Great Flower (3.5e Creature)

From D&D Wiki

Jump to: navigation, search
Great Flower
Size/Type: Huge Plant
Hit Dice: 6d8+4 (43 hp)
Initiative: +2
Speed: 0 ft
Armor Class: 16* (+6 Natural, +2 Dex, -2 Size), touch 10, flat-footed 15
Base Attack/Grapple: +3/+16
Attack: Strand +3 Ranged Touch (Drag plus Poison)
Full Attack: 13 strands +3 ranged touch (Drag plus Poison)
Space/Reach: 40 ft/40 ft/60 ft*
Special Attacks: Drag, Implant, Engulf, Poison
Special Qualities: Photosynthetic, Plant Traits, All-Around Vision
Saves: Fort +5, Ref +2, Will +2
Abilities: Str 20, Dex 12, Con 20, Int -, Wis 15, Cha 8
Skills: -
Feats: Extended Reach, Improved Toughness, Improved Natural Armor
Environment: Warm Forests
Organization: Solitary, Pair, or Garden (3-5)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: 6-9 (Huge) 10-13 (Gargantuan)
Level Adjustment: -
This page needs an image. If you are an artist, or know of any image that would fit this page, please upload a picture and add it.

More information...

  • Includes adjustment for Improved Natural Armor and Extended Reach

A sweet scent fills your nostrils as you near this towering blue flower. You suddenly realize that you came too close, and several tendrils covered in a strange, sticky fluid lash out towards you...

Great Flowers are relatively harmless, if a little disconcerting, flora that use other creatures as transportation for their seeds, dragging a potential carrier into the center of their bloom and implanting seeds covered in a lubricating gel into the orifices of the creature before releasing it again. Creatures are in no imminent danger, even when swallowed by the plant, but the sight of an ally being bound by a large plant and dragged inside it is usually more than enough to cause alarm.

However, those who know what a Great Flower's true purpose is simply allow the implantation process to occur, waiting patiently as the plant impregnates them. Some humanoids, such as Wild Elves, even seek out Great Flowers actively, eager to be pulled into the plant for the pleasurable experience.

Great Flowers appear as a cross between a rose, a hibiscus, and a sundew almost forty feet high. When it is impregnating a carrier, the multiple petals around the Great Flower close and twist shut, sealing the creature inside until the process is complete.


Great Flowers can't even be described as a threat; the only time they attack is when they are trying to implant a potential carrier, and even then it does everything in its power to avoid harming its carrier. If faced with a large group, a Great Flower will often focus on one single creature, switching targets if the potential carrier shows too much resistance.

Drag (Ex): If a Great Flower hits with a strand attack, the strand latches onto the opponent’s body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 23 Escape Artist check or a DC 19 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. A strand has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a Great Flower’s strand does not provoke an attack of opportunity. If the strand is currently attached to a target, the Great Flower takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damage to a Great Flower. A severed strand re-grows in three days.

Engulf (Ex): A Great Flower can try to wrap a creature of up to one size category smaller creature in its petals as a standard action. The Great Flower attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and Implants in the next round. An engulfed creature is still exposed to the Great Flower's Poison.

Attacks that hit an engulfing Great Flower deal half their damage to the monster and half to the trapped victim.

Implant (Ex): As a standard action, a Great Flower can force three or more tendrils into an engulfed creature and plant its seeds. The young emerge about seven days later, simply dropping out of the creature. A remove disease spell rids a victim of the seeds, as does a DC 25 Heal check.

Photosynthetic (Ex): A Great Flower does not need to eat.

Poison (Ex): Contact, Fortitude DC 16 or be paralyzed for 3d6 minutes. The save DC is Constitution-based.

All-Around Vision (Ex): A Great Flower cannot be flanked.

Back to Main Page3.5e HomebrewCreaturesCR 1

Home of user-generated,
homebrew pages!