Plant Creatures and Traps

Archer bush

Archer bushes have sickly green and brown leaves, stunted trunks, and thorny brown branches. They resemble common wild bramble bushes. Archerbushes are naturally found in bleak areas with few other plants, but are cultivated by hags and some druids as a form of defense.

Carnivorous. Archer bushes contain a small hole in their trunk The hole functions as a mouth, and is filled with tough spines able to slice of food. While this mouth is unable to attack, is can slowly devour the remains of creatures the archerbush hunts down. Creatures able to communicate with or control plants sometimes train archerbushes to serve as guards.


Archerbush

Small plant, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 18 (4d6+4)
  • Speed 10 ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 2 (-4) 10 (+0) 5 (-3)

  • Damage Vulnerabilities fire
  • Damage Resistances bludgeoning, piercing
  • Condition Immunities blinded, deafened
  • Senses Tremorsense 60 ft. (blind beyond this radius), Passive Perception 10
  • Languages --
  • Challenge 1/4 (50 XP)

False Appearance. While the bush remains motionless, it is indistinguishable from a normal bush.

Actions

Thorns. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.


Bloodthorn

The bloodthorn, or vampire thorn vine, resembles a normal patch of thorny vines. A healthy adult bloodthom has a 10-foot-long yellowish brown trunk from which four tendrils spring. Each light green tendril is about 7 feet long and bears numerous slender, hollow thorns about an inch in length.


Bloodthorn

Large plant, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 18 (4d6+4)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 12 (+1) 2 (-4) 10 (+0) 5 (-3)

  • Skills. Stealth +4
  • Damage Vulnerabilities fire
  • Damage Resistances bludgeoning, piercing
  • Condition Immunities blinded, charmed, deafened, grappled, prone
  • Senses Tremorsense 60 ft. (blind beyond this radius), Passive Perception 10
  • Languages --
  • Challenge 1/4 (50 XP)

Aversion of Fire. If the bloodthorn takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Tearing Limbs. And creature that attempts a grapple check to escape being grappled by the bloodthorn takes 1d4 piercing damage from the thorns.

Actions

Multiattack. The bloodthorn makes up to three attacks with its thorn, only two of which can attack the same target.

Vines. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target is grappled (escape DC 13). The bloodthorn has four vines, each of which can grapple only one target.

Drain Blood. Melee Weapon Attack: +5 to hit, reach 5 ft., one target the bloodthorn is grappling. Hit: 5 (1d4 + 3) piercing damage and the target must make a DC 13 Constitution saving throw. On failed save the target takes takes 18 (4d8) necrotic damage and is stunned until the start of the bloodthorns next turn. On a successful save the target takes half as much damage and isn't stunned. The bloodthorn regains hit points equal to half the damage dealt.

Eyeweed

Eyeweed is a hideous semi-aquatic plant that grows on the on the seashores and in the rivers of the Savage Coast, usually near otherwise safe harbors. Eyeweed appears as either seaweed or a large collection of algae.

Unblinking Eyes. The feelers of the eyeweed can extend dozens of feet from the mass and retact just as rapidly, sucking up material as they go along. The eyeweed uses these feelers to


Eyeweed

Large plant, neutral evil


  • Armor Class 14 (natural armor)
  • Hit Points 88 (6d10+18)
  • Speed 20 ft., climb 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA
19 (+4) 6 (-2) 17 (+3) 10 (+0) 10 (+0) 7 (-2)

  • Damage Resistances acid, bludgeoning, piercing
  • Condition Immunities blinded, deafened, prone
  • Senses Blindsight 30 ft., passive Perception 10
  • Languages --
  • Challenge 4 (1,800 XP)

Actions

Multiattack. The eyeweed makes three tentacle attacks.

Tentacles. Melee Weapon Attack: +7 to hit, reach 20 ft., one target. Hit: 4 bludgeoning damage and 7 (2d6) acid damage.

Frightful Presence. Each creature that is within 120 feet of the eyeweed and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the eyeweed's Frightful Presence for the next 24 hours.


Sporebat

Resembling bats with a single, giant eye these creatures are actually an active fungus able to fly and defend themselves.

Fungal Form. Sporebats are a form of fungus, and carnivores will not attempt to devour their remains.

Upsetting the Food Chain. Sporebats bunt, slicing their prey into small pieces to consume. During the mating season, two sporebats will each leave spores on a single carcass, which devour the remains and later grow into additional sporebats. While some humanoids consider them a delicacy, most carnivores cannot digest sporebat remains.


