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This page is part of the character sheet for Pathfinder, covering Plant creatures.

Plants are precisely what they sound like — Planimals, animated plants and plant-based creatures of various sorts. In 1st Edition, fungal creatures were also included in this category, before being split off in 2nd Edition. Wood elementals, which are classified as both Plants and Elementals, are covered in Pathfinder Elementals.

To see the tropes for plants in Starfinder, see Starfinder Plants.


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    In General 
  • No-Sell: Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns and phantasms), paralysis, poison, polymorph, sleep and stun.
  • Planimal: Nearly all the plants that are treated as creatures have one or a few traits of animals, including but not limited to mobility, mixotrophy, intelligence... the ones that do not have said traits tend to be treated as scenery instead.

Intelligent

Sapient

    Alraune 
Level: 13
Alignment: Neutral Evil
Size: Large

Plants whose calming odor erases memories of its hostile actions even as it attacks.


  • Alluring Flowers: Alraunes entice prey into approaching by releasing a soothing smell, which they can bolster by opening their flowers to reveal a humanoid body that they can shape to match their target's ideal of beauty. Once its prey is close enough, the alraune kills it and then roots itself in its decomposing corpse.
  • Buried Alive: When an alraune needs prey, it convinces foes to dig their own graves and bury themselves. Once prey is helplessly buried in the soil, the alraune can feed from it.
  • Plant Person: When an alraune attacks, its flower blooms, revealing an attractive, green-skinned humanoid form within.

    Arboreal 
Towering humanoid trees native to the depths of Golarion's oldest and largest forests, the arboreals — also known as treants — consider themselves the wardens of the wilderness from the expansionism of the younger races living around them. Tobongos are larger and more powerful treants found in the Mwangi Expanse.

Arboreals are divided into a number of varieties groups. Wardens are the rangers of arboreal society and endlessly patrol their home forests, rarely taking root in the same place twice. On occasion, their wanderlust can cause them to organize into copses to venture beyond the bounds of the woodlands where they were born. Regents are the wardens and protectors of entire forests, and unlike wardens are solitary and sedentary beings who rely on the more active wardens to bring them news of the surrounding world, but who can bring immense power to bear should their forests be endangered. Reapers maintain the cycles of death and decay that nature depends on, and also react actively to threats to their domain. Archives are living repositories of lore and knowledge, advising councils of regents when a decision needs to be made.

The 1e stats for a treant can be found in Bestiary or online here. The stats for a tobongo can be found in Heart of the Jungle or online here.

Their 2e stats can be found in Bestiary or online here.
  • Due to the Dead: Arboreals have a great respect for dead members of their species. Their elaborate burial rituals involve laying the dead down in a mossy bed in the middle of a grove of saplings. The decomposing arboreal nourishes the saplings, ensuring the growth of a new generation.
  • Green Thumb: They have the ability to animate and command up to two nearby trees, and to communicate with any intelligent plant-based creature.
  • Long-Lived: They have extremely long lifespans. A tobongo (a type of treant native to tropical jungles) named Dimari-Diji is thought to be the oldest living creature on Golarion and is old enough to remember the fall of the Starstone nearly ten thousand years in the past.
  • Treants: They come straight out of the Tolkien mold, with an extremely long-winded language, the ability to animate and control trees and gatherings called moots that can last for months. They also take increased damage from axes and grow from acorns the size of a human head. There's a tropical variant called the tobongo, which lives in jungles and can turn people into trees. The name is even the same, though they get renamed to arboreal regents come 2e.
  • When Trees Attack: Arboreals can walk and fight their enemies directly, and some can animate normal trees to allow them to move and fight the forest's foes as well.

Abroreal Warden

https://static.tvtropes.org/pmwiki/pub/images/arboreal_warden.png
Alignment: Neutral Good
Level: 4
Size: Large

  • BFS: Arboreal wardens wield enormous stone longswords.
  • Forest Ranger: Arboreal wardens serve as scouts and rangers for the more powerful arboreals, patrolling the forest to keep watch for intruders and damage and reporting the more worrying cases to the regents.

Arboreal Reaper

https://static.tvtropes.org/pmwiki/pub/images/arboreal_arborealreaper.png
Alignment: True Neutral
Level: 7
Size: Large

  • Enchanted Forest: Arboreal reapers make their homes in forests that possess a distinctly unfriendly or even sinister feel.

Arboreal Regent

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_treant.png
Alignment: Neutral Good
Level: 8
Size: Huge

  • Sudden Name Change: Referred to as treants throughout 1st Edition, they were renamed arboreal regents in the 2nd.
  • Transflormation: A tropical variety of treant, the tobongo, can transform other creatures into trees.

Arboreal Archive

https://static.tvtropes.org/pmwiki/pub/images/arboreal_arborealarchive.png
Alignment: Neutral Good
Level: 12
Size: Huge

  • Defeat Equals Explosion: If an arboreal archive dies unexpectedly before passing on their knowledge in a succession ritual, the amassed lore within their roots and boughs explodes out in a shock wave.
  • Transferable Memory: When an arboreal archive senses that death is coming soon, they transfer their collected wisdom to the elected replacement before retiring.
  • The Watcher: Arboreal archives keep mental records of the passing seasons of the world around them. They primarily observe and record rather than interfere, but they willingly offer wisdom to those who respectfully seek them out.

