Begedhi Mother Plant

Large plant, neutral evil

Armor Class 15 (natural armor)
Hit Points 95 (10d10 + 40)
Speed 10 ft., climb 10 ft.

20 (+5) 10 (+0) 18 (+4) 10 (+0) 17 (+3) 14 (+2)

Saving Throws Con +8, Wis +7
Skills Perception +7, Stealth +4 (+8 in plant-filled terrain)
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, lightning
Condition Immunities charmed, frightened, prone
Senses blindsight 30 ft., passive Perception 9
Languages Understands Common but can’t speak, telepathy 500 ft. (only with seedlings and parasites it produces)
Challenge 11 (7,200 XP)


  • Entangling Vines. The area within 10 feet of the mother plant is difficult terrain. A creature that starts its turn in this area must succeed on a DC 16 Strength saving throw or be restrained. As an action, it can repeat the save, freeing itself on a success. Other begedhi are immune to this effect.
  • Legendary Resistance (2/Day). When the mother plant fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. The mother plant has advantage on saving throws against spells and other magical effects.
  • Regeneration. The mother plant regains 10 hit points at the start of its turn. If the mother plant takes fire damage this trait doesn’t function at the start of its next turn. The mother plant dies only if it starts it turn with 0 hit points and doesn’t regenerate.


  • Multiattack. The mother plant makes two tentacle attacks and uses its Spores action if it is ready.
  • Implant Parasite. The mother plant forces a begedhi parasite down the throat of an unconscious or paralyzed creature within 15 feet, or a creature it is grappling.
  • Tentacle. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (2d4 + 5) piercing damage and the target is grappled (escape DC 15). A creature grappled by a tentacle is restrained and can’t speak or cast spells with verbal components. The mother plant has two tentacles, each of which can only grapple one target.


The mother plant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The mother plant regains spent legendary actions at the start of its turn.

  • Tentacle Lash. The mother plant makes one tentacle attack.
  • Ingrain (Costs 2 Actions). The mother plant regains 10 hit points.
  • Rampant Growth (Costs 2 Actions). If the mother plant suffered fire damage since its last turn, its regeneration functions normally at the start of its next turn.


On initiative count 20 (losing initiative ties), the mother plant can take a lair action to cause one of the following magical effects: the mother plant can’t use the same effect two rounds in a row:

  • Grasping vines and tentacles erupt in a 10-foot radius centered on a point on the ground the mother plant can see within 120 feet of it. The area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the vines. A restrained creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The vines and tentacles recede into the ground if the mother plant uses this action again, or when the mother plant dies. Other begedhi are immune to this effect.
  • The mother plant animates a tree or other large plant it can see within 120 feet of it. The animated plant lashes or slams at a creature within 10 feet of it (treat as a tentacle attack from the mother plant that deals bludgeoning damage). The plant remains animated until initiative count 20 on the following round. If the plant is grappling a creature at that time, it goes rigid, trapping the creature. The creature can attempt to escape as normal, but gains advantage on any further attempt as long as the plant is inanimate.
  • The mother plant causes normal plants in the area to suddenly grow impossibly long and dense in a 20-foot radius centered on a point on the ground she can see within 120 feet. The area is heavily obscured by the plant growth and is difficult terrain. This effect lasts until initiative count 20 on the following round.


The region containing a mother plant’s lair is warped the begedhi’s presence, which creates one or more of the following effects:

  • Flowering plants and fragrant herbs grow in abundance within 2 miles of the mother plant’s lair, more densely closer to the lair itself. In the lair itself, the perfume of the plants is almost enough to cover the smell of decay from the mother plant’s past victims.
  • Poisonous plants become more frequent within 6 miles of the lair. Many of these appear harmless until ingested.
  • Areas of wild plant growth within 6 miles of the lair grow faster and thicker, but leave “natural” pathways that draw animals and people closer to the mother plant’s lair. If the mother plant dies, the conditions surrounding the lair return to normal over the course of 1d10 days.


Giant tumorous seeds comprise the majority of this plant, which sits atop a nest of writhing, thorny tentacles.

Apotheosis. Once seedlings become mother plants, complete with fully grown parasites, their demeanor changes. The spore cloud they release covers a larger area and compels living creatures to move closer to them. The plants’ tentacles then sprout wicked thorns to ensnare prey more effectively and infect them with parasites. These victims then travel to other locations where they slowly rot, perish, and sprout more seedlings.

A begedhi mother plant’s lair is full of plants, and disturbingly close to populated areas or well-used paths and roads. Some secluded corner of the lair contains the remains of creatures the plant fed upon, as well as those of hosts for its parasitic children.

Section 15: Copyright Notice

Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham

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