Sporebat

Medium plant, neutral evil


  • Armor Class 13
  • Hit Points 66 (12d8+12)
  • Speed 5 ft., fly 50 ft.

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 12 (+1) 7 (-2) 10 (+0) 6 (-2)

  • Skills Perception +2, Stealth +3
  • Damage Immunities Poison
  • Condition Immunities Charmed, Poisoned
  • Senses Blindsight 60 ft., passive Perception 14
  • Languages --
  • Challenge 2 (450 XP)

Flyby. The sporebat doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Eye Blast (Recharge 5–6). The sporebat exhales poisonous gas in a 20-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Viper Tree

Viper trees grow across the lower planes, striking at creatures that come near. The tree's many branches, each ending in a venomous snakehead, fight over and slowly devour pieces of slain prey. Groves of viper trees hiss and whisper to each other unnervingly during the night, speaking or their kills, their hungers, and their treasures.

Born of Demons. While certainly originating from demons, the true origin of viper trees is unknown. The two leading rumors are that they are tortured victims of devil transformation, or that they were formed by a demon lord from those who refused to assault a lethal devil fortress. In any case, they regularly protect their demons in their groves.

Heads Beyond Reach. Viper trees are able to break their own branches to make up for their lack of mobility, flinging them at enemies that would try to simply walk by or wear down the trees from a distance.

Tireless Guardians. Unable to leave their posts, many demonic defensive fortifications plant viper trees in gardens, around moats, and at gates.

Thrown Heads

The thrown branches of some viper trees are able to continue the fight. These branches can survive for up to 10 minutes, continuing to fight or attempting to return to the tree. A branch typically has two or three heads, only one of which can attack at a time.

The branches have the same statistics of a poisonous snake, with the following additional trait. Two Heads. The branch has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.



Viper Tree

Huge plant, chaotic evil


  • Armor Class 14 (natural armor)
  • Hit Points 153 (18d10+54)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 17 (+3) 7 (-2) 13 (+1) 8 (-1)

  • Skills Athletics +9, Intimidation +5, Perception +7
  • Damage Vulnerabilities Fire
  • Damage Resistances Acid, Bludgeoning, Cold, Lightning
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Blindsight 90 ft., passive Perception 14
  • Languages Abyssal
  • Challenge 7 (2,900 XP)

Multiple Heads. The tree has dozens of heads heads. The tree is immune to being blinded, charmed, deafened, frightened, stunned, and knocked unconscious by effects that target a single creature. The tree has advantage on saving throws against area effects that would cause it to become blinded, charmed, deafened, frightened, stunned, or knocked unconscious

Actions

Multiattack. The viper tree can attack twice with its heads or throw up to four branches.

Heads. The Tree's heads lash out at one creature within 10 feet of the tree, which must make a DC 17 Dexterity saving throw, taking 7 (3d4) piercing damage on a failed save or half as much on a success. If the creature takes any damage from this attack, it must also make a DC Constitution saving throw. On a failed save the creature takes 20 (8d4) poison damage on a failed save and is poisoned for 1 minute. On a success the creature takes half as much damage and isn't poisoned.

Throw Branch. Ranged Weapon Attack: +9 to hit, range 90/240 ft., one target. Hit: 8 (1d4 + 6) piercing damage. The target must also make a DC 17 Constitution saving throw, taking 5 (2d4) poison damage on a failed save and half as much on a success.

Reactions

Whipstrike. The Tree Strikes with the nearest branch when it would be able to make an opportunity attack. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 11 (2d4 + 6) piercing damage and the target must make a DC 17 Constitution saving throw, taking 7 (3d4) poison damage on a failed save, or half as much damage on a successful one.

Whipweed

A whipweed has two stalks, thin and whip-like with a few appendages that look like small leaves, which can reach up to 15 feet long. The stalks are connected to a spheroidal base along with a few stocky leaf-like limbs and eight roots on teh bottom; the creature is thus capable of limited movement and can pull the roots appendages up underneath itself.

Rooted in Darkness. While they appear able to survive entirely by uptaking the remains of their victims though their roots, whipweeds often attempt to root themselves even in thin or barren soils.


Whipweed

Medium plant, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 91 (14d8+28)
  • Speed 10 ft.

STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 8 (-1) 3 (-4) 8 (-1) 5 (-3)

  • Damage Vulnerabilities Fire
  • Damage Resistances Acid, Lightning, Thunder;
  • Senses Blindsight 30 ft., passive Perception 9
  • Languages --
  • Challenge 4 (1,100 XP)

Sunlight Sensitivity. While in sunlight, the whipweed has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The whipweed makes two attacks with its stalks.

