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Monsters

id6
NameAssassin Vine
SizeAndTypeLarge Plant
HitDice4d8+12 (30)
Initiative+0
Speed0 ft.
ArmorClass15 (-1 size, +6 natural)
AttacksSlam +7 melee
DamageSlam 1d6+7
FaceAndReach5 ft. by 5 ft./10 ft. (20 ft. with vine)
SpecialAttacksEntangle, improved grab, constrict 1d6+7
SpecialQualitiesCamouflage, electricity immunity,cold and fire resistance 20, blindsight
Saves_Fort7
Saves_Ref1
Saves_Will2
AbilitiesStr 20, Dex 10, Con 16, Int -, Wis 13, Cha 9
Skills
Feats
ClimateAndTerrainTemperate and warm forest and underground
OrganizationSolitary or patch (2-4)
ChallengeRating_Value3
Treasure1/10th coins; 50% goods; 50% items
AlignmentAlways neutral
Advancement5-16 HD (Huge); 17-32 HD (Gargantuan); 33+ HD(Colossal)
Description

Combat

Assassin vines use simple tactics: They lie still until prey comes within reach, then attack. They use their entangle ability both to catch prey and to deter counterattacks.

Entangle (Su): An assassin vine can animate plants within 30 feet of itself as a free action. The effect lasts until the vine dies or decides to end it (also a free action). The ability is otherwise similar to entangle as cast by a 4th-level druid (save DC 13).

Improved Grab (Ex): To use this ability, the assassin vine must hit with its slam attack.

Constrict (Ex): An assassin vine deals 1d6+7 points of damage with a successful grapple check against Medium-size or smaller creatures.

Blindsight (Ex): Assassin vines have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration.

Camouflage (Ex): Since an assassin vine looks like a normal plant when at rest, it takes a successful Spot check (DC 20) to notice it before it attacks. Anyone with Wilderness Lore or Knowledge (plants or herbs) can use those skills instead of Spot to notice the plant. Dwarves can use stonecunning to notice the subterranean version.