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Pannotia Campaign Setting

Assassin Vine

Assassin Vine CR 3

N Large Plant

Init +2 (+2 Dex); Senses Blindsight 30 ft, low-light vision

Languages None


AC 17, touch 11, flat-footed 15 (+2 Dex, