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There is a Legacy version here.

PFS StandardDezullon

Dezullons are dangerous, carnivorous pitcher plants that dwell in forested regions with thick canopies or deep in marshes where few other plants can grow. They hunt for meat along the forest's understory when not sunning themselves in the boughs above. Dezullons are smart enough to notice that some creatures are attracted by shiny things, and sometimes use such objects to set up ambushes. To assume that the dezullon's ambulations are slow simply because the creature has a root structure is a foolish mistake; many an adventurer has been crushed to death by this surprisingly agile plant. In addition, dezullons are expert climbers, which makes escaping them in a forest even more difficult.

A hungry dezullon keeps prey off-balance by spilling its putrid, psychoactive digestive juices from its central pitcher. In addition to being highly acidic, the enzymes in a dezullon's digestive tract, once expelled, inflicts powerful hallucinations and amnesia. This secondary effect makes dezullons highly sought after in some circles, including avid drug users, experimental doctors, and criminals who deal in poisons.

Attempts to cultivate dezullons typically end in disaster, although druids and fey who can communicate with plants have found measured success. Meanwhile, horned dragons looking for breakthroughs in their research or groups of marsh giants seeking visions from their esoteric gods trust their power to hunt and overwhelm the plants.

Many varieties of dezullon exist, including lumbering giants of incredible size, dezullons with tiny, cup-shaped pitchers that proliferate along lengths of creeping ivy like suckers on a squid's tentacles, and a variant with hundreds of blood-red, razor-sharp leaves that protrude from the inside of their pitchers like a leech's teeth. This latter variety is especially dangerous, since the leaves can all but eviscerate creatures that become trapped inside their pitchers.

Recall Knowledge - Plant (Nature): DC 27
Unspecific Lore: DC 25
Specific Lore: DC 22

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak DezullonCreature 9

Medium Plant 
Source Monster Core pg. 94
Perception +18; low-light vision
Skills Acrobatics +19, Athletics +17, Stealth +19 (+22 in forests or swamps)
Str +5, Dex +7, Con +3, Int -4, Wis +2, Cha -1
AC 28; Fort +15, Ref +19, Will +14
HP 110, regeneration 15 (deactivated by fire); Resistances acid 20
Stench (aura, olfactory) 30 feet, DC 25
Speed 25 feet; climb 30 feet
Melee [one-action] vine +19 [+15/+11] (acid, agile), Damage 3d6-2+8 bludgeoning plus 3d6-2 acid and GrabRanged [one-action] acid glob +21 [+16/+11] (acid, range 30 feet), Damage 4d8-2 acid plus amnesia venomAmnesia Venom (mental, poison) Saving Throw DC 27 Fortitude; Maximum Duration 6 rounds; Stage 1 off-guard (1 round); Stage 2 off-guard and clumsy 1 (1 round); Stage 3 confused, off-guard, and clumsy 2 (1 round); Stage 4 as Stage 3 and permanently forget the last hour (1 round)Constrict [one-action] 2d6+2 bludgeoning, DC 27Root [one-action] (concentrate) Until the next time it acts, the dezullon appears to be a normal pitcher plant. It has an automatic result of 41 (44 in forests or swamps) on Deception checks and DCs to pass as a non-creature plant.

Sidebar - Additional Lore Dezullon Venom

The dezullon is most well known for the psychoactive effects of its secretions. Affected creatures suffer amnesia, briefly forgetting where they are and why they are in pain. Some creatures, desperate to escape the past, willingly expose themselves to a dezullon's amnesia venom in an effort to make their painful memories fade.