Root. The whipweed's burrows into loose earth or dirt. It gains advantage on stealth checks, and cannot be forcibly moved from the surface it is standing on, but loses all movement speeds and has disadvantage on Dexterity saving throws and on checks made to avoid being grappled. The whipweed can leave this state as a bonus action.

Stalk. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 13 (1d10 + 3) slashing damage.

Reactions

Dying Strike (Recharges after a Short or Long Rest). When reduced to zero hit points, the whipweed makes two attacks with its stalks. If these attacks kill a creature, the whipweed automatically becomes stable.


Plant Based Traps

Creatures are typically defeated when reduced to zero hit points, at which point they did. However, many plants simply react to surrounding events without moving, and can stay alive for extended periods even when ripped up.

Many of the following plants are listed using the rules for making traps presented in Xanathar's Guide to Everything. Unlike the usual traps (which are built by particular creatures for a particular purpose) plant based traps usually work in a particular manner and method. This manner and method is consistent, and smart characters will likely recognize the same plant when they find another. Because they naturally grow with particular dangers, characters should generally be able to assume a second plant works in the same manner as the first. The new plant may be encountered under new circumstances that make new encounter dangerous equally dangerous, but a particular variety of plant should operate consistently, in the same manner that elves are be expected to ignore sleep spells.

The advantage of this is that it makes it much easier for player characters to turn a particular plant to their own advantage, using the plants to gain an edge against enemies. Characters should not be assumed to make use for plants and most enemies are likely equally aware of their native flora, but this could become a helpful

Intermediate Traps

Some traps are able to continue threatening after initially sprung, but do not make up a severe, scaling danger to the party. Intermediate traps are generally expected to initially threaten the party either as an interruption to other proceedings or as part of a larger encounter.

Threats. the threats posed by intermediate traps typically include an effect as from a single trap that acts whenever the trap is activated, but also one or a few active or passive elements that mean the trap can continue damaging a character. Intermediate Traps typically only have a few parts, which require a single check to disarm, or can simply be broken without much effort.

Intermediate Traps are less dangerous than complex traps, partially because they are easier to make sense of. As a rule of thumb, if the characters disable a complex trap or are exposed to its effects and survive, award them experience points for the effort according to the table below.

Intermediate Trap Experience Awards
Trap Level Experience Points
1st-4th 300
5th-10th 2,150
11th-16th 7,300
17th-20th 14,550

Amber Lotus

Intermediate trap (level 1-4, dangerous threat)

Resembling foot wide lilies growing from waterborne pads or off of delicate vines, the pollen of the amber lotus puts nearby creatures to sleep. It typically grows over shaded bodies of water, where it can pick up the morning light.

Trigger. When a creature of small size or larger walks within 10 feet of the lotus.

Effect. The patch of lotuses releases a cloud of pollen in a 20 foot radius. The cloud of pollen will remain airborne for 1 minute, and the lotus patch will not release more pollen for the duration.

Passive Elements. A creature that starts it turn in the pollen must make a DC 15 Constitution saving throw or falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

Countermeasures. A successful DC 15 Intelligence (Investigation) check allows a creature to recognize large amounts of pollen around the patch, and to tell the pollen is dangerous to touch. An effect dealing fire, lightning, or acid damage instantaneously destroys the pollen where it intersects the cloud. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. A creature can attack the patch (AC 5, 20 hit points, vulnerability to fire and acid damage, immunity to psychic damage) to destroy the lotuses.

Blossomkiller

Simple trap (level 5-10, moderate threat)

Growing from a horizontal, tree-sized stem, a blossomkiller's constant blooms deliver a burst of thorns whenever the surrounding stems are tripped across or stepped on. The roots extend along the surface up to 50 feet from the stem, easily peircing the thin soil of most jungles. There are typically 2d4+2 foot-wide yellow flowers spaced at least 10 feet appart and growing from a bundle of horizontal stems with a 10 foot radius.

Trigger. A creature that walks through or severs a stem triggers the trap.

Effect. The nearest flower shoots a burst of spines in a 10 foot radius. Each creature within a 10 foot radius must make a DC 10 dexterity saving throw, taking 2d6 piercing damage on a failed save and half as much on a success. The creature is embedded with a number of thorns equal to the damage dealt. The thorns deal no additional damage but require an action to safely remove, and can grow into new Blossomkillers if planted.

