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Human TrapA variety of ivy which, having gained magic of its own, has learned to move independently. Originally from the forests, these monsters have come to spread into other environments as well. They often wait, as still and seemingly harmless as any other plant, in a grassy plain so that they might entangle and bring down any humans or animals that pass through. They lack any auditory or visual organs and instead seem able to detect heat signals to find prey. They are as hardy as their insentient cousins and even if you hack a piece off of one, it immediately begins to grow back.

Human Trap (CR 2)

XP 600
N Medium Plant
Init +1; Senses Blindsight 30 ft., Low-light vision; Perception +1

DEFENSE

AC 16, touch 11; flat-footed 15 (+1 Dex, +5 natural)
hp 26 [40] (4d8+8)
Fort +6, Ref +2, Will +2
Immune Plant traits; Resist earth 5, ice 10
Weakness Fire

OFFENSE

Speed 20 ft.
Melee Slam +6 (1d6+4 plus grab)
Special Attacks Blood Drain, Constrict (1d6+4), Entangle

STATISTICS

Str 16, Dex 12, Con 14, Int -, Wis 13, Cha 9
Base Atk +3; CMB +6 (+10 grapple); CMD 17 (cannot be tripped)
SQ camouflage

SPECIAL ABILITIES

Blood Drain (Su)

Once every 1d4+1 rounds, a human trap can drain the blood from a target within 30 feet. The target must make a Fortitude save (DC 13) or take 1d8 points of shadow damage and the human trap is healed for that much. Blue mages may learn this ability as a 1st level spell (Knowledge: Nature DC 17). The save DC is Wisdom-based.

Camouflage (Ex)

Since a human trap looks like a normal plant when at rest, a DC 20 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.

Entangle (Su)

A human trap can, as a free action, cause plants within 30 feet of it to animate and grasp at foes. This ability is otherwise similar to entangle (DC 13 Reflex). The save DC is Wisdom-based.