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Wemmuth

Creature 15 — plant

SnareAnvilLANDSUBTERRANEANVERTICALplant

Fertilized by large quantities of spilled blood, such as that found on bloodstained battlefields or in the war-torn regions surrounding besieged cities, wemmuths are vile swaths of vines that draw sustenance from mortal suffering, lapping up blood like water. They possess a rudimentary intelligence and an unquenchable thirst for blood, lying in wait for most of their lives and growing to incredible size in the bloody soil of their grisly homes. A wemmuth's body comprises vines that are scarcely

Source: pathfinder-monster-core-2

Perception +25; darkvision, tremorsense (imprecise) 60 feet
Languages aklo, fey; Can't speak any language
Skills athletics +29, deception +28, stealth +30, survival +27
Str
+8
Dex
+6
Con
+6
Int
-2
Wis
+4
Cha
+2
AC 37 Fort +27 Ref +27 Will +24
HP 335
Weaknesses cold 20, slashing 15
Speed 25 feet, burrow 25 feet, climb 25 feet

Offense

Melee Vine (fatal-d12, reach-15, sweep) +29, Damage 4d12+10 bludgeoning plus Improved Grab
Ranged Boulder (fatal-d12) +27, range increment 60 feet, Damage 4d10+10 bludgeoning

Abilities

Tremorsense (Imprecise) 60 feet — Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Blood Leech
Constrict — 2d12+10 bludgeoning damage, DC 36 Fortitude save
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.
Engulf — DC 36 Reflex, 4d8 bludgeoning damage, Escape, Rupture 36
The monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.

A creature that fails its save is pulled into the monster's body. It is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing 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 engulfed creature cuts itself free.
Effect: Engulf and Swallow Whole

A creature that gets free by either method can immediately breathe and exits the swallowing monster's space.

If the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion.
Thorny Mass — Whenever a creature within 10 feet attempts a melee attack against a wemmuth or uses Acrobatics to Tumble Through its space, that creature takes 1d12+10 piercing damage (DC 36 Reflex save).
Improved Grab

WORKS WELL WITH

SniperLAND / VERTICALA ranged attacker avoids the reactive damage of Thorny Mass entirely while the wemmuth denies the melee approach.
CrasherLAND / SUBTERRANEANA burst striker can finish a target already grabbed and Engulfed before it breaks free.
WeaverLANDA caster that lowers Fortitude saves makes the constrict and engulf effects far more likely to hold.

PUNISHES

✖ melee reliance✖ clumping✖ low Fortitude
Avoid pairing with another zone-denial grappler; the melee approach problem is already solved once.
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 Monster Core 2.

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