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
STR
15
+2
DEX
16
+3
CON
12
+1
INT
1
−5
WIS
8
−1
CHA
1
−5

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.