Viper Vine
Creature 13 — plant
SnareAnvilLANDplantpoison
A voracious, flesh-eating carnivore, the viper vine has a single enormous blossom arising from a thick, leafy tangle of snakelike vines. When the plant senses the approach of suitable prey through its sensitive, shallow-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. Since viper vines gain nourishment by consuming creatures rather than through photosynthesis and absorbing nutrients from the soil,
Source: pathfinder-monster-core-2
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
Offense
Melee Jaws (reach-10) +27, Damage 3d6+11 piercing plus 3d6 poison
Melee Vine (agile, reach-15) +25, 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 succeed at 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.
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.
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
SniperLANDA ranged ally picks off a target immobilized by the vine's Constrict without risking the reach threat itself.
WeaverLANDA caster layers debuffs onto a target still lingering in the pollen cloud.
CrasherLANDA bruiser finishes off a target that cannot escape the vine's Grab.
PUNISHES
✖ melee reliance✖ clumping✖ standing still
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Viper Vine in the encounter builder — free, no install.
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