Countermeasures. A successful DC 15 Wisdom (Perception) Check reveals the presence of the tripwire stems. A successful DC 15 Intelligence (Nature) Check allows a creature to identify the plant, informing the creature of the stems. Each flower is disabled if destroyed or after firing twice in a week. A flower has 5 hit points, AC 9, immunity to psychic damage, and vulnerability to slashing and acid damage.


Choke Creeper

Intermediate trap (level 5-10, dangerous threat)

Carnivorous, these vines hang down from trees to ensnare creatures that pass. Often, a main vine grows across a tree branch, with two or more smaller tendrils trailing down to about two feet from the forest floor.

Trigger. The vine has blindsight with a radius of 5 feet and is blind beyond this range. The vine awakes at the end of a turn when a creature or object has moved within 5 feet and remain awake for 1 minute. If another creature or object passes within 5 feet of the vine during this period, the vine activates.

Effect. The vine makes a grapple check with a +8 bonus against the creature or object to have moved past. Any creature that ends its turn grappled by the vine takes 2d8 bludgeoning damage as a result of being squeezed. If the vine is grappled by a creature, that creature automatically becomes grappled by the vine. The vine can grapple one creature at a time.

Passive Elements. The vine secrets nerve toxins on a creature it is grappling, which must make a DC 15 Constitution saving throw at the end of its turn or be paralyzed for 1 minute. A creature that fails this save takes an additional 2d8 damage from the vine's grapple on the same turn. The creature can repeat the saving throw at the end of its turn, ending the effect on a success.

Countermeasures. A successful DC 15 Wisdom (Perception) check reveals the vine. A creature can repeat this check by waving a limb or object within 5 feet of the vine as an action. A vine has 5 hit points, AC 12, immunity to bludgeoning and psychic damage, and vulnerability to fire and slashing damage.

Poisonweed

Intermediate trap (level 11-16, moderate threat)

Poisonweed grows unmistakable, bright orange flowers that emit large volumes of poisonous gas. The roots secrete large amounts of acid, breaking down the remains of poisoned creatures, strangling completing plants, and protecting against herbivores.

Trigger. A creature that walks through the poisonweed's space triggers the plant.

Effect. Flowers emit poison gas in a 30 foot cube around the plant. A creature exposed to the gas must make a DC 10 Constution saving throw. On a failed save the creature takes 3d6 poison damage and falls prone. On a succeful save the creature takes half as much damage and doesn't fall prone.

Initiative. The trap acts on initiative count 10.

Active Effects. The plant's roots make an attack at a +5 bonus against each creature in the plant's area. On a hit, the target is grappled.

Passive Effects. A creature that attacks or touches the poisonweed's roots is exposed to the digestive compounds surrounding them. The creature must make a DC 10 Constitution saving throw or take 3d6 acid damage from the roots.

Countermeasures. A successful DC 15 Wisdom (Perception) check reveals bones and destroyed plant matter around the poisonweed, warning of danger. A successful DC 10 Intelligence (Nature) check allows a character to identify the plant, and the anger it poses. The poison gas the extremely flammable, and explodes if the area of the gas overlaps with an open flame, dealing 4d6 fire damage to each creature in the plant's space and damaging the plant's flowers. The first time this occurs the plant's poison and acid damage dealt are reduced to 2d6 each. The second time this occurs the damage is reduced to 1d6, and the plant is goes dormant and harmless if this occurs a third time.

Pollen Puff

Simple trap (level 1-4, moderate threat)

Pollen Puffs erupt in highly allergenic particles to stave off being eaten. Pollen plants resemble colossal onions with large bulbs sticking into the surface and a single large flower poking up about twelve feet into the air.

Trigger. A creature of small size or smaller walks within 5 feet of the pollen puff or the pollen puff takes damage.

Effect. The large bulbs sitting over the soil shoot out a spherical cloud of pollen in a 10 foot radius from the plant's base. The pollen heavily obscures the area, and creatures that end their turn inside the sphere must make a DC 10 Constitution saving throw or be blinded for 1 minute as the material irritates is eyes. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on a success. The pollen remains airborn for 1 minute. A creature that breathes inside the pollen must make a Constitution saving throw or begin choking on the dense material for one round. A creature can use an action to clear its mouth enough to breath.