Canopy Elder

https://static.tvtropes.org/pmwiki/pub/images/arboreal_canopyelder.png
Alignment: True Neutral
Level: 19
Size: Gargantuan

  • Genius Loci: The oldest arboreals can reach heights of 200 feet or more and enter a symbiotic relationship with a myriad of plants, fungi and animals. Epiphytes, mushrooms, carnivorous plants, insects, primates, big cats, birds, bats, and snakes all can call a canopy elder home and will take great pains to protect it.
  • Heal Thyself: A canopy elder can heal itself by growing a mesh of vines around its broken branches.

    Bloodplate Burster 
Level: 9
Alignment: True Neutral
Size: Large

  • High-Pressure Blood: A bloodplate burster maintains a complex internal system of pressurised caustic fluid. It attacks by injecting this fluid whose caustic nature cauterises the wounds, causing pressure to build in the victim's body, escalating its internal pressure to uncontainable levels until the victim explodes in a shower of gore.
  • Man-Eating Plant: Bloodplate bursters are ruthless predators at the top of their food chain.

    Bodythief 
Level: 14
Alignment: Lawful Evil
Size: Gargantuan

Creatures who hate the irrationalities of other creatures, killing and replacing them with facsimiles.


  • Kill and Replace: After killing other creatures, a bodythief can replace them with nearly perfect duplicates spawned by the bodythief itself.

    Bonewrought Willow 
Level: 3
Alignment: True Neutral
Size: Large

Skeletal trees that serves as protectors of the dead in the Boneyard.


  • Ballistic Bone: A bonewrought willow can spray a cone of partially digested bone fragments at its enemies as a weapon.

    Boruta 
Level: 9
Alignment: True Neutral
Size: Medium

  • Chest Burster: A boruta's claws can inject hundreds of tiny seed pods into the enemy's body. These seeds grow rapidly and explode through the victim's skin, entangling it as runners and vines grow from its flesh and root themselves in the ground.

    Brambleblight 
Level: 7
Alignment: True Neutral
Size: Large

  • Walking Wasteland: A brambleblight radiates a palpable aura of rot and decay, infecting the local vegetation with sickness.

    Bramble Throne 
Level: 16
Alignment: True Neutral
Size: Medium

  • Parasite Zombie: A bramble throne can thrust psychically empowered tendrils into a creature seated on its throne that has been dead for less than 1 minute. The corpse becomes a zombie-like creature, but it isn't treated as being undead and is immune to spells and effects that affect only undead.

    Calathgar 
https://static.tvtropes.org/pmwiki/pub/images/calathgar.png
Level: 4
Alignment: True Neutral
Size: Small

Commonly known as hail lilies, these blue plants develop intelligence when they have grow to adulthood. They grow in cold, forested areas and their cuttings fetch a high price among horticulturalists.


    Carrion Creeper 
Level: 10
Alignment: True Neutral
Size: Large

  • Man-Eating Plant: Carrion creepers feed on decomposing carcasses. When carrion is unavailable, they set ambushes for living animals and even intelligent creatures.
  • Spike Shooter: A carrion creeper can shake its body to launch thorns in a 20-foot-radius burst centred on itself.

    Cauldron Bloom 
Level: 15
Alignment: True Neutral
Size: Gargantuan

  • Weaponized Teleportation: Cauldron blooms feed by wrapping potential prey in invisible threads of magical energy and teleporting them directly into their stomachs.

    Drainberry Bush 
https://static.tvtropes.org/pmwiki/pub/images/drainberrybush.png
Level: 7
Alignment: True Neutral
Size: Large

  • Collector of the Strange: The drainberry bush greatly prefers interesting art objects over money as payment for its berries. As drainberry bushes sell their berries to others, they collect coins and small curios, like a cameo depicting a fey noble or a lock of golden hair knotted in a complex pattern. Not all of these baubles have monetary value, but those that don't certainly had emotional value to the original owner.
  • Vampiric Draining: The drainberry bush must drain blood from living creatures for sustenance.
  • You No Take Candle: A drainberry bush can telepathically convey only short and simple phrases, like 'Money please', 'Deal good', 'Deal no good', or 'Want that' (with a gesture toward an item it covets).

    Etheroot 
Level: 8
Alignment: True Neutral
Size: Large

  • Emotion Eater: Etheroots feed on emotions and ectoplasm, and typically burrow their feeding tendrils and roots through to the Material Plane in search of emotional energy.
  • Thinking Up Portals: An etheroot can create a portal from the Ethereal Plane to the corresponding location on the Material Plane beneath its body. This portal allows the etheroot's stalked bite and tentacles to pass through, but not the rest of its body or any other creatures.

