Dewblossom Hazard 1

Image of a dewblossom
Complexity Complex
Stealth +7 (trained)
Description A fragrant aroma beckons the senses toward a smooth bed of soft moss. In its center, a beautiful flower is opening to catch the light—its shimmering velvet petals have nearly unfurled. A stamen curls out in slow spiral motion, and the alluring scent sours to the stench of rancid meat and feces.

Disable DC 14 Athletics (trained) to wrestle the dewblossom's vines, DC 14 Acrobatics (trained) to dodge around it, DC 13 Nature (trained) to entice the flower to cease its attacks; four total successes are required to disable the hazard, or dealing enough damage to the dewblossom to reduce it to half its HP (whichever comes first). A creature who succeeds at any of these checks gains a +2 circumstance bonus to saves and AC against its attacks.
AC 13
Fort +8
Ref +2
HP 24
Weaknesses fire 3
Detect Prey [reaction] (olfactory) Trigger A creature comes within 60 feet of the dewblossom; Effect The dewblossom's sensitive root network detects vibrations created by the PCs' movements. The dewblossom opens its luring flower; creatures within 100 feet must attempt a DC 15 Will save. On a failure, the creature must spend its next action to move as close to the dewblossom as possible (or its next two actions on a critical failure). Then, the dewblossom rolls initiative.

Thorn Dart [free-action] Trigger A creature within 60 feet damages the dewblossom with an attack; Effect The dewblossom fires a thorn dart at the triggering creature. The target takes 1d4 piercing damage (DC 17 basic Reflex save).

Routine (1 action) The dewblossom makes a vine snatch attack against the nearest creature.

Melee [one-action] vine snatch +9 (reach 30 feet); Damage 1d6+3 slashing plus rancid grip

Rancid Grip The target is trapped in the dewblossom's crushing flower, gaining the grabbed condition until it Escapes (DC 17). At the end of each of the target's turns that it remains grabbed, the target takes 1d6+3 poison damage.

Reset The dewblossom stops attacking when it's disabled, 1 minute after it detects prey, when it's reduced to half HP, or when its victim is unconscious. It spits out its victim (if conscious), uproots, tucks its leaves around its body, and rolls away with a land speed of 100 feet per round. It resets after 1 hour (or 1 day if it needs to digest its meal).