Tri-Tongue Horror CR 2
From afar this plant looked like a simple leafy tree stump but as soon as you near it the top rears up and opens, revealing a tri-tongued horror that reaches out to grab you in its maw!
XP 600
N Medium plant
Init +2, Senses tremorsense 60 ft.; Perception +2
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 19 (3d8+6)
Fort +3, Ref +3, Will +6
Immune plant traits; Resist electricity 10
Speed 5 ft.
Melee bite +3 (1d4+1 plus grab)
Special Attacks constrict (1d4+1), many boughs
Str 12, Dex 14, Con 14, Int 3, Wis 14, Cha 5
Base Atk +2; CMB +3 (+7 grapple); CMD 15 (canât be tripped)
SQ camouflage
The tri-tongue horror looks like a normal plant when at rest, a DC 20 Perception check is required to notice before it attacks. Survival or Knowledge (nature) can be used in place of Perception for this check.
Tri-tongue horrors suffer no penalty for grappling a creature with one limb and may grapple as many as three enemies at a time without taking additional penalties.
Environment temperate forests
Organization solitary
Treasure incidental
These strange plants are anathema to wildlife, though they sometimes tolerate the presence of outsiders or other monsters that can draw enough lesser wildlife to sate the tritongued horrorsâ hunger. When food turns scarce they travel en masse to a new locale, usually taking up a choke point in a valley or other natural terrain where prey often treads.
Aventyr Bestiary © 2017 AAW GAMES LLC Authors Mike Myler, Jonathan G. Nelson Developers, Michael Allen, Curtis Baum, Wolfgang Baur, Brian Berg, Adam Daigle, Jeffrey Gomez, Joshua Gullion, Jacob Kellogg, Jared Jeanquart, Juan Lucha, Justin Andrew Mason, Jonathan McAnulty, Michael McCarthy, Raven Mimura, Brian Wiborg Monster, Will Myers, Mike Myler, Jason Nelson, Jonathan G. Nelson, Owen K.C. Stephens, Colin Stricklin, Cory Vickruck, Stephen Yeardley Jonathan G. Nelson