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Special Conversion Thread: Plants

Agreed to all that, though I'd rather call them "leaf traps" instead of "bladders" for this plant. Also, we should probably reduce the Str check to open the trap to 15 (I could see leaving it as high as 17 maybe). Probably going to end up CR 2.
 

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Giant Waterwheel Plant (CR 2)
Considered by some to be an aquatic version of the giant venus flytrap, a giant waterwheel plant is a rootless water plant found floating in acidic marshes. During high summer, the plant’s white flowers may be seen just above the surface of the water, borne up on narrow stems. These carnivorous plants float just below the surface of the water, appearing to be a harmless mat of vegetation. It requires a DC 20 Spot or Knowledge (nature) check to notice the plant is dangerous. A typical giant bladderwort is 20 feet across.

Giant waterwheel plants trap prey inside trapping leaves, resembling open clamshells, which grow in whorls about the stem like spokes on a wheel. Each plant has 3d4 trapping leaves, and each individual leaf occupies a separate 5-foot square. Anything of small size brushing against any one of the many trigger hairs inside a trap causes it to close in less than a second. The lobes of the trap then press together, forcing the victim down to the bottom of the trap unless he succeeds on a DC 15 Reflex save. The water is forced out, creating a hermetic seal. The plant then releases digestive enzymes that inflict 1d4 points of acid damage per round to all organic creatures (or objects) trapped by the leaf. Note that since the leaf is hermetically sealed, any air-breathing creature trapped within it also risks suffocation. A leaf can trap 1 Small, 2 Tiny, 8 Diminutive, or 32 Fine creatures.

Each leaf trap is AC 10 and has 5 hit points. A leaf's seal can be broken open with a DC 17 Strength check or cut open by reducing the leaf's hit points to zero (creatures trapped inside a leaf can only use light slashing or piercing weapon to cut their way free). Once a leaf trap is forced open all creatures trapped inside can escape.

Each leaf can only trigger its trap once per day. It takes two weeks for the plant to replace a destroyed leaf.

Damage to the leaf traps does not harm the plant. To kill a giant waterwheel plant, its floating main body must be destroyed (AC 12, 30 hit points).
 









Into the Woods

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