Assassin Vine | CR 3 |
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Always N Large Plant Init +0; Senses blindsight 30 ft., low-light vision; Listen +1, Spot +1 Languages — |
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AC 15, touch 9, flat-footed 15 hp 30 (4 HD) Immune electricity Resist cold 10, fire 10 Fort +7, Ref +1, Will +2 |
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Speed 5 ft., Melee Slam +7 (1d6+7) Space 10 ft.; Reach 10 ft. (20 ft. with vine) Base Atk +3; Grp +12 Atk Options constrict 1d6+7, improved grab Special Actions entangle |
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Abilities Str 20, Dex 10, Con 16, Int -, Wis 13, Cha 9 SQ camouflage, plant traits Feats — Skills — Advancement 5-16 HD (Huge); 17-32 HD (Gargantuan); 33+ HD (Colossal) |
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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 DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. Dwarves can use stonecunning to notice the subterranean version.
Constrict (Ex) An assassin vine deals 1d6+7 points of damage with a successful grapple check.
Entangle (Su) An assassin vine can animate plants within 30 feet of itself as a free action (Ref DC 13 partial). The effect lasts until the vine dies or decides to end it (also a free action). The save DC is Wisdom-based. The ability is otherwise similar to entangle (caster level 4th).
Improved Grab (Ex) To use this ability, an assassin vine must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. |