Size | Large |
Type | Plant |
Hit Dice | 4d8+12 (111 hp) |
Speed | 5 ft. |
Abilities | Str 20, Dex 10, Con 16, Int -, Wis 13, Cha 9 |
Special Qualities | Blindsight 30 ft., Camouflage, Cold Resistance 10, Fire Resistance 10, Immune to Electricity, Plant Traits |
Environment | Temperate Forests |
Organization | Solitary or patch (2-4) |
Treasure | 1/10th coin; 50% goods; 50% items |
Alignment | N |
Advancement | 5-16 HD (Huge 17-32 HD (Gargantuan 33+ HD (Colossal) |
Level Adjustment | - |
Skills |
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None |
Feats |
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None |
Combat | |
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Initiative | +0 |
Armor Class (AC) | 7 (10) [+3 base, -1 size] |
Base Attack | +15%/+60% [+5 dam] |
Full Attack | Slam +35% [+7 dam] ](max Large) |
Space/Reach | 10 ft./10 ft. (20 ft. with vine) |
Special Attacks | Constrict, Entangle, Improved Grab |
Saves | Fort +7, Ref +1, Will +2 |
Description |
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Constrict (Ex): An assassin vine deals +7 points of damage with a successful grapple attack (max Large). Entangle (Su): An assassin vine can animate plants within 30 feet of itself as a free action to entangle its foes (DC 13 partial). Improved Grab (Ex): To use this ability, an assassin vine must hit with its slam attack. It can then attempt a grapple attack as a free action without provoking an attack of opportunity. If it succeeds on the grapple attack, it establishes a hold and constricts its target. 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 Perception to notice the plant. Dwarves can use stonecunning to notice the subterranean version. |