Abilities | Filter | Monsters | NPCs
All | Families | Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z


Dezullons are dangerous carnivorous pitcher plants that dwell in forested regions with thick canopies. 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, these dangerous plants are expert climbers, making their pursuit even more difficult to escape from.

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, inflict a victim with 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.

Many varieties of dezullon exist, including lumbering giants of incredible size, those that have tiny, cup-shaped pitchers that proliferate along lengths of creeping ivy like suckers on a squid’s tentacles, and others 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 ensconced inside their pitchers.

Recall Knowledge - Plant (Nature): DC 27

DezullonCreature 10

Source Bestiary pg. 94
Perception +18; low-light vision
Skills Acrobatics +21, Athletics +19, Stealth +21 (+24 in forests or swamps)
Str +5, Dex +7, Con +3, Int -4, Wis +2, Cha -1
AC 30; Fort +17, Ref +21, Will +16
HP 130 (regeneration 15 (deactivated by fire)); Resistances acid 20
Stench (aura, olfactory) 30 feet. A creature entering the emanation must attempt a DC 27 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure is also slowed 1. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at the save is temporarily immune to this effect for 1 minute.
Speed 25 feet; climb 30 feet
Melee Single ActionSingle Action vine +21 [+17/+13] (acid, agile), Damage 3d6+8 bludgeoning plus 3d6 acid and GrabRanged Single ActionSingle Action acid glob +23 [+18/+13] (acid, range 30 feet), Damage 4d8 acid plus amnesia venomAmnesia Venom (mental, poison) Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 flat-footed (1 round); Stage 2 flat-footed and clumsy 1 (1 round); Stage 3 confused, flat-footed, and clumsy 2 (1 round).Constrict Single ActionSingle Action 2d6+2 bludgeoningRoot Single ActionSingle 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.