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Captured Dezullon

Creature 10 — plant

Pre-Remaster content. May include legacy alignment.

SnareAnvilLANDVERTICALplantacid

Dezullons are dangerous carnivorous pitcher plants that dwell in forested regions with thick canopies. They hunt for meat along the forest's understory when not sunning themselves in the boughs above. Dezullons are smart enough to notice that some creatures are attracted by shiny things, and sometimes use such objects to set up ambushes. To assume that the dezullon's ambulations are slow simply because the creature has a root structure is a foolish mistake; many an adventurer has been crushed to

Source: outlaws-of-alkenstar-bestiary (Pre-Remaster)

Perception +18; low-light-vision
Skills acrobatics +21, athletics +19, stealth +21 (+24 in forests or swamps)
Str
+5
Dex
+7
Con
+3
Int
-4
Wis
+2
Cha
-1
AC 30 Fort +17 Ref +21 Will +16
HP 130 (regeneration 15 (deactivated by fire))
Resistances acid 20
Speed 25 feet, climb 30 feet

Offense

Melee Vine (acid, agile) +21, Damage 3d6+8 bludgeoning plus 3d6 acid plus Grab
Ranged Acid Glob (acid) +23, range 30 feet, Damage 4d8 acid plus Amnesia Venom

Abilities

Regeneration 15 (Deactivated by Fire) — This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
Stench (aura, olfactory) — 30 feet. A creature entering the emanation must attempt a DC 27 Fortitude save. On a failure, the creature is Sickened 1, and on a critical failure is also Slowed 1. While within the aura, the creature takes a -2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at the save is temporarily immune to this effect for 1 minute.
Amnesia Venom (mental, poison) — Saving Throw DC 29 Fortitude

Maximum Duration 6 rounds

Stage 1 Off-Guard (1 round)

Stage 2 off-guard and Clumsy 1 (1 round)

Stage 3 Confused, off-guard, and Clumsy 2 (1 round)
Constrict — 2d6+2 bludgeoning damage, DC 27 Fortitude

Note: A DC was not provided for this ability by Paizo. The DC present here is a moderate DC for the creature level according to the Gamemastery Guide creature building Tables.

The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Root (concentrate) — Until the next time it acts, the dezullon appears to be a normal pitcher plant. It has an automatic result of 41 (44 in forests or swamps) on Deception checks and DCs to pass as a non-creature plant.
Vomit
Grab

WORKS WELL WITH

SniperLAND / VERTICALA ranged attacker can keep punishing a target this creature has grabbed and afflicted while it cannot safely disengage.
CrasherLAND / VERTICALA heavy melee striker benefits when this creature's disguise and grapple pin a target in place before the burst damage lands.
WeaverLAND / VERTICALA caster can layer additional debuffs onto a foe already Sickened and Off-Guard from the venom, compounding the save pressure.

PUNISHES

✖ melee reliance✖ clumping✖ low Fortitude saves
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #180: The Smoking Gun.

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