Countermeasures. A successful DC 15 Wisdom (Perception) check reveals the presence of leftover pollen in the area within 20 feet of the plant. While the plant is resistant to fire damage, the pollen is highly flammable. If the area of the pollen intersects with an open flame, it explodes, dealing 2d10 fire damage to any creature in the area. A moderate wind (at least 10 miles per hour) disperses the pollen after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

Retch Plant

Simple trap (level 5-10, moderate threat)

Resembling a massive tropical palm, retch plants grow up to 30 feet high in sufficiently sunny, open areas. Unlike most trees, the retch plant's stem grows slightly into the wind, causing its fruit to fall toward its base. The plant typically has 1d4+1 of these, smooth, blue-lilac fruits growing from the top of the trunk.

Trigger. A creature of small size or larger walks within 10 feet of the base of the trunk, or a hard, solid object makes contact with the trunk.

Effect. One fruit is released by the plant, dropping on top of an offending creature or where the trunk was struck at which point the fruit bursts open and splashes fruid on the target. The creature must make a DC 10 Dexterity saving throw or its Strength score is reduced by 1d4 and must spend its action on its next turn retching and reeling. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

Countermeasures. Fruit can be knocked off the retch plant from a distance (AC 8, 2 hit points, immunity to damage other than acid, lightning, piercing, and slashing) at which point the fruits fall as if the trap were triggered. If the tree trunk is felled all fruits shatter when it lands. Slow burning turns the wood softer, allowing the trunk to bend downward over 3 rounds and deposit the fruits safely within 30 feet of the tree's base, typically into freshly laid ashes. Fruits deposited into rich, ashy soil sprout after approximately four months.

Rock Cactus

Simple trap (level 1-4, moderate threat)

Resembling a rock for most of the year, rack cacti have a tremorsense with a radius of 5 feet, and shoot out spines to drain the blood of small creatures to pass nearby. Once removed of spines, the cactus can be eaten, providing nourishment for 1 day.

Trigger. A creature that walks within the cacti's space.

Effect. The cactus makes two attacks against the triggering creature. Each attack has a +5 attack bonus and deals 1 piercing damage on a hit. This attack can’t gain advantage or disadvantage. The cactus will then attempt to reel in a hit target, releasing any creature that is small or larger.

Countermeasures. A successful DC 15 Wisdom (Perception) check reveals the spines. The cactus can be goaded to attack a large, soft object (such as a bag of straw) and the spines cut off (AC 10, 1 hit point, immunity to psychic damage) while the cactus is attempting to reel the target in. A successful DC 10 Intelligence (nature) or Wisdom (survival) check allow a creature to determine the cactus can be safely eaten.

Shimmerweed

Simple trap (level 1-4, dangerous threat)

Shimmerweed opens only at night, resembling oversized dandilions gone to seed growing in circular patches in a 5 foot radius containing 4d10+6 round, fiberous heads. Closer inspection reveals the fluff to be a glassy substance that absorbs and reflects light. The plant survives specifically off of moonlight, closing during the day for protection.

Trigger. A creature walks within 5 feet of the shimmerweed at night.

Effect. The patch casts the confusion spell centered on itself with a spell save DC of 15. The plant then cannot cast the spell again for 1 minute.

Countermeasures. Each moonlight collecting head can be cut (AC 5, 1 hit point). Once 2d10+3 heads have been cut off, the plant's spell save DC is reduced to 10. When all the heads are cut the plant is incapacitated. The plant is also extremely vulnerable to sunlight: the plant remains closed and inanimate during daylight hours and a daylight spell or similar magic instantly burns every head to ash.

Snappersaw

Intermediate trap (level 5-10, dangerous threat)

Snappersaws grow large, delicious smelling and nutritious berries in the center of their body, surrounded by several medium sized leaves. Sawlike stems grow hidden from sight, emerging the lash at any creature the leaves fold over.

Trigger. A creature walks within 5 feet of the snappersaw.

Effect. The creature must make a DC 15 dexterity saving throw or be grappled by the sanppersaw's massive leaves (escape DC 15).

Initiative. The snappersaw acts on initiative 10.

Active Elements. The snapper saw makes two attacks against a trapped creature. Each attack has a +8 attack bonus and deals 11 (2d10) piercing damage on a hit.

Countermeasures. The leaves and saws of the plant can each be severed. The leaves have AC 5, 30 hit points, immunity to bludgeoning and psychic damage, and vulnerability to fire damage. The saws have AC 15, 10 hit points, immunity to psychic damage and vulnerability to slashing damage.

Vampire Rose

Complex trap (level 5-10, dangerous threat)

Resembling an ordinary rosebush with exquisitely beautiful pure white roses, this bush drains blood from creatures that wander within range. Bushes are typically vaguely cylindrical, with a 5 foot radius and 10 feet tall.

Trigger. A creature passes within 10 feet of the bush's edge.

Initiative. The rose acts on initiative count 20.

Active Elements. The plant makes two attacks against one creature within reach using its tendrils. Each attack has a +8 attack bonus. On a hit the plant deals 5 (1d10) piercing damage and the target is grappled (Escape DC 15). The rose can grapple up to three creatures at a time.

Constant Elements. The rose feeds by draining the blood of its victims, and creates a powerful scent to keep its prey docile.

Vampiric Drain. The vampire rose drains blood from the creatures it captures, its flowers turning crimson as it does so. A creature grapples by the rose takes 2d10 necrotic damage at the end of its turn. Undead and Constructs are immune to this effect.

Hypnotic Scent. The flowers of the plant emit a pheromone that clouds the mind. A creature than ends it turn within 10 feet of the rose must make a DC 15 Wisdom saving throw or be charmed by the plant until the end of its next turn. Undead and Constructs are immune to this effect.

Dynamic Elements. The plant maintains several defenses to give it more time to bring down difficult prey.

Shrieking Defeat. Each time a tendril is severed from the plant, it emits a horrific shriek. Each creature within 60 feet of the plant that can hear it must make a DC 15 Wisdom saving throw or become frightened of the vampire rose for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful saving throw, the creature is immune to the shrieks of all vampire roses for 1 minute.

Ensnaring Tendrils. When there are no more creatures for the plant to attack, it redoubles its efforts against a single (usually lone) target. If the vampire rose is grappling a creatures at initiative count 20 and hit its with its tendrils on the same turn, the creature is restrained by the tendrils for as long as it remains grappled by the plant.

Countermeasures. A successful DC 15 Wisdom (Perception) check reveals vampire bush's prepared vines (which give it its cylindrical form) and that they can reach creatures that aren't touching the plant. A succssful DC 15 Intelligence (Nature) check reveals the plant's identity, and that it can charm and frighten creatures in its vicinity.

Tendrils. The vampire rose can form up to 6 tendrils it uses to ensnare prey. Each tendril has AC 10, 6 hit points, and immunity to bludgeoning and psychic damage. A tendril becomes severed if it is killed using piercing or slashing damage, but simply wither if killed using other types of damage.

Block the Senses. A creature unable to smell, or whose smell is otherwise overwhelmed by some other odor is immune to the vampire rose's own scent. Similarly, a deafened creature or a zone of silence over the bush can block the trap's screams.

Venomous Thornbush

Simple trap (level 1-4, moderate threat)

There are many varieties if plants with venomous thorns that can inject venom into any creature attempting to break or eat the plant.

Trigger. A creature that walks within the plant's space or attacks it with an unarmed strike or natural weapon.

Effect. The creature making the AC must make a DC 10 Dexterity saving throw or be punctured the thorns, taking 1d4 piercing damage. A creature that takes piercing damage must also make a DC 10 Constitution saving throw, taking 2d8 poison damage on a failed save.

Countermeasures. A successful DC 10 Wisdom (Perception) check reveals the thorns of most plants. Plants can be burned to destroy them, or simply avoided; they are inanimate and do not chase down prey.

Witherweed

Intermediate trap (level 5-10, deadly threat)

Growing in 30 foot wide square patches and resembling a cross between dead grass and fern fronds. The patch waits for a creature to stumble deep side, before draining the creature to feed.

Trigger. When a creature ends its turn inside the witherweed (at least 10 feet from the edge) the patch activates. Once the patch has activated it affects each creature to start its turn inside the patch.

Effect. One creature within the Witherweed's space must make a DC 15 Consitution saving throw or its Dexterity score is reduced by 1d4. The target dies if this reduces its Dexterity to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

Passive Elements. While the witherweed is active the area it takes up is rough terrain.

Countermeasures. A successful DC 15 Wisdom (Perception) check reveals the witherweed's unnatural motion. A successful DC 15 Intelligence (Nature) check reveals what the plant is, and that it is particularly susceptible to burning. When a portion of witherweed starts its turn engulfed in flames, it instantly burns up, leaving behind a cylinder of sweet smelling smoke with a 5 foot radius. Instantaneous bursts of flame (such as a red dragon’s breath or a fireball spell) don’t have this effect on the witherweed.

Made by Sandmote from Giant in the Playground