Mudjaw Lurebloom
Common • Medium • Mindless • Plant • Aquatic
Mudjaw lureblooms are carnivorous aquatic plants found in warm, stagnant shallows. Broad floating leaves resemble ordinary river vegetation, while clusters of pale yellow flowers rise just above the surface. Beneath the water, a dense knot of roots and creeping rhizomes hides several long, muscular feeding tendrils.
When nearby creatures disturb the water, the lurebloom releases sweet, dizzying pollen. Once it senses moving prey, its root mass slowly tears free and reanchors, dragging the plant through the mud toward its victim.
Recall Knowledge — Plant (Nature): DC 16
Unspecific Lore: DC 14
Specific Lore: DC 11
Perception +7; tremorsense (imprecise) 30 feet
Skills Athletics +9, Stealth +7
Str +3, Dex +1, Con +4, Int -5, Wis +2, Cha -2
AC 18 Fort +10, Ref +5, Will +6
HP 36 Immunities mental Weaknesses fire 5
Speed 0 feet
The Mudjaw lurebloom can't Stride, Step, or use ordinary move actions. It moves only with Creeping Pursuit.
Requirements The Mudjaw lurebloom detects a creature that has moved since the end of the lurebloom's previous turn.
Effect The lurebloom uproots part of its root mass and drags itself 5 feet through shallow water toward a creature that moved.
If more than one creature qualifies, it instinctively pursues the easiest prey to catch. It strongly favors slow-moving creatures, especially creatures wading through shallow water.
If several targets are equally easy to catch, it moves toward the nearest.
The lurebloom can't use Creeping Pursuit to move onto dry ground or into water too deep for its root mass to remain anchored.
While motionless among reeds, algae, or other aquatic vegetation, the Mudjaw lurebloom resembles an ordinary patch of flowering marsh plants. It can Hide in natural shallow-water vegetation even without conventional cover.
Melee — Feeding Tendril One Action; +9 (reach 10 feet)
Damage 1d8+3 bludgeoning plus Grab
Melee — Snapping Maw One Action; +9
Damage 1d10+3 piercing
The lurebloom releases fragrant golden pollen in a 15-foot emanation. Each breathing creature in the area must attempt a DC 18 Will save. A creature that succeeds becomes temporarily immune for 1 hour.
Critical Success The creature is unaffected.
Success The creature is unaffected and recognizes the scent as unnatural.
Failure The creature is fascinated by the Mudjaw lurebloom until the end of its next turn. While fascinated this way, moving toward the lurebloom seems like its most obvious course of action.
Critical Failure The creature is fascinated for 1 minute. At the end of each of its turns, it can attempt a new DC 18 Will save, ending the effect on a success.
Requirements The lurebloom has a creature grabbed with a feeding tendril.
Effect The lurebloom pulls the grabbed creature up to 5 feet toward itself. This forced movement doesn't trigger reactions.
Requirements A creature is grabbed by the lurebloom and adjacent to it.
Effect The lurebloom tightens submerged roots around the creature, dealing 1d6+3 bludgeoning damage. The creature attempts a DC 18 Fortitude save.
Critical Success No damage, and the creature escapes the Grab.
Success Half damage.
Failure Full damage.
Critical Failure Double damage, and the creature can't attempt to Escape until the start of its next turn.
The lurebloom senses vibrations through water and mud. A creature that Strides, Swims, or is forcibly moved through shallow water within its tremorsense range can be detected even if concealed by reeds or murky water.
When reduced to 0 HP, the lurebloom's central pod ruptures and releases a harmless cloud of yellow pollen. Its floating leaves slowly collapse beneath the surface.