Large Plant, Unaligned
Armor Class 16 (natural armor)
Hit Points 156 (24d10 + 36)
Speed 15 ft.
STR
19 (+4)
DEX
11 (+0)
CON
17 (+3)
INT
18 (+4)
WIS
15 (+2)
CHA
8 (-1)
Saving Throws STR +8, CON +7
Skills Stealth +12
Damage Resistances Acid, Cold, Fire
Damage Immunities Lightning
Condition Immunities Blinded, Deafened
Senses Blindsight 60 ft (Blind beyond this radius), Passive Perception 12
Languages Telepathic Bond(One Creature)
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

False Appearance. While the flytrap remains motionless, it is indistinguishable from a mass of ordinary ground plants.

Lightning Absorption. Whenever the flytrap is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.

Actions

Multiattack. The flytrap makes four bite attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 15 (2d10 + 4) piercing damage, and if the target is a Medium or smaller creature, it is grappled (escape DC 16). Until the grapple ends, the target is restrained and takes 10 (3d6) acid damage at the start of each of the flytrap's turns. The flytrap has four mouths, each of which can only grapple one target.

 Spellcasting. The Awakened Flytrap is a 10th level spellcaster able to access Wizard and Druid spells.
At will: Druidcraft, Message, Thorn Whip, Acid Splash, Infestation
1st Level (4/Long Rest): Entangle, Tasha's Caustic Brew, Speak With Animals, Detect Poison and Disease
2nd Level (3/Long Rest): Detect Thoughts, Hold Person, Pass Without Trace, See Invisibility
3rd Level (3/Long Rest): Call Lightning, Plant Growth, Sending
4th Level (3/Long Rest): Greater Invisibility, Guardian of Nature
5th Level (2/Long Rest): Geas, Hold Monster

Legendary Actions

The Awakened Flytrap can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Hide. The Flytrap makes a Dexterity (Stealth) check.

Bite Attack. Make a bite attack.

Engulf (Costs 2 Actions). You swallow a grappled target, in this way a creature is restrained and blinded they take 2d6 acid damage at the start of an engulfed creatures turn.

Description

These hardy predators grow where soil quality is poor and animals are abundant. Like an ordinary flytrap eats insects, the giant flytrap eats animals, humanoids, and anything else foolish or unlucky enough to draw too near, trapping and dissolving it in its massive fronds. A giant flytrap's prey is usually more intelligent than insects, however, so the plant has specially adapted stems that grant it some manner of mobility, and it hunts from ambush, disguising itself as an ordinary plant and lashing out at prey.

Variant: Altered Bite
Some giant flytraps have more or fewer mouths than normal. Typically, a giant flytrap has no fewer than two heads, and no more than eight. Such a giant flytrap can grapple as many creatures as it has mouths, and its Multiattack is altered so that it makes one bite attack for every mouth it has. One head is the equivalent of two Hit Dice, so a flytrap with additional heads has more hit points, while one with fewer heads also has fewer hit points. A flytrap with six or more heads has its size increased to Huge.

Lair and Lair Actions

At initiative count 20 a creature is targeted by a Grasping Vine spell.
At initiative count 0 an area is targeted by a Wrath of Nature spell it may only use the plantlike options.

Monster Tags: Misc Creature

Habitat: Forest

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