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Aquatic Viper Vine

Creature 13 (rare) — aquatic, plant

Pre-Remaster content. May include legacy alignment.

AnvilWeaverLANDAQUATICplant

A voracious, flesh-eating carnivore, the viper vine has a single enormous blossom arising from a thick, leafy tangle of snake-like vines. When the plant senses the approach of suitable prey through its sensitive, shallowly buried root system, it rises up like an agitated snake and unfurls its brightly colored bloom, an act that releases a cloud of mind-numbing pollen. Persistent stories claim the viper vine can lure prey into its clutches by swaying with a hypnotic motion, but this effect is in

Source: stolen-fate-bestiary (Pre-Remaster)

Perception +22; low-light-vision, tremorsense (imprecise) 60 feet
Skills athletics +27, stealth +24
Str
+8
Dex
+5
Con
+7
Int
-4
Wis
+5
Cha
-3
AC 33 Fort +26 Ref +24 Will +22
HP 270
Resistances poison 15
Speed 20 feet, swim 20 feet

Offense

Melee Jaws (reach-10, unarmed) +27, Damage 3d6+11 piercing plus 3d6 poison
Melee Vine (agile, reach-15) +27, Damage 3d10+11 bludgeoning plus Grab

Abilities

Tremorsense 60 feet — Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Cold Vulnerability (cold) — When exposed to a cold effect, the viper vine is overwhelmed by lethargy, becoming Slowed 1 for 1d4 rounds.
Captivating Pollen (incapacitation, mental, poison) — The viper vine releases a 60-foot emanation of invisible pollen that stays in the air for 5 rounds unless dispersed by a moderate or stronger wind. Each creature that enters or starts its turn in the area must attempt a DC 33 Will save or be captivated.

The viper vine can't use Captivating Pollen for 1d4 rounds.

Critical Success The creature is unaffected and is temporarily immune to Captivating Pollen for 24 hours.

Success The creature is Sickened 1.

Failure The creature is Fascinated, and it must spend each of its actions to move closer to the viper vine as expediently as possible while avoiding obvious dangers. If a captivated creature is adjacent to the viper vine, it stays still and doesn't act. It ceases to be fascinated if it's no longer in the pollen aura at the end of its turn.

Critical Failure As failure, plus the creature is Stupefied 2 for 24 hours.
Constrict — 3d8+8 bludgeoning damage, DC 33 Fortitude

The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Grab

WORKS WELL WITH

SniperLAND / AQUATICEnemies locked in the viper vine's constrict and captivating pollen become stationary targets for a sniper's accurate ranged strikes.
CrasherLAND / AQUATICA crasher's mobility pushes scattered enemies into the vine's pollen emanation and reach where grab and constrict seal the lockdown.
ShadeLAND / AQUATICThe viper vine's area control occupies enemy attention, giving a shade the concealment needed to reposition for precision attacks.

PUNISHES

✖ clumping✖ melee reliance✖ invisibility
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #191: The Destiny War.

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