Yellow Musk Creeper
Creature 2 — mindless, plant
Pre-Remaster content. May include legacy alignment.
Made up of thick, green vines with numerous yellow flowers, the yellow musk creeper grows at places where the ground is enriched with spilled blood and corpses, like battlefields and graveyards. An ideal environment for the yellow musk creeper isn't inhabited, but draws occasional humanoid visitors the plant can transform into thralls. The yellow musk creeper enraptures creatures with its bright yellow pollen to bring them close. It then physically alters their brains with its tendrils, implanti
Source: pathfinder-bestiary-2 (Pre-Remaster)
Perception +4
Skills stealth +6
Str
+3
Dex
+2
Con
+4
Int
-5
Wis
+0
Cha
-1
AC 18
Fort +10
Ref +6
Will +4
HP 34
Weaknesses fire 5
Speed 5 feet
Offense
Melee Tendril +9, Damage 1d10+3 piercing
Abilities
Tremorsense (Imprecise) 30 feet — Tremorsense
Bore into Brain (manipulate, mental) — The creeper bores dozens of tendrils into the brain of a Small, Medium, or Large humanoid creature that's Unconscious, willing, or Fascinated by Spray Pollen, and within reach of the creeper's tendrils.
The creature must succeed at a DC 18 Fortitude save or become Stupefied 1 (Stupefied 2 on a critical failure).
Subsequent failed saves against Bore into Brain increase the stupefied value. If the creature reaches stupefied 5, it is turned into a yellow musk thrall. Boring into a creature's brain doesn't end fascination caused by Spray Pollen.
Spray Pollen (incapacitation, mental, poison) — The yellow musk creeper blasts yellow pollen in either a 30-foot line or a 15-foot cone. Each creature in the emanation must attempt a DC 20 Will save.
Once a creature succeeds at any save against Spray Pollen, it becomes temporarily immune for 24 hours.
**Success** The creature is unaffected.
**Failure** The creature is Fascinated. For as long as it is fascinated, it must spend each of its actions to move closer to the yellow musk creeper as expediently as possible, while avoiding obvious dangers. If the creature is adjacent to the yellow musk creeper, it stays still and doesn't act. If anyone takes a hostile action against the creature or its allies, the effect ends. Otherwise, the creature can attempt a new save at the end of each of its turns. On a success, the effects end.
**Critical Failure** As failure, but the condition doesn't end automatically if anyone takes a hostile action against the creature or its allies.
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