This carnivorous plant (about 3 meters/yards tall at full height) disguises itself as a normal tuberous plant, typically growing in the wilderness and occasionally in overgrown dungeon environments. When prey nears, it reaches out with its “arms,” which secretes a numbing poison (and can swallow tiny creatures whole). Then its large, serrated mouth lowers onto its prey. With no digestive system, it instead dissolves and digests the creature while it lies semi-conscious in its mouth, usually for several days.
Darkshades rarely pose a significant danger on their own, but they are often encountered in areas that are already danger: trap rooms in a dungeon, near an animal’s lair, etc. In other words, you probably won’t face these things alone….
> ## Flesh-Eating Darkshade
>*Medium plant, neutral*
> – **Armor Class** 14
> – **Hit Points** 80 (8d8 + 16)
> – **Speed** 30 ft.
>|12 (+1)|8 (-1)|10 (+0)|10 (+0)|6 (-2)|8 (-1)|
> – **Damage Vulnerabilities** fire
> – **Condition Immunities** blinded, deafened
> – **Senses** passive Perception 8
> – **Languages** None
> ***False Appearance.*** While the plant remains motionless, it is indistinguishable from a normal plant.
> ### Actions
> ***Grab.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit* 5 (1d6 + 2) poison damage and creature makes a DC 12 Constitution check or is *poisoned*.
> ***Devour.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target who has taken poison damage from a darkshade today. *Hit* 7 (2d6 + 2) piercing damage and target is *grappled*.