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Weedwhip

CR 2.00 Plant N Medium
This strange, vibrant plant slowly but dangerously whips about its trio of tendrils with spiked heads.

A weedwhip is an animate plant that rarely attacks unless provoked. Its unpleasant smell (reminiscent of decomposing fish) and tendency to sprout in any passable soil makes it a nuisance to farmers and settlers. Those who don't know of the weedwhip's dangers quickly fall prey to this plant once they target it for culling. Farmers have to deal with it in croplands and orchards, groundskeepers find it climbing walls like ivy, druids spot it encroaching on sacred groves, and even cave dwellers find it growing in dung heaps. Animals don't eat it because of its stench and poison, and fire is a risky way to destroy it because the weed mixes with other plants or wraps around trees or buildings.

A mature plant consists of a torso-sized bulb with small, ambulatory roots and three large, lashing vines, each as long as a whip, with blade-like thorns that secrete an irritating toxin. When the weedwhip is blooming, the bulb is crowned with a large flower and its scent is especially strong, often attracting pollinating flies.

In rocky areas lacking suitable soil, a weedwhip can root itself in a corpse, leading some adventurers to think it prefers feeding on dead bodies or plants seeds in its kills, but it does so only in extreme circumstances.

STR
10
DEX
17
CON
12
INT
-
WIS
13
CHA
5
HP
16 (3d8+3)
AC
14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
Speed
10 ft.
Init
+7
Melee
3 tentacles +5 (1d4 plus poison)
Space
5 ft.
Reach
15 ft.
BAB
+2
CMB
+2
CMD
15 (27 vs. trip)
Fort
+4
Ref
+4
Will
+2
Defensive Abilities
dig in, poisonous

Poison — Tentacle—contact; save Fort DC 12; frequency 1/round for 6 rounds; effect nauseated 1 round; cure 2 consecutive saves. The save DC is Constitution-based.

Camouflage — Since a weedwhip looks like a normal plant when at rest, a successful DC 15 Perception check is required to notice it before it attacks for the first time. Anyone with ranks in Survival or Knowledge (nature) can use either of those skills instead of Perception to notice the plant.

Details
Type
Plant
Alignment
N
Size
Medium
Environment
temperate or warm forests
Organization
solitary, pair, or patch (3–6)
Treasure
incidental
Senses
blindsight 30 ft., low-light vision; Perception +1
Source
Bestiary 4
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.