    Frost Fir 
Level: 1
Alignment: Neutral Evil
Size: Medium

  • That's No Moon: Frost firs often disguise themselves as normal trees to draw their victims into ambushes.
  • This Way to Certain Death: Frost firs craft their prey's bones into crude trophies and gruesome signposts marking their territory and warning away others.
  • Treants: Some scholars suggest that frost firs are descended from arboreals, a derivative offshoot with an exclusive affinity for evergreen trees. However, since frost firs disdain arboreals, some others have posited that frost firs originated as an entirely separate species.
  • When Trees Attack: Frost firs are malevolent trees capable of standing and walking on two towering trunklike legs.

    Green Man 
https://static.tvtropes.org/pmwiki/pub/images/green_man.png
Level: 25
Alignment: True Neutral
Size: Medium

Ancient personifications of forests and plant life.


  • Forest Ranger: A very plant-focused version of this. Green men are devoted to protecting the forests they inhabit against invasion, damage and despoilment, but they only really care about the vegetable life within them — they have very little interest in the fauna, ecosystem, waters and geology of their homes; as long as the plants are all right, they couldn't care less about what happens to the rest.
  • Green Thumb: Most of the green men's magic revolves around plant life — they can animate regular plants, control them, talk with them and make them grow, create walls of thorns, summon plants and plant-based creatures to their location, lash out with whiplike vines at their foes, and turn people into plants.
  • King Mook: Green men bear a strong resemblance to larger and far more powerful versions of the diminutive leshys, and are held by legend to have been the ones to teach druids how to create leshys in the first place. As a result, they are referred to as "leshy kings" by certain texts and scholars.
  • Transflormation: Green men emit an aura that causes any non-plant creature that comes within sixty feet of them to slowly transform into a nonmagical plant, unless it succeeds at a Fortitude save.

    Griefgall 
Level: 6
Alignment: Neutral Evil
Size: Tiny

Parasites that feed on emotions.


  • Emotion Eater: Griefgalls are psychic parasites that feed on emotions.
  • The Symbiote: A griefgall must be implanted into a humanoid, and can't survive more than a week without a humanoid host.

    Hangman Tree 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_hangman_tree.png
Level: 7
Alignment: Neutral Evil
Size: Huge

Trees that strangle victims with their vines, leaving the bodies to hang while they eat them one by one.


  • Man-Eating Plant: Tress that strangle passing creatures and keep them in a grisly larder to eat as the tree grows hungry.
  • When Trees Attack: A seemingly normal tree that attempts to use its vines to strangle passers-by to death.

    Heartrot Tree 
Level: 13
Alignment: Neutral Evil
Size: Huge

  • Battle Trophy: Particularly active heartrot trees often hang the torn flesh or bloody garments of their victims from their twisted branches.
  • Charm Person: When gathered in a grove, heartrot trees can cast mass suggestion to call victims directly to the slaughter.
  • Healing Factor: Heartrot trees are difficult to kill, and can regrow after being destroyed in a matter of weeks unless their stump is burnt.
  • When Trees Attack: Heartrot trees hunger to destroy anything good or natural still left around them.

    Irminsul 
Level: 17
Mythic Rating: 7
Alignment: Any
Size: Gargantuan

Living portals between planes.


  • Portal Door: Within the split of an irminsul's trunk swirls a planar portal which links one plane to another. An irminsul controls whether or not specific creatures can pass through its portal.

    Jinmenju 
Level: 11
Alignment: True Neutral
Size: Huge

Trees with disgusting fruits that resemble human heads.


  • Hell Is That Noise: A jinmenju emits a low, persistent hum that unnerves living creatures that hear it.

    Kapre 
Level: 10
Alignment: Chaotic Neutral
Size: Huge

Cunning and secretive humanoids formed from dense plant matter that guard select locations of woodland.


  • Breath Weapon: Smoke constantly drifts from a kapre;s mouth, and it can exhale a cone of smoke.

    Kawa Akago 
Level: 3
Alignment: True Neutral, Neutral Evil (blood lily)
Size: Small

Fanged lilypads fed on the souls of drowned children.


  • Cannibalism Superpower: Some kawa akagos that remain consume the blood and flesh of sentient creatures for a long period of time become blood lilies, which are much larger and possess psychic magic. Particularly tenacious blood lilies that continue to feed on sentient creatures may evolve further.
  • Man-Eating Plant: Kawa akagos hunt riverbanks and waterways for both animals and people on which to feed.

    Kilia Mwibo 
https://static.tvtropes.org/pmwiki/pub/images/kiliamwibo.png
Level: 15
Alignment: True Neutral
Size: Huge

  • Emotion Eater: Kilia mwibos feed on the negative emotions of creatures, eventually draining them of their life force and discarding their carcasses.
  • When Trees Attack: Kilia mwibos can send out buried roots to trip and slow prey down before grabbing them with their thorny fronds.

    Kudimmu 
Level: 16
Alignment: Neutral Evil
Size: Large

  • Fantastic Drug: Fruit-bearing plants in a kudimmu's field produce sickly, misshapen, blood-red versions of normal fruits, which act as a drug for living creatures. Kudimmus use their addictive bloodfruit to conquer nearby settlements.
  • Living Weapon: A kudimmu can produce bloodfruit from its body, which are charged with negative energy and can be thrown as splash weapons.

