Archer Flower
The Griffon's Saddlebag: Book Two p. 363 (Third Party)
- Size
- Medium
- Type
- plant
- AC
- 13
- Hit Points
- 38 (7d8+7)
- Speed
- walk 0 ft.
- Resistances
- acid
- Vulnerabilities
- slashing, fire
- Condition Immunities
- blinded, charmed, deafened, frightened, prone, unconscious
- Senses
- blindsight 60 ft. (blind beyond this radius)
- Passive Perception
- 9
- Challenge
- 1/2
Traits
Proficiency Bonus
+2
False Appearance
While the flowe remains motionless, it is indistinguishable from a normal shrub.
Rooted
The flower is unaffected by forced movement and can't be detached while it lives. If the flower is rooted to a wall or ceiling, it doesn't need to make ability checks to maintain its grip.
Actions
Flytrap
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage, and the target is grappled (escape DC 12).
Acid Spit
One creature within 60 feet of the flower that the flower can see must make a DC 13 Dexterity saving throw. A creature that fails its save takes 4 (1d8) acid damage and is knocked prone. If the creature is climbing, it instead loses its grip and falls. On a successful save, the creature takes half as much acid damage and suffers no other effects.
Other data
description
While most plants within a grymclover forest can pose an ample threat to the unwary, archer flowers are notoriously dangerous. They grow parasitically on tree roots, with budding flowers aimed at the canopy. Doing so ensures that climbing or flying creatures can be knocked down by their highly caustic spit; landing directly into their flytrap-like maws.