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MoonflowerCreature 8


UncommonNHugePlant
Source Pathfinder Bestiary 2
Perception +16 (darkvision)
Languages Telepathy 1 Mile (other Moonflowers Only)
Skills Athletics +19, Stealth +14
Str +7, Dex +0, Con +4, Int -2, Wis +4, Cha +3

AC 24; Fort +18; Reflex +10; Will +16;
HP 120 (fast healing 10)
Speed 20 feet
Immunities electricity
Weaknesses Fire 10
Resistances Physical 10

Bite One Action +20 (+15, +10) to hit (reach 15) 2d10+10 Piercing
Root One Action +20 (+16, +12) to hit (agile, reach 15) 2d8+10 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Fast Healing 10

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Light Pulse Two Actions (evocation, light, primal, visual)

50 feet

The moonflower releases a pulse of bright light. Each non-moonflower creature in the emanation must attempt a DC 23 fortitude save.

The moonflower can't use Light Pulse again for 1d4 rounds.


Success The creature is unaffected.

Failure The creature is Dazzled for 1d4 rounds.

Critical Failure The creature is Blinded for 1d4 rounds.

Pod Prison Reaction

Trigger The moonflower has swallowed a creature


Effect The swallowed creature is wrapped in a tight cocoon and extruded from the moonflower's body into an adjacent square. The creature continues to be Swallowed Whole. It can't use Acrobatics to Escape a pod, but other creatures can attempt to Rupture the pod. The cocooned creature takes half damage from any damage dealt to the cocoon. Once the cocoon is Ruptured, it deflates and decays.

Pod Spawn

Should a Small or larger creature die within a pod prison, the pod transforms into an adult moonflower with full Hit Points after 1d4 hours of growth.

The newly formed moonflower has its own consciousness, but some aspect of its trunk or blossoms resembles the creature that died within. The dead creature's equipment remains inside the new moonflower and can be retrieved if the moonflower is slain.

Swallow Whole One Action (attack)

Large, 2d10 + 10 bludgeoning and 2d6 acid, Rupture 21


The monster attempts to swallow a creature of the listed size or smaller that it has grabbed in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Flat-Footed 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 swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


These enormous plants have thick, knotted trunks festooned with fanged blossoms. A gaping mouth sits at the top of the trunk, capable of swallowing most creatures smaller than the moonflower whole. Moonflowers can move slowly on their powerful roots or use them to attack, but usually they dig them deeply into the surrounding ground and remain stationary to await prey.

Though moonflowers can't speak in the conventional sense, they communicate telepathically with other moonflowers. Explorers who encounter a single moonflower can thus be assured that any other moonflowers in the vicinity will be prepared for them. Those who manage to intercept a moonflower's telepathic communications are assaulted by visions of dreadful, primeval jungles ruled over by titanic plant life. Whether this is some vision of the past or a dream of the future shared by all moonflowers is unknown.

Moonflowers are alien life-forms from a long-dead planet, but their proliferation throughout the galaxy has been ensured through the machinations of the Dominion of the Black, a sinister, alien organization from the dark places between the stars.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Plant

Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.