Dezullon
Creature 10 — plant
Dezullons are dangerous, carnivorous pitcher plants that dwell in forested regions with thick canopies or deep in marshes where few other plants can grow. 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 foo
Source: pathfinder-monster-core
Perception +18
Skills acrobatics +21, athletics +19, stealth +21
Str
+5
Dex
+7
Con
+3
Int
-4
Wis
+2
Cha
-1
AC 30
Fort +17
Ref +21
Will +16
HP 130
Resistances acid 20
Speed 25 feet, climb 30 feet
Offense
Melee Vine +21, Damage 3d6+8 bludgeoning plus 3d6 acid
Ranged Acid Glob +23, Damage 4d8 acid
Abilities
Regeneration 15 (Deactivated by Fire) — Regeneration
Stench (aura, olfactory) — 30 feet. DC 27 Fortitude
Stench
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)
Stage 4 as Stage 3 and permanently forget the last hour (1 round)
Constrict — 2d6+2 bludgeoning, DC 29 Fortitude
Constrict
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.
Grab — Grab
Run Dezullon in the encounter builder — free, no install.
Open in PathfinderGM →