    Living Topiary 
Level: 4
Alignment: True Neutral
Size: Medium

Animal shaped flora that turn other plants into more of their kind.


  • Mix-and-Match Critters: Living topiaries can be composed of virtually any shrubbery, and have an innate compulsion to find different plant species in order to diversify themselves.
  • Poisonous Person: Some living topiaries are created from naturally poisonous plants and then treated to enhance their deadly nature.
  • Voluntary Shapeshifting: A living topiary can alter itself to take on the basic form of any creature, though the change is purely cosmetic.

    Lomori Sprout 
Level: 3
Size: Tiny

  • Berserk Button: Nothing rouses a lomori sprout to violence faster than damaging their garden or creations.
  • Bio-Armor: A lomori's core is a black sphere that functions as their primary body and consciousness and is surrounded by a tall mound of prairie grass cultivated by the lomori.
  • Caring Gardener: Lomori sprouts are industrious, passionate gardeners who closely tend new growth on the Plane of Wood and lovingly guide young plants into elaborate constructions and patterns.

    Lotus Tree 
Level: 20
Alignment: True Neutral
Size: Gargantuan

Ancient trees that feed on fantasies, luring in those who seek escape reality.


  • Lotus-Eater Machine: A living creature that approaches a lotus tree or eats its fruit hallucinates pleasantly. If subsequently charmed by the lotus tree, they forget all longterm goals, desiring only more hallucinations.

    Lythirium 
Level: 11
Alignment: Neutral Good
Size: Large

  • Forest Ranger: Lythiriums prowl Golarion’s densest forests, seeking to protect the wild, untouched natural growth they hold sacred.
  • Horn Attack: A lythirium has immense, antlerlike growths on its head, which teem with constantly growing thorny vines that can entangle creatures and make them bleed.

    Mandragora 
Level: 4
Alignment: Chaotic Evil
Size: Small

When mandrake roots draw on demon ichor, they grow into distorted humanoid figures with an unsettling shriek.


  • The Berserker: When a mandragora encounters any other creature (except druids), it attacks regardless of the odds.

    Mosslord 
Level: 18
Alignment: Lawful Evil
Size: Large

Living personifications of the forest's vengeance, as old as plants themselves.


  • Festering Fungus: A mosslord can cast fungal infestation as a spell-like ability to infect other creatures with parasitic fungi, blighting them with both toadstools and other growths sprouting from their skin and with vulnerability to physical damage as the fungi growing in their bodies turn their flesh fragile and soft.
  • Gaia's Vengeance: The Gaia's Avenger variant. Mosslords hate civilization and wish to see it swallowed by the wilderness, and most of their schemes and plots are focused on brining this about.
  • Green Thumb: Mosslords can animate, control and communicate with plants, and are especially adept at controlling fungi and moss. They can also turn the limbs of foes they strike in melee into immobile wooden branches.
  • Multi-Armed and Dangerous: Mosslords have four arms, granting them four claw attacks in combat.
  • Transflormation: Their Deadwood Curse special ability allows them to transform one limb of any foe they strike in melee into a gnarled, immobile wooden branch.
  • Treants: While not treants in-game, they hit most of this trope's points. They're towering humanoid trees, although unlike treants they're leafless, four-armed and with tangles of roots instead of feet; they have numerous abilities centered around animating and controlling plant life; and they're utterly devoted to bringing Gaia's Vengeance against civilization. Unlike treants, however, moss lords are evil, hateful and malicious in their campaign against civilized society.

    Pixie Circle 
Level: 7
Alignment: True Neutral
Size: Huge

  • The Symbiote: The pixie circle behaves like mistletoe and parasitically attaches itself to larger plants and trees while it establishes itself.
  • Weaponized Teleportation: A pixie circle can instantly transport foes to the location of another random pixie circle within 1000 miles. It uses this ability to remove potential threats from its habitat, but can be convinced to teleport a target without the need for combat.

    Quickwood 
Level: 8
Alignment: True Neutral
Size: Huge

Carnivorous trees who root themselves around oak forests.


    Roseling 
Level: 7
Alignment: Neutral Good
Size: Small

  • Emotion Bomb: A creature damaged by a roseling's thorns can become filled with joy and find it difficult to take hostile actions.

    Saguaroi 
https://static.tvtropes.org/pmwiki/pub/images/saguaroi.png
Level: 5
Alignment: True Neutral
Size: Medium

Humanoid cacti at home in scrublands and deserts.


  • Cactus Person: They're humanoid cacti with numerous saguaro-like growths and branches sprouting from their backs, upper arms and heads; these are generally inert, but elderly saguaroi can learn to move the larger ones like extra arms. They're a reclusive folk and lead nomadic lives in the deep desert, but sometimes agree to aid travelers or even grant them a drink of their watery lymph to stave off dehydration. Their spiny bodies grant them protection against physical blows, and they can also fire bursts of their needles as a ranged attack. Each saguaroi sprouts a large flower once a year, which eventually produces a seed that can be planted to create a new saguaroi child.
  • The Spiny: As they're completely covered in needles, anyone trying to grapple them or fight them hand-to-hand does so at the risk of unavoidable piercing damage.
  • Spike Shooter: They can fire bursts of their needles three times per day as a ranged attack.

