.4.3
IQ
1
ExplodingExplodingThis creature explodes on death, dealing the listed damage [radius, save, damage].
View Active Trait Glossary
- Exploding
- This creature explodes on death, dealing the listed damage [radius, save, damage].
MantrapScale
HP
48
ATT
+0
DMG
leaf-teeth [d12+5]
DEF
14
SOK
2
INIT
+3
SPD
1
ALR
16
MOR
12
F/R/W
6.4.2
IQ
0
GrabGrabThis creature can attempt a grapple as part of a melee attack without provoking opportunity attacks.CamouflageCamouflageThis creature can hide in any environment, and gains advantage on stealth rolls.
View Active Trait Glossary
- Camouflage
- This creature can hide in any environment, and gains advantage on stealth rolls.
- Grab
- This creature can attempt a grapple as part of a melee attack without provoking opportunity attacks.
ShamblerScale
HP
97
ATT
+10
DMG
tendrils [2d8+8]
DEF
12
SOK
7
INIT
+1
SPD
20[15]
ALR
15
MOR
14
F/R/W
11.2.5
IQ
1
ShriekerScale
HP
24
ATT
+4
DMG
none
DEF
10
SOK
4
INIT
+0
SPD
1
ALR
18
MOR
14
F/R/W
4.0.1
IQ
0
DeafeningDeafeningThis creature can cause deafness for the scene in nearby creatures if they fail the given save.
View Active Trait Glossary
- Deafening
- This creature can cause deafness for the scene in nearby creatures if they fail the given save.
SundewScale
HP
55
ATT
+9
DMG
stalks [d8+4 plus d6 acid]
DEF
13
SOK
3
INIT
+2
SPD
5
ALR
14
MOR
12
F/R/W
7.3.2
IQ
0
GrabGrabThis creature can attempt a grapple as part of a melee attack without provoking opportunity attacks.
View Active Trait Glossary
- Grab
- This creature can attempt a grapple as part of a melee attack without provoking opportunity attacks.
TendriculousScale
HP
87
ATT
+5
DMG
tendrils [2d8+11], huge maw [3d8+11]
DEF
13
SOK
8
INIT
+2
SPD
20
ALR
17
MOR
14
F/R/W
14.3.6
IQ
1
GrabGrabThis creature can attempt a grapple as part of a melee attack without provoking opportunity attacks.CrushingCrushingThis creature’s attacks can initiate a grapple in addition to dealing damage. Every round on the creature’s turn it deals melee damage until the target escapes. This usually means constriction or a lockable jaw.
View Active Trait Glossary
- Crushing
- This creature’s attacks can initiate a grapple in addition to dealing damage. Every round on the creature’s turn it deals melee damage until the target escapes. This usually means constriction or a lockable jaw.
- Grab
- This creature can attempt a grapple as part of a melee attack without provoking opportunity attacks.
ThornlingScale
HP
M
ATT
+5
DMG
claws [d6+2]
DEF
15
SOK
1
INIT
+4
SPD
30
ALR
16
MOR
11
F/R/W
3.5.2
IQ
1
ThornsThornsStriking this creature in melee without a reach weapon incurs given damage.
View Active Trait Glossary
- Thorns
- Striking this creature in melee without a reach weapon incurs given damage.
TreantScale
HP
168
ATT
+6
DMG
smash [3d10+14]
DEF
12
SOK
12
INIT
+1
SPD
25
ALR
20
MOR
15
F/R/W
17.2.8
IQ
3
SiegebeastSiegebeastAttacks on structures and inanimate objects from this creature deal double damage.
View Active Trait Glossary
- Siegebeast
- Attacks on structures and inanimate objects from this creature deal double damage.