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Overgrown Viper VineCreature 14


RareNLargePlant
Source Pathfinder Kingmaker
Perception +24 (low-light vision, tremorsense (precise in area A7, otherwise imprecise) 60 feet)
Languages none
Skills Athletics +29, Stealth +26
Str +8, Dex +5, Con +7, Int -4, Wis +5, Cha -3

AC 35; Fort +28; Reflex +26; Will +24;
HP 290
Speed 20 feet
Resistances Poison 15

Jaws One Action +29 (+24, +19) to hit (reach 10) 3d6+13 Piercing + 3d6 Poison
Vine One Action +29 (+25, +21) to hit (agile, reach 15) 3d10+13 Bludgeoning

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Tremorsense (Precise in Area A7, Otherwise Imprecise) 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 One Action (enchantment, 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 attempt 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.

Constrict One Action

3d8+10 bludgeoning damage, DC 35 basic 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.

Grasping Roots Reaction

Trigger a creature attempts a Move action in area A7

Requirements the overgrown viper vine is in area A7


Effect The viper vine manipulates its roots to cause foliage around the triggering creature to suddenly seem to spring to life. The triggering creature must attempt a DC 35 reflex saving throw.


Critical Success The target is unaffected.

Success The target treats the first square of its movement as difficult terrain.

Failure The target becomes Immobilized by the foliage, (escape DC 35).

Critical Failure As failure but the target also falls Prone.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


A voracious, flesh-eating carnivore, the viper vine has a single enormous blossom arising from a thick, leafy tangle of snake-like vines. When the plant senses the approach of suitable prey through its sensitive, shallowly 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. Persistent stories claim the viper vine can lure prey into its clutches by swaying with a hypnotic motion, but this effect is in fact created by this invisible, odorless pollen cloud.

Since a viper vine gains nourishment by consuming creatures rather than through ingesting moisture and soil, it has developed rudimentary locomotion and can drag itself along the ground with its tentacle-like roots. It even has a form of rudimentary sentience, allowing it to not only discern differences in prey and make limited tactical decisions, but also to avoid creatures that are particularly large or dangerous-looking.

The area around viper vine hunting grounds is often strewn with the partially devoured remains of victims. It's not unusual to find the rotting corpses of wild animals, ill-fated adventurers, and even giants in the plant's immediate vicinity, along with a scattering of incidental treasure left behind on the corpses. A viper vine rarely returns to the carcass of a creature it killed earlier, preferring to hunt fresh meat.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Plant

Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.