    Sard 
https://static.tvtropes.org/pmwiki/pub/images/sard.png
Level: 19
Alignment: Chaotic Evil
Size: Gargantuan

Lighting-blasted trees from the First World, the sards are some of the legendary, destructive beasts known as the Tane. Created to be living siege engines, they seek little more in life than to seek out towns and fortresses to destroy.


  • Lightning Bruiser: Sards are powerful, tough and fast, capable of surprising turns of speed and deadly ranged attacks that bely their immense sizes.
  • Shock and Awe: They're imbued with lighting, which runs in place of their sap, and can generate powerful electrical bolts in combat.
  • Spike Shooter: They can launch volleys of envenomed, electrically charged foot-long thorns.
  • Taking You with Me: A dying sard explodes in a blast of lightning and razor-sharp splinters, quite possibly taking out any foes who managed to survive its attacks long enough to kill it.
  • Technicolor Lightning: The lightning running through them is blood-red in color, and all of their electrical attacks glow in that color.
  • Weather Manipulation: They can control the weather around themselves, focusing on the creation of storms and whirlwinds.
  • When Trees Attack: Enormous, crawling trees created as living weapons by the rulers of the First World.

    Scythe Tree 
https://static.tvtropes.org/pmwiki/pub/images/scythetree.png
Level: 6
Alignment: Chaotic Evil
Size: Huge

  • Man-Eating Plant: Scythe trees feed on the flesh, blood and bone of sapient creatures.
  • That's No Moon: Scythe trees' mouths remain closed when not eating, appearing as a jagged gash on the trunk. When idle, they appear as simple dead or dying deciduous trees.
  • When Trees Attack: Scythe trees pose as normal trees and wait near deep forest paths to slaughter passersby.

    Shambler 
Level: 6
Alignment: True Neutral
Size: Large

Masses of vegetation formed after parasitic spores from Akiton infect and grow within an organic host.


  • Man-Eating Plant: Shamblers are intelligent, carnivorous plants with a fondness for elf flesh in particular.

    Stinkweed Shambler 
Level: 2
Alignment: Neutral Evil
Size: Small

  • For the Evulz: Stinkweed shamblers like to capture and torment larger creatures. Their perverse fun ceases only when their prey has died from numerous injuries. Stinkweed shamblers lack mouths and cannot consume prey; they gain all the sustenance they need from sunlight.

    Tarantula Tree 
Level: 19
Alignment: Chaotic Neutral
Size: Gargantuan

Oddly intelligent predatory trees, capable of perfectly mimicking harmless flora.


  • When Trees Attack: Terrifying predators, tarantula trees claim dominion over vast swaths of territory.

    Wemmuth 
https://static.tvtropes.org/pmwiki/pub/images/wemmuth.png
Level: 15
Alignment: Neutral Evil
Size: Huge

Vile swaths of vines that draw sustenance from mortal suffering, lapping up blood like water.

Their stats can be found in the 2nd Edition Bestiary or online here.


  • Vampiric Draining: Wemmuths are fertilised by large quantities of spilled blood, and possess an unquenchable thirst for blood.

    Zomok 
https://static.tvtropes.org/pmwiki/pub/images/zomok.png
Level: 16
Alignment: True Neutral
Size: Gargantuan

Plant-dragons that can be found on Golarion and beyond, forming bodies from the vegetation of their chosen domain to heal and defend it as needed.


  • Buried Alive: They have a breath weapon that allows them to vomit forth a tide of soil and gravel, which on a lucky roll can entirely bury a prone target.
  • Forest Ranger: They exist to watch over wild forests, protecting them from harm and intruders and healing them when they suffer damage.
  • Green Thumb: Zomoks can magically charm sapient plants, create walls of thorny vines, compel the growth of writhing, clutching vines, speak with common plants, and make vegetation grow or wither.
  • Our Dragons Are Different: They resemble Western dragons made of plants, and indeed are classified as both Plants and Dragons in-game.
  • Planimal: In appearance, they're essentially dragons made out of wood.
  • Summon Magic: They can cast primal call, normally a multi-person ritual, on their own in order to summon a powerful plant creature such as a shambler, Treant or awakened tree to their aid.
  • Teleportation with Drawbacks: They can teleport three times per day, with the caveat that these jumps must begin and end within a forested area.

Animalistic

    Barometz 
Level: 15
Alignment: True Neutral
Size: Gargantuan

Juggernauts of plant matter created by druids.


  • Bioweapon Beast: Barometzes are not natural creatures, but are rather grown by druids who use them as protectors and dispensers of savage judgment.

