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Giant Flytrap

Giant Flytrap
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Appearance: The Giant Flytrap is a monstrous plant, towering over its surroundings with thick, vine-like stems and enormous, serrated leaves. Its gaping maw, lined with razor-sharp teeth-like structures, exudes an ominous aura.

Behavior: Despite being a plant, the Giant Flytrap exhibits predatory behavior, luring unsuspecting prey with sweet nectar-like scents before snapping its jaws shut with lightning speed.

Habitat: They are typically found in damp, marshy environments or deep within dense forests where they can blend in among other foliage.

Modus Operandi: Using its large, colorful flowers to attract insects and small animals, the Giant Flytrap waits patiently until its prey ventures too close. Once triggered, its leaves snap shut, trapping the unfortunate victim inside.

Motivation: The motivation of the Giant Flytrap is purely instinctual, driven by its need to capture and consume prey to sustain its growth and reproduction.

  • Giant Flytrap 5e
  • Giant Flytrap Pathfinder
Giant Flytrap
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Huge plant, unaligned

Armor Class: 15 (natural armor)

Hit Points: 126 (12d12 + 48)

Speed: 0 ft. (immobile)

18 (+4)6 (-2)18 (+4)2 (-4)10 (+0)5 (-3)

Skills: Perception +4

Damage Resistances: Bludgeoning, piercing

Condition Immunities: Blinded, deafened, frightened

Senses: Blindsight 60 ft. (blind beyond this radius), passive Perception 14


Challenge: 6 (2,300 XP)

False Appearance. While the it remains motionless and its maw is closed, it is indistinguishable from a normal plant.

Ambush Predator. It has advantage on attack rolls against any creature it has surprised.

Voracious Appetite. Any creature that starts its turn grappled by the Giant Flytrap takes 11 (2d10) piercing damage.

Multiattack. It makes one bite attack and one tendril attack.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the Giant Flytrap can’t bite another target.

Tendril. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 14 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the Giant Flytrap can’t use its tendril on another target.

Swallow. The Giant Flytrap makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the Giant Flytrap, and it takes 14 (4d6) acid damage at the start of each of the Giant Flytrap’s turns.

If the Giant Flytrap takes 20 damage or more on a single turn from a creature inside it, the Giant Flytrap must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the Giant Flytrap. If the Giant Flytrap dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Rooting Grasp. The Giant Flytrap can magically extend its roots into the ground, creating a 20-foot square area of difficult terrain centered on itself. Any creature that starts its turn in the area or enters it for the first time on its turn must make a DC 15 Strength saving throw or be restrained until the start of its next turn.

Giant Flytrap 2
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Flytrap, Giant , This towering plant is a mass of vines and barbs. Several stalks are horribly mobile, each ending in a set of green, toothy jaws.

Giant Flytrap CR 10

XP 9,600
N Huge plant
Init +8; Senses low-light vision, tremorsense 60 ft.; Perception +10


AC 22, touch 12, flat-footed 18 (+4 Dex, +10 natural, –2 size)
hp 149 (13d8+91)
Fort +17, Ref +8, Will +5
Immune mind-affecting effects, paralysis, poison, polymorph, sleep, stun; Resist acid 20


Speed 10 ft.
Melee 4 bites +15 (1d8+7 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks engulf


Str 25, Dex 18, Con 25, Int 1, Wis 12, Cha 6
Base Atk +9; CMB +18 (+22 grapple); CMD 32 (can’t be tripped)
Feats Cleave, Great Fortitude, Improved Initiative, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (bite)
Skills Perception +10, Stealth +9 (+17 in undergrowth); Racial Modifiers +8 Stealth in undergrowth


Engulf (Ex)

If a giant flytrap begins its turn with an opponent at least two size categories smaller than itself grappled in one of its mouths, it can close its jaws completely around the foe by making a new combat maneuver check (as though attempting to pin the foe). If it succeeds, it engulfs the prey and inflicts 1d8+7 points of damage and 2d6 acid damage as the cavity floods with digestive enzymes. The seal formed is airtight, so an engulfed creature risks suffocation. 

Engulf is a special form of pinning, and an engulfed creature can escape in the same way as he can from being pinned, but since an engulfed creature is contained wholly inside the plant‘s jaws, the flytrap’s victim cannot be targeted by effects or attacks that require line of sight or line of effect. A giant flytrap that is grappling or pinning a foe cannot attack other targets with that bite, but is not otherwise hindered.


Environment temperate swamps
Organization solitary, pair, or grove (3–6)
Treasure incidental

A hardy plant that grows in areas with poor soil but abundant animal life, this dangerous predator is an immense version of its more common (and much smaller) kin. Whereas the smaller flytraps supplement their growth by catching insects, the giant flytrap does the same with animals, humanoids, and anything else foolish enough to draw too near. Local legends call this plant names like “mancatcher,” “snapperjaw plant,” “dragonleaf plant,” “cowbiter,” and “green gulper,” but adventurers know it simply as the giant flytrap.

As the giant flytrap’s prey are generally much smarter than insects, this huge plant has evolved into a much more aggressive hunter than its smaller brethren. It can lumber slowly along the ground, using its writhing roots like tentacles to relocate to more populous hunting grounds, and is quite canny at blending in with the surrounding foliage. A giant flytrap’s jaws and stalks are swift-moving—it reaches out and snaps at passersby with lightning speed. The plant itself even has a modicum of intelligence, and is capable of limited tactical choices, such as knowing when to break off an attack against a powerful foe.

A giant flytrap’s stalks are 20 feet long, but generally sprawl relatively close to the central mass—a set of full-grown flytrap jaws is 7 feet across. A giant flytrap weighs 9,000 pounds.


Multi-Headed While most giant flytraps have four sets of jaws, some can have as few as one, and others eight or more. As a general rule, you should increase a giant flytrap’s HD by 2 and its natural armor bonus by +1 for each additional bite attack you give it, increasing its CR by +1 for each time you increase its attacks and HD in this manner. If you increase the plant by more than 3 or 4 bites (and thus by more than 6 or 8 Hit Dice), refer to Monster Advancement Rules to make sure that the plant’s CR remains appropriate.

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