Arctic Bloom
Creature 8 (uncommon) — mindless, plant
SnareWeaverLANDVERTICALplant
Source: gatewalkers-bestiary
Perception +16; tremorsense (imprecise) 120 feet; pheromones (precise) 20 feet
Languages Pheromones
Skills athletics +18, stealth +7 (+9 in tundra)
Str
+6
Dex
-5
Con
+6
Int
-5
Wis
+3
Cha
+0
AC 24
Fort +19
Ref +11
Will +13
HP 170
Immunities visual, mental
Resistances cold 10
Weaknesses fire 5, slashing 5
Speed 10 feet, climb 10 feet
Offense
Melee Bite (reach-10, unarmed) +18, Damage 2d12+8 piercing plus Improved Grab
Ranged Spore Sap +7, range 30 feet, Damage 1d4 bludgeoning plus Alluring Spores
Abilities
Alluring Spores (poison) — Saving Throw DC 19 Fortitude
Maximum Duration 6 rounds
Stage 1 Fascinated by the arctic bloom (1 round)
Stage 2 Controlled by the arctic bloom (1 round)
Maximum Duration 6 rounds
Stage 1 Fascinated by the arctic bloom (1 round)
Stage 2 Controlled by the arctic bloom (1 round)
Feed — The arctic bloom draws nutrients from a living creature it has swallowed, regaining 3d8+24 healing HP. The swallowed creature takes 2d12+8 bludgeoning damage.
Paralyzing Poison (poison) — The plants send out runner shoots that quickly develop purple bulbs. These bulbs, the plant's polyps, sprout many long, hooked vines before detaching from the mother plant. Dusk poppies are short lived but active, foraging for a week or so before they shrivel and die. The poppies aren't dangerous unless handled, as they secrete a fine dust that seizes the nervous system of creatures who come in contact with them.
Saving Throw DC 19 Fortitude
Maximum Duration 6 rounds
Stage 1 Off-Guard and Clumsy 1 (1 round)
Stage 2 off-guard and Clumsy 2 (1 round)
Stage 3 Paralyzed (1 round)
Saving Throw DC 19 Fortitude
Maximum Duration 6 rounds
Stage 1 Off-Guard and Clumsy 1 (1 round)
Stage 2 off-guard and Clumsy 2 (1 round)
Stage 3 Paralyzed (1 round)
Pheromones (aura) — 5 miles. Arctic blooms communicate with others of their kind via airborne pheromones. They can use this form of communication to determine their relative distance to each other, call for help if they are under attack or need sustenance, announce that they've detected prey, and convey similar basic concepts. Pheromones coat everything within the aura and allow dusk poppies to perceive with their pheromones.
Swallow Whole (attack) — Medium, 2d12+8 bludgeoning, Rupture 18
The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.
A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.
Effect: Engulf and Swallow Whole
If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.
The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.
A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.
Effect: Engulf and Swallow Whole
If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.
Improved Grab —
WORKS WELL WITH
CrasherLAND / VERTICALCrasher exploits grabbed and swallowed targets for high-damage follow-up strikes.
FlankerLAND / VERTICALFlanker capitalizes on the target locked down by this creature's grab for reliable flanking.
PUNISHES
✖ low Fortitude✖ melee approach✖ failed escapes
Works well with · Punishes · Pairing advice
Unlock with Tactics
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