    Blood Bramble 
Level: 10
Alignment: True Neutral
Size: Large

  • Man-Eating Plant: Blood brambles can gain water and nutrients by consuming the blood of living creatures, and sometimes take permanent residence along trade routes, where prey is plentiful.

    Blood Lily 
Level: 10
Alignment: True Neutral
Size: Large

  • Big Eater: Potent acids inside the blood lily's trunk dissolve organic matter quickly, allowing it to eat much more than its size would indicate.
  • Man-Eating Plant: Blood lilies are carnivorous and prefer warm-blooded prey above all others.
  • Monstrous Cannibalism: In areas where hunting is poor, adult blood lilies might even consume their own immature sprouts.
  • Nobody Here but Us Statues: Blood lilies like to disguise themselves next to ordinary blood lilies. When prey pass by, the predatory blood lilies attack from concealment.
  • Poisonous Person: Some old blood lilies can add their poison to attacks with their petal spikes.

    Blood Maize 
Level: 2
Alignment: True Neutral
Size: Medium

  • That's No Moon: Once its enemies are distracted, a blood maize disguises itself as an innocuous plant in the hope that its enemies will leave the area.

    Bloodlash Bush 
Level: 2
Alignment: True Neutral
Size: Small

  • Life Drain: The tendrils of the bloodlash bush can reach out to siphon the blood from a victim, healing it for double the damage dealt.
  • Spin Attack: The bloodlash bush can spin in a circle, lashing out in all directions at once.

    Canopy Creeper 
Level: 8
Alignment: True Neutral
Size: Huge

  • That's No Moon: A canopy creeper naturally mimics the appearance and growth of the vines that grow in its environment, so when one is concealed among the vine-tangled foliage above, it is difficult for even an experienced outdoorsman to detect, especially when it is usually hanging about 100 feet above the ground.

    Corpse Lotus 
Level: 13
Alignment: True Neutral
Size: Huge

Massive flowers with thorned tentacles they use to bludgeon apart prey.


  • Alluring Flowers: Corpse use their sweet, fruity smell to lure prey into the range of the acidic mucus and grasping vines.
  • Hyperactive Metabolism: A corpse lotus can consume a corpse to quickly heal damage it has taken.

    Counteflora 
Level: 10
Alignment: True Neutral
Size: Large

    Dezullon 
Level: 10
Alignment: True Neutral
Size: Medium

Mobile pitcher plants with psychoactive digestive juices.

Their stats can be found in the 2nd Edition Bestiary or online here.


  • Acid Attack: A hungry dezullon keeps prey off-balance by spilling its highly acidic digestive juices.
  • Fantastic Drug: The enzymes in a dezullon's digestive tract, once expelled, inflict a victim with powerful hallucinations and amnesia, and is highly sought after by avid drug users.

    Giant Flytrap 
Level: 5
Alignment: True Neutral
Size: Medium

Flytraps, except they're, you know, giant.


  • Man-Eating Plant: Giant flytraps are large enough to catch and eat humanoids and medium-sized animals. As a result, they need to be more active and aggressive than their smaller kin, in order to subdue prey much stronger and troublesome than insects.

    Jack-o'-Lantern 
Level: 1
Alignment: Neutral Evil
Size: Medium

Vicious pumpkins infected with fell magic and a drive to consume flesh.


  • Pumpkin Person: Jack-o'-lanterns are semi-intelligent pumpkins spawned by fell magic. When it shrinks in size and douses its sinister fiery radiance, it can blend in almost perfectly with normal pumpkins.

    Leaf Ray 
Level: 1
Alignment: True Neutral
Size: Small

Flying leafy creatures resembling aquatic rays.


  • Beware My Stinger Tail: The leaf ray has a dangerous stinger which can either inject venom or implant its seeds into a victim.

    Moonflower 
https://static.tvtropes.org/pmwiki/pub/images/moonflower.png
Level: 8
Alignment: True Neutral
Size: Huge

Giant plants in constant telepathic communication with one another.


  • Blinded by the Light: A moonflower can release a pulse of bright light to blind creatures that can see it.
  • Plant Aliens: Moonflowers are alien life-forms from a long-dead planet, and have been proliferated across the galaxy by the Dominion of the Black.

    Nirento 
Level: 4
Alignment: True Neutral
Size: Large

  • When Trees Attack: Nirentos are predatory trees whose thorny vines able to tear foes limb from limb. Slain prey piles up around the trunk and is absorbed through its roots.

    Roofgarden 
Level: 7
Alignment: True Neutral
Size: Medium

  • Abnormal Ammo: The roofgarden;s fruits store alchemically potent fluids that explode when jostled or struck. The plant can launch them as ranged attacks, and a pod explodes on contact.

    Sargassum Fiend 
Level: 9
Alignment: True Neutral
Size: Large

Masses of intelligent seaweed who lure in prey with hallucinations.


  • Glamour: A sargassum fiend emits a powerful scent that causes specific, miragelike hallucinations. An enraptured creature sees the sargassum fiend as whatever would most compel it to approach, like a lost loved one, a child in need of help, an enchanting mermaid, or the promise of dry land.

