Acidsap Gympie

A large willow oozing with caustic acids, the acidsap gympie is a peculiar plant that can kill without ever being encountered. Incapable of movement, these trees draw their foes into range. The burning cloud of acid they produce can dissolve almost any prey, who stumble toward their doom drawn by enticing pheromones. How the gympie produces such potent chemicals is the subject of much speculation among wilderness researchers, for the tree’s acids only scald beings of flesh and blood. More than one sinister druid has dreamed of proliferating gympies, making the world a more hospitable place for all manner of flora.


Gargantuan plant, unaligned

Armor Class 22 (natural armor)
Hit Points 370 (19d20 + 171)
Speed 0 ft.

17 (+3) 1 (-5) 28 (+9) 5 (-3) 16 (+3) 5 (-3)

Saving Throws Con +14, Wis +8, Cha +2
Skills Perception +13
Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, psychic
Condition Immunities deafened, exhaustion, stunned, unconscious
Senses tremorsense 300 ft., passive Perception 23
Languages understands Abyssal but can’t speak
Challenge 15 (13,000 XP)


Acid Cloud. The gympie emits a cloud of noxious acid that corrodes most living creatures. At the start of each of the gympie’s turns, each non-plant creature within 300 feet of it takes 4 (1d8) acid damage.

Coated Leaves. A creature that touches the gympie or hits it with a melee attack while within 15 feet of the gympie takes 18 (4d8) acid damage.

Deep Roots. The gympie’s roots extend deep underground, anchoring it to both the ground and the plane upon which it resides. While it is alive and, on the ground, the gympie cannot be moved from its space by physical or magical means.


Intensify (4/Short Rest). The gympie spews more acid into the air, increasing the damage of its Acid Cloud feature by 4 (1d8), up to a maximum of 22 (5d8). This benefit lasts for 1 hour.

Luring Pheromone (Recharge 5–6). The gympie emits a cloud of pheromones in a 400-foot radius centered on it. Each creature within the area with a sense of smell must succeed on a DC 22 Wisdom saving throw or be drawn to the gympie for 1 minute. A creature so drawn must spend all its movement on each of its turns to move closer to the gympie by the shortest available route. This effect ends if the creature comes within 5 feet of the gympie, and an affected creature may attempt a DC 22 Wisdom saving throw at the end of each of its turns to end the effect.

Poison Pulse. The gympie unleashes a dense wave of noxious poison, forming a 30-foot-high wave that completely encircles the gympie. At the end of each of the gympie’s turns, the wave moves 30 feet away from the gympie in all directions, increasing the size of the affected area accordingly. When a creature comes into contact with the wave for the first time on its turn or starts its turn within the area, it takes 21 (6d6) poison damage. The wave moves around corners and through any air-permeable objects and structures until it has traveled 300 feet away from the gympie, at which point it dissipates.

Ref: TPKB1 p89