Monster · Boss Plant
Heliamphora
The Heliamphora is a large pitcher plant, of which smaller versions are sometimes kept as house plants. It is effectively mindless, just luring in creatures with its pollen and attacking them to eat.
- Name
- Heliamphora
- Type
- Boss Plant
- Danger Level
- F
- Hp
- 300
- Ap
- 6
- Rp
- 4
- Initiative
- +2
- Focus
- 6
- Power
- 6
- Agility
- 2
- Toughness
- 6
- Evasion
- 9 / 22
- Guard
- 6 / 12
- Movement Speed
- 0
- Fitness
- 3
- Cunning
- 6
- Reason
- 1
- Awareness
- 5
- Presence
- 2
- Notable Skills
- Stealth+11, Perception+10
- Light Attack
- +6 Accuracy, 2d4+6
- Heavy Attack
- +6 Accuracy, 4d6+12
- Strong Against
- Ranged attackers with low saves
- Weak Against
- Fire users, Slashing weapons
- Appearance
- It appears like a giant pitcher plant.
- Habitat
- Can be found anywhere in a forest or similar area.
Strategy
The opening for a Heliamphora is to wait for a target to walk in range of its vines without noticing the plant. It may use Luring Pollen to do so.
After its surprise attack, it will try to put any grabbed creatures in its pitcher whenever possible. If any creatures are more than 10ft away from it, it will use its pollen to lure them closer. After that, it will try to grab as many creatures as possible using its basic attack and vine grab.
Running this monster
Make sure the players are aware of the threat of the pitcher once a player has been grabbed by describing the creature as attempting to move the player to its pitcher. Being dropped in it takes a player out of the fight and may get them killed.
Some players may also need help in recognizing that they can destroy the vines. If you want to go easy on the players, you can delay the first drop in pot and drop hints that the vines can be targeted.