    Stranglereed 
Level: 9
Alignment: True Neutral
Size: Large

Aquatic masses of weeds that drag down victims to drown and eat.


  • Big Eater: Stranglereeds are exceptionally voracious and never stop feeding.

    Giant Sundew 
Level: 12
Alignment: True Neutral
Size: Medium

Much like giant flytraps, a colossal version of a carnivorous plant.


  • Man-Eating Plant: A giant version of the common insect-eater which can actively pull itself through the soil and bludgeon targets in order to catch human-sized prey.

    Umdhlebi 
Level: 12
Alignment: True Neutral
Size: Huge

  • When Trees Attack: Umdhlebis entice would-be victims to rest at the tree's base, and then strike with their vine-like tendrils.

    Vine Lasher 
Level: 0
Alignment: True Neutral
Size: Small

  • Zerg Rush: The vine lasher attacks in groups, attempting to slowly tear prey to pieces.

    Viper Vine 
https://static.tvtropes.org/pmwiki/pub/images/vipervine.png
Level: 13
Alignment: True Neutral
Size: Large

  • Man-Eating Plant: Viper vines gain nourishment through the consumption of creatures rather than through moisture and soil, and the area around their hunting grounds is often strewn with the remains of wild animals, ill-fated adventurers, and even giants.

Non-Intelligent

    Assassin Vine 
Level: 3
Alignment: True Neutral
Size: Large

  • Animal Assassin: Tales often tell of people planting assassin vines in a flower bed or greenhouse of someone they wish to see dead.
  • The Berserker: Assassin vines will attack everything they can see, regardless of size or strength.
  • Man-Eating Plant: Assassin vines collect their own fertiliser by killing animals.

    Blood Alga 
Level: 8 (swarm)
Alignment: True Neutral
Size: Diminutive

  • A Bloody Mess: Because blood algae swarms can release a blood-red pigment, there are many superstitious beliefs in Taldor about evil spirits that turn the water into blood to punish people.
  • Man-Eating Plant: Blood algae absorb some nutrients directly from the water, but to survive longer periods of time, they must feed on living creatures.

    Bloodbrush 
Level: 2
Alignment: True Neutral
Size: Small

  • Chest Burster: Bloodbrush seeds germinate only in dead flesh. After 3 months of growth, the bloodbrush breaks free of its roots and rolls off in search of prey.
  • Poisonous Person: A bloodbrush's barbs deliver a sedating toxin, which causes victims to experience vivid hallucinations as the bloodbrush finishes them off.

    Bramblelash 
Level: 1
Alignment: True Neutral
Size: Medium

  • Underground Monkey: Other varieties of bramblelashes exist along with the common temperate variety: tropical bramblelashes, which are smaller and have a poisonous attack; subterranean bramblelashes, which are leafless and defend themselves with layers of bark; and magic-fed bramblelashes, which have grown large in areas where magical energy has seeped into the earth.

    Breathless Orchid 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_breathless_orchid_plant.PNG
Level: 4
Alignment: True Neutral
Size: Medium

Predatory plants that feed on oxygen, preferring to feed on the air within living creatures.

Their stats can be found in Gallows of Madness or online here.


  • Supernatural Suffocation: A breathless orchid attached to a living creature that breathes can feed off the air in its victim's blood and lungs, inhibiting the latter's ability to breathe.

    Creeper Ivy 
Level: -1
Alignment: True Neutral
Size: Tiny

Mobile and highly territorial vines that feed on carrion when the opportunity presents itself.

Their stats can be found in Ultimate Wilderness or online here.


  • Familiar: They can be taken as familiars without any additional requisites, giving their master a small bonus to Climb checks.

    Crypt Flower 
Level: 7
Alignment: True Neutral
Size: Large

  • Fed to the Beast: In certain rural areas, criminals have taken the somewhat dangerous tradition of using crypt flowers to dispose of corpses. Complex pens or troughs are built to contain the flowers and limit their movements so that they can be fed with relative safety.
  • Poisonous Person: A crypt flower can dip its vines into the toxic fluids within its pitcher and fling the liquid at enemies.

    Flowering Lattice 
Level: -1
Alignment: True Neutral
Size: Diminutive

The result of centuries of plant husbandry, flowering lattices are delicate networks of vines that form blossoming nets laden with fruits, berries, and flowers. As many as 12 varieties of flower grow from an individual flowering lattice, with each bloom opening at different times of the year and hours of the day to ensure a nearly constant array of colorful petals.

Their stats can be found in Ultimate Wilderness or online here.


  • Familiar: They can be taken as familiars without any additional requirements, granting their master a bonus to Diplomacy and providing a consistent food source.

    Glimmervine 
Level: 4
Alignment: True Neutral
Size: Medium

  • Man-Eating Plant: Glimmervines dazzle small prey with their iridescent blossoms before crushing them to death with impossibly strong tendrils. The blood and decomposing flesh of their prey seep into the ground like fertiliser for glimmervines' roots to absorb as nutrients.

