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Weedwhip

CR 2.00 Plant N Medium HD 3
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.

HP
16 (3d8+3)
AC
14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
Init
+7
Speed
10 ft.
Fort
+4
Ref
+4
Will
+2
BAB
+2
CMB
+2
CMD
15 (27 vs. trip)
Melee
3 tentacles +5 (1d4 plus poison)
Space
5 ft.
Reach
15 ft.
Defensive Abilities
dig in, poisonous
Aura
stench (DC 12, 1 minute)
str
10
+0
dex
17
+3
con
12
+1
int
-
wis
13
+1
cha
5
-3

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.

Universal Monster Rules

Poison (tentacles) Ex from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.

Special Abilities

Camouflage from text
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.
Dig In from text
Poisonous from text

Feats, Traits & Items

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Weapon Finesse from Feat

With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

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
Aura
stench (DC 12, 1 minute)
Source
Bestiary 4
Source

Bestiary 4

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
2 House/Core
View references and cross-links for Weedwhip

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