XP 9,600 DEFENSE
AC 22, touch 12, flat-footed 18 (+4 Dex, +10 natural, –2 size) OFFENSE
Speed 10 ft. STATISTICS
Str 25, Dex 18, Con 25, Int 1, Wis 12, Cha 6 SPECIAL ABILITIESEngulf (Ex)If a giant flytrap begins its turn with an opponent at least two size categories smaller than itself grappled in one of its mouths, it can close its jaws completely around the foe by making a new combat maneuver check (as though attempting to pin the foe). If it succeeds, it engulfs the prey and inflicts 1d8+7 points of damage and 2d6 acid damage as the cavity floods with digestive enzymes. The seal formed is airtight, so an engulfed creature risks suffocation. Engulf is a special form of pinning, and an engulfed creature can escape in the same way as he can from being pinned, but since an engulfed creature is contained wholly inside the plant's jaws, the flytrap's victim cannot be targeted by effects or attacks that require line of sight or line of effect. A giant flytrap that is grappling or pinning a foe cannot attack other targets with that bite, but is not otherwise hindered. | Variants
"Multi-Headed"While most giant flytraps have four sets of jaws, some can have as few as one, and others eight or more. As a general rule, you should increase a giant flytrap's HD by 2 and its natural armor bonus by +1 for each additional bite attack you give it, increasing its CR by +1 for each time you increase its attacks and HD in this manner. If you increase the plant by more than 3 or 4 bites (and thus by more than 6 or 8 Hit Dice), refer to Monster Advancement Rules to make sure that the plant's CR remains appropriate. Other Variants |
Flytrap, Giant
This towering plant is a mass of
vines and barbs. Several stalks are horribly mobile, each ending in a
set of green, toothy jaws.