Carnivorous plants are one of those cool things that should serve as a reminder of wonderfully sadistic nature can be when it wants to. Often built around subtle traps relying on taste and smell to draw in their prey, they’re frequently subtle killers that depend on their food to essentially kill themselves.
The Flailing Vine takes a more active role in its murder. Equipped with an array of bruising abilities, it will bash and batter anyone who dares to cross its path. Its favorite way to kill you? Picking you up and chucking you across the room at your friends. Why just take down one player character when it can aim for the whole crew?
A pay-what-you-want, OGL compatible PDF of the Flailing Vine can be found at DriveThruRPG. You can also support our Weekly Beasties by giving to our Patreon page. The Beastie itself can be found below:
Large plant, unaligned
Armor Class 12 natural armor
Hit Points 83 (6d12 + 2)
STR 18 (+4) DEX 4 (-3) CON 14 (+2) INT 8 (-1) WIS 12 (+1) CHA 6 (-2)
Damage Vulnerabilities fire
Damage Resistances cold
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone, paralysis, poison
Senses blindsight 60 ft., passive Perception 10
Challenge 4 (1,100 XP)
Projectile Blows. When the Flailing Vine hits a target, the GM should perform a Strength DC and have the affected target perform a Constitution DC. If the character’s result is lower than the Flailing Vine’s, it gets knocked backward up to a maximum of 20 feet and takes an additional 1d6 damage.
Natural Grappler. The Flailing Vine has Advantage on all Grapple DCs.
Ambient Infector. After an encounter with a Flailing Vine, all characters who were present should roll a D20. If anyone rolls a 1, they were infected by spores in the air. At some point in the next month, they’ll notice a small mound forming on some part of their body. If this isn’t removed, it will continue to grow until it an infant Flailing Vine bursts out and slithers away to find a shadowy corner to take root. The infected character takes 2d8 damage.
Multiattack The Flailing Vine can attack twice per round as long as it has two vines intact. It has five vines total that can be targeted by PCs. Each has 10 AC and 12 HP.
Vine Whip. Melee Weapon Attack: +4 to hit, reach 10ft, one target. Hit: 2d8+4, bludgeoning damage.
Vine Grip. The Flailing Vine performs a grapple DC on a character. If it succeeds, the Flailing Vine can then pick up the target and, if they fail to break free before the Flailing Vine’s next turn, throw them as a projectile. The thrown PC takes 2d6 damage. Any creatures struck by the thrown character take same amount of damage, -2. Alternatively, the creature can lift the grappled character to its mouth and bite them for 2d8 damage.
Most plants thrive in open and sunlight. A rarer few make their domain in shadow. The Flailing Vine is of that latter sort; a semi-sentient plant that takes root in dark corners and feeds on flesh to grown and sustain itself. While most of its meals are vermin and other creatures that dwell in the dark, a fully grown Flailing Vine is more than capable of killing and devouring larger creatures.
Once every few months, the Flailing Vine releases spores that fill the air around it and coat its surroundings. If a living creature comes into contact with these seed spores, there’s a chance they’ll germinate and grow into a new plant beneath their skin. When it’s large enough, it emerges from the unwitting carrier’s body to find a more permanent home. It’s a less than pleasant experience.