    Gluttongrass 
Level: 1
Alignment: True Neutral
Size: Medium

  • Fusion Dance: If at least 12 gluttongrasses take root in a single contiguous area, their roots begin to commingle. As long as the gluttongrasses do not move from their locations for at least 24 hours, this process culminates in their merger into a single creature called gluttongrass field.

    Mire Nettle 
Level: 2
Alignment: True Neutral
Size: Small

    Oppali 
Level: 10
Alignment: True Neutral
Size: Large

  • Winds of Destiny, Change!: Dubbed 'bad luck vines', oppalis can drain the luck from creatures that they strike. Folk stories warn against letting one take over a copse or garden, lest your luck drain away like water down a hole.

    Petrifern 
Level: -1
Alignment: True Neutral
Size: Diminutive

Mobile shrubs that can petrify themselves as a defensive mechanism.

Their stats can be found in Ultimate Wilderness or online here.


  • Familiar: They can be taken as familiars without any additional requirements, granting their master a small bonus to AC

    Ravenous Tumbleweed 
Level: -1
Alignment: True Neutral
Size: Tiny

Plants that uproot themselves when nutrients are scarce to hunt live prey.

Their stats can be found in Ultimate Wilderness or online here.


  • Familiar: They can be taken as familiars without any additional requirements, granting their master a bonus to their move speed during certain actions.

    Razor Fern 
Level: -1
Alignment: True Neutral
Size: Tiny

Razor ferns are ambulatory ambush predators with rigid leaf structures that can open painful wounds. Although they prefer to prey on small forest creatures, a razor fern won’t hesitate to slash at a larger target while that creature sleeps or is otherwise distracted.

Their stats can be found in Ultimate Wilderness or online here.


  • Familiar: They can be taken as familiars without any additional requirements, granting their master a bonus to Stealth checks.

    Sawdust Slough 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_swadust_slough.png
Level: 4
Alignment: True Neutral
Size: Large

As the blood of fey guardians is spilled and spirits of ancient plants and wild places are destroyed, the wild power sometimes weaves itself into the sawdust and shavings left behind by loggers, spawning mindlessly destructive masses of detritus called sawdust sloughs.


  • Gaia's Vengeance: As Andoren loggers kill fey guardians and spirits of ancient plants and wild places, the wild power sometimes weaves itself into the sawdust and shavings left behind, spawning sawdust sloughs. Sawdust sloughs are drawn to loud noises and vibrations, especially metallic sounds such as chopping and sawing, and savagely attack loggers and mills.
  • Made of Incendium: Sawdust sloughs and the particulate cloud surrounding them are highly flammable, causing any damaging flame around them to flare up.
  • See the Invisible: A sawdust slough constantly releases particles of plant matter that form a cloud of choking dust which clings to and reveals invisible creatures.

    Shadow Fern 
Level: 4
Alignment: True Neutral
Size: Medium

  • Weakened by the Light: Shadow ferns use darkness for essential life functions in the same way normal plants use sunlight for photosynthesis, and are weakened in bright areas.

    Suture Vine 
Level: -1
Alignment: True Neutral
Size: Tiny

Thorny, symbiotic organisms that snag rides on wounded animals, seek out open wounds, and knit those injuries closed — all while absorbing fairly harmless amounts of blood.

Their stats can be found in Ultimate Wilderness or online here.


  • Familiar: They can be taken as familiars without any additional requirements, granting their master a bonus to Heal checks.
  • The Symbiote: Mutualism example. They seal up the wounds of other creatures, and in turn they get fed. Wildlife returns the favor by not eating them and seeking them out if injured.

    Weedwhip 
Level: 2
Alignment: True Neutral
Size: Medium

  • That's No Moon: A weedwhip looks like a normal plant when at rest, and rarely attacks unless provoked, but its unpleasant smell and tendency to sprout in any passable soil makes it a nuisance to farmers and settlers who will be met with a nasty surprise when they try to cull the weedwhip.

    Xtabay 
Level: 0
Alignment: True Neutral
Size: Small

  • Forced Sleep: A xtabay can release sleep-inducing pollen into the air around it.
  • Man-Eating Plant: After subduing prey, a xtabay begins to consume the entirety of its body over the course of several days, producing a corrosive acid that breaks down and absorbs flesh and bone.

    Yaiafineti 
Level: 8
Alignment: True Neutral
Size: Large

  • Big Eater: Yaiafineti have developed a vigorous appetite, and feed unceasingly.
  • Detachment Combat: The yaiafineti sprouts independent polyps that detach and creep across the tundra in search of food.
  • Man-Eating Plant: The yaiafineti draws nutrients from a living creature it has swallowed.
  • The Paralyzer: Yaiafineti polyps secrete a fine dust that acts as a paralytic poison that seizes the nervous system of creatures who come in contact with them.

    Yellow Musk Creeper 
Level: 2
Alignment: True Neutral
Size: Medium

  • Parasite Zombie: After killing prey, a yellow musk creeper infests them with its seeds and pollen, then animates them as zombies. These zombies are animated by the plant that grows throughout their body, and are classified as plants, not undead.

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