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Glimmervine

Creature 4 (uncommon) — mindless, plant

SnareAnvilLANDplantmindless

Glimmervines are carnivorous creeping vines with sparkling white flowers that open to bloom only at night. They flourish most in high altitudes and cold climates, where they survive by dazzling small prey with their iridescent blossoms before crushing them to death with impossibly strong tendrils. The blood and decomposing flesh of their prey seep into the ground like fertilizer for glimmervines' roots to absorb as nutrients. Because scarps and gulleys caked with gore tend to deter future victim

Source: gatewalkers-bestiary

Perception +11; tremorsense 60 feet
Skills athletics +12, stealth +12
Str
+5
Dex
+0
Con
+3
Int
-5
Wis
+4
Cha
+1
AC 21 Fort +14 Ref +8 Will +11
HP 90
Immunities mental
Weaknesses fire 5, slashing 5
Speed 10 feet

Offense

Melee Vine (reach-10) +14, Damage 2d6+8 bludgeoning plus Grab

Abilities

Tremorsense (Precise) 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.
Camouflage — The glimmervine can Hide in natural environments even if it doesn't have cover.
Constrict — 2d6+4 bludgeoning, DC 21 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.
Dazzling Blooms (visual) — The glimmervine shakes its iridescent blossoms to astound nearby foes. All creatures within 30-foot emanation{30 feet}, except other glimmervines, must attempt a DC 21 Fortitude save. The glimmervine then can't use Dazzling Blooms for 1d4 rounds.

Success The creature is unaffected.

Failure The creature is Dazzled for 1 round.

Critical Failure The creature is Blinded for 1 round, then dazzled for 1 round.
Grab

WORKS WELL WITH

CrasherLANDAn aggressive striker capitalizes on targets already grabbed and held, landing follow-up damage before they break free.
SniperLANDA ranged attacker stays outside its reach entirely, picking off whoever is grabbed while melee allies are pinned.
ShadeLANDIts camouflage pairs with a stealthy ambusher that strikes once the party's attention is fixed on breaking free of the constrict.

PUNISHES

✖ clumping✖ low Fortitude✖ melee approach
Avoid stacking with another stationary Snare; overlapping reach-and-grab zones just trap the same approach lane redundantly.
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 Adventure Path: Gatewalkers.

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