Library / Bestiary

Flytrap, Giant

CR 10.00 Plant N Huge
This towering plant is a mass of vines and barbs. Several stalks are horribly mobile, each ending in a set of green, toothy jaws.

A hardy plant that grows in areas with poor soil but abundant animal life, this dangerous predator is an immense version of its more common (and much smaller) kin. Whereas the smaller flytraps supplement their growth by catching insects, the giant flytrap does the same with animals, humanoids, and anything else foolish enough to draw too near. Local legends call this plant names like “mancatcher,” “snapperjaw plant,” “dragonleaf plant,” “cowbiter,” and “green gulper,” but adventurers know it simply as the giant flytrap.

As the giant flytrap's prey are generally much smarter than insects, this huge plant has evolved into a much more aggressive hunter than its smaller brethren. It can lumber slowly along the ground, using its writhing roots like tentacles to relocate to more populous hunting grounds, and is quite canny at blending in with the surrounding foliage. A giant flytrap's jaws and stalks are swift-moving—it reaches out and snaps at passersby with lightning speed. The plant itself even has a modicum of intelligence, and is capable of limited tactical choices, such as knowing when to break off an attack against a powerful foe.

While most giant flytraps have four sets of jaws, some can have as few as one, and others eight or more. As a general rule, you should increase a giant flytrap's HD by 2 and its natural armor bonus by +1 for each additional bite attack you give it, increasing its CR by +1 for each time you increase its attacks and HD in this manner. If you increase the plant by more than 3 or 4 bites (and thus by more than 6 or 8 Hit Dice), consult Table: Monster Statistics by CR to make sure that the plant's CR remains appropriate.

A giant flytrap's stalks are 20 feet long, but generally sprawl relatively close to the central mass—a set of full-grown flytrap jaws is 7 feet across. A giant flytrap weighs 9,000 pounds.

STR
25
DEX
18
CON
25
INT
1
WIS
12
CHA
6
HP
149 (13d8+91)
AC
22, touch 12, flat-footed 18 (+4 Dex, +10 natural, -2 size)
Speed
10 ft.
Init
+8
Melee
4 bites +15 (1d8+7 plus grab)
Space
15 ft.
Reach
15 ft.
BAB
+9
CMB
+18 (+22 grapple)
CMD
32 (can't be tripped)
Fort
+17
Ref
+8
Will
+5
Racial Modifiers
+8 Stealth in undergrowth

Engulf — If a giant flytrap begins its turn with an opponent at least two size categories smaller than itself grappled in one of its mouths, it can close its jaws completely around the foe by making a new combat maneuver check (as though attempting to pin the foe). If it succeeds, it engulfs the prey and inflicts 1d8+7 points of damage and 2d6 acid damage as the cavity floods with digestive enzymes. The seal formed is airtight, so an engulfed creature risks suffocation. Engulf is a special form of pinning, and an engulfed creature can escape in the same way as he can from being pinned, but since an engulfed creature is contained wholly inside the plant's jaws, the flytrap's victim cannot be targeted by effects or attacks that require line of sight or line of effect. A giant flytrap that is grappling or pinning a foe cannot attack other targets with that bite, but is not otherwise hindered.

Cleave from Feat

<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a &ndash;2 penalty to your Armor Class until your next turn.</p>

Great Fortitude from Feat

<p class="stat-block-1"> You get a +2 bonus on all Fortitude saving throws.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (&ndash;50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by &ndash;1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>

Skill Focus from Feat

<p class="stat-block-1"> You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.</p>

Vital Strike from Feat

<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>

Weapon Focus from Feat

<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>

Perception +10, Stealth +9 (+17 in undergrowth)

Details
Type
Plant
Alignment
N
Size
Huge
Environment
temperate swamps
Organization
solitary, pair, or grove (3-6)
Treasure
incidental
Senses
low-light vision, tremorsense 60 ft.; Perception +10
Source
Bestiary
Sources Used in This Record
7 House/Core
  • Uses feat: Cleave (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Great Fortitude (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Skill Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Vital Strike (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Weapon Focus (Feat)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.