Mutated Venus Flytrap
Mutated Venus Flytrap — The Encounter
Bloated carnivore-bloom that swallows the unwary whole · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Mutated Venus Flytrap
Where blighted soil drinks too deeply of buried death, the common flytrap forgets its modest scale. It thickens. It hungers upward. The specimen rendered here has reared a stalk taller than a tall man, its hinged trap grown a forest of inward fangs and its leaf-blades serrated to bite. Beneath, a clutch of bloated pods exhales a honeyed narcotic that dulls fear and slows the legs, drawing deer, fowl, and foolish travellers alike into the reach of its lashing vines. It does not chase, for it need not; rooted and patient, it wears the look of harmless bracken until the warmth of a heartbeat brings the maw down. What it cannot crush it draws inward to dissolve at leisure. Foragers say the surest warning is the smell: too sweet, and beneath the sweetness, the sour tang of a thing already digesting.
Run Mutated Venus Flytrap in Sixty Seconds
- Hide it. Keep the flytrap motionless and described as overgrowth; spring the maw only when a PC enters the spore zone, and make the False Foliage Nature check the only warning.
- Open with the pull. Lead with Vine to yank the lowest-AC, lowest-Strength PC into 10-ft. reach, then Maw-grapple them on the same turn.
- Kill-priority is the swallowed PC. Once a creature is swallowed it takes acid every turn and is blinded; the table should pivot to freeing them, not DPS-racing the plant.
- When bloodied, it tightens down: it stops making new grabs and focuses everything on holding and digesting whoever it already has.
- Three ways to run it: ambush hazard in a blighted grove, living trap guarding a chokepoint, or one of several plants flanking a flagship boss's lair.
Mutated Venus Flytrap
Large plant, unaligned
CR 6 · 2,300 XP · GUIDELINEFalse Foliage. While the flytrap remains motionless it is indistinguishable from ordinary overgrowth. A creature must succeed on a DC 15 Intelligence (Nature) check to discern it is a living predator before its maw strikes.
Spore Lure. The bulbous pods at its base weep a sweet narcotic sap. A creature that starts its turn within 10 ft. must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn, suffering disadvantage on saves to escape the maw while poisoned.
Actions
Multiattack. The flytrap makes one Maw attack and one Vine attack. It cannot make a Maw attack against a creature it is already swallowing.
Maw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (3d8+5) piercing damage, and a Large or smaller target is grappled (escape DC 15). Until the grapple ends the target is restrained, and the flytrap can't use its Maw on another target.
Vine. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 12 (2d6+5) bludgeoning damage, and the target is pulled up to 10 ft. toward the flytrap.
Bonus Actions & Reactions
Swallow. Bonus Action. The flytrap swallows a creature it is grappling. The swallowed target is blinded and restrained, has total cover against attacks from outside, and takes 14 (4d6) acid damage at the start of each of its turns. If the flytrap takes 20 damage or more on a single turn from the swallowed creature, it must succeed on a DC 14 Constitution save or regurgitate the creature, which falls prone within 5 ft.
A swollen serpent of root and bramble, its S-curved stalk rears from a knot of seeping pod-sacs to crown itself with a gaping, fang-leafed maw. Thorned vine-limbs splay wide across the soil, twitching for the warmth of passing prey.
Mutated Venus Flytrap, Bound
Companion · acts on your initiative
Bound · GUIDELINERooted Sentinel (signature). The sprout cannot move but has advantage on saving throws against being moved or knocked prone, and it knows the location of any creature touching the ground within 30 ft.
Actions
Snap. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) piercing damage, and a Medium or smaller target is grappled (escape DC 13).
Reactions
Thorn Burst. When a creature it can see within 10 ft. hits the sprout's ally with an attack, the sprout flings a spray of thorns; that creature takes 5 (2d4) piercing damage.
A younger bloom transplanted to guard a grove or warden's threshold, eager to clamp anything that strays too near.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open hidden: let the party walk into the spore zone, then Vine-pull the lightest body into Maw range. Kill-priority is whoever it grabs first, so free a grappled ally fast before Swallow turns them into a clock. Pair it with a couple of crawling vine swarms to lock down the rest of the room.
Open with a Vine-pull to drag the squishiest PC into reach, then Maw-grapple and Swallow on the bonus action. Target the swallowed PC dealing acid every turn, and remember the 20-damage regurgitation gate gives a trapped party an out. Pair it with skittering minions or use it as a hazard guarding a flagship boss's lair rather than the main threat.
Open hidden in dense growth so the first warning is the Maw closing. Pull, grapple, swallow, then keep the acid clock running on the trapped victim while Vine-yanking a second target into reach. At this tier run it as a lair fixture beside a bigger threat, not alone; a high-level party will free their ally and burn it down if it has nothing else menacing them.
Put Mutated Venus Flytrap on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Mutated Venus Flytrap?
Its home tier is CR 6 (Tier 2, levels 5-10): AC 15, 126 HP, +7 to hit, save DC 14. Scaled stat lines for Tier 1 (~CR 2) and Tier 3 (~CR 11) are provided so you can drop it into any party without rebuilding the kit.
Can Mutated Venus Flytrap be a companion or ally?
Yes, in a scaled-down form: the Snapjaw Sprout, Bound (AC 13, 38 HP) is a rooted guardian bloom that snaps and grapples nearby intruders and sprays thorns at anyone who strikes its ally. It cannot move, so it suits warding a grove, doorway, or druid's threshold rather than marching with the party.
Is the flytrap solo boss material?
No. It is a centerpiece hazard and grappler, not a centerpiece boss; it lacks legendary actions and an action-economy kit, so a four-PC party will free their ally and overwhelm it. Run it with minions or alongside a larger threat at its native tier.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
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