Dezullon
Creature 10 — plant
ShadeSnareLANDVERTICALplantacid
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; 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. DC 27 Fortitude
A creature entering the aura or starting its turn in the area must succeed at a Fortitude save or become Sickened 1 (plus Slowed 1 as long as it's sickened on a critical failure). A creature that succeeds at its save or recovers from being sickened is temporarily immune to all stench auras for 1 minute.
A creature entering the aura or starting its turn in the area must succeed at a Fortitude save or become Sickened 1 (plus Slowed 1 as long as it's sickened on a critical failure). A creature that succeeds at its save or recovers from being sickened is temporarily immune to all stench auras 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)
Stage 4 as Stage 3 and permanently forget the last hour (1 round)
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
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.
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.
Grab —
WORKS WELL WITH
AnvilLAND / VERTICALA durable frontline body draws Strikes away from the ambush position so the disguised plant keeps its camouflage until it chooses to strike.
CrasherLAND / VERTICALOnce a target is Grabbed and poisoned, a hard-hitting striker can finish it before it recovers from the venom's escalating stages.
SniperLAND / VERTICALRanged damage against the Grabbed, off-guard target converts the ambush hold into reliable extra damage without risking a second melee body.
PUNISHES
✖ isolated targets✖ low Fortitude✖ melee reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Dezullon in the encounter builder — free, no install.
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