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General Hazards | Adventure-Specific Hazards

Titanic FlytrapHazard 4

Source Gamemastery Guide pg. 78
Complexity Simple
Stealth DC 25 (trained)
Description On the surface, a titanic flytrap appears to be a patch of the more common flytrap plant, but beneath murky waters it hides a far larger set of jaws, reaching 10 feet across and reinforced with woody branches and lined with paralytic hairs.
Disable DC 22 Survival (trained) to mislead the flytrap’s sense of weight and pressure
AC 21, Fort +15, Ref +8
HP 56 (BT 28); Immunities mental, Weaknesses acid 20, fire 10
Snap Shut ReactionReaction Trigger A Small or Medium creature moves into a square that is within reach of the flytrap’s hidden jaws; Effect The flytrap’s jaws snap shut, making a jaws Strike against the triggering creature.

Melee Single ActionSingle Action jaws +17, Effect devour

Devour The target is trapped by the flytrap’s jaws, gaining the grabbed condition until it Escapes (DC 21). Additionally, it is exposed to the titanic flytrap toxin from the hundreds of tiny hairs that line the inside of its leaves. If the flytrap’s jaws Strike was a critical success, the target takes a –2 circumstance penalty to its saving throws against this poison. At the end of each of target’s turns that it remains grabbed, the target takes 3d6 acid damage.

Titanic Flytrap Toxin (contact, poison) Saving Throw DC 21 Fortitude; Maximum Duration 4 rounds; Stage 1 2d6 poison damage and stunned 1 (1 round); Stage 2 3d6 poison damage and stunned 2 (1 round); Stage 3 4d6 poison damage and paralyzed (1 round)
Reset 1 hour (or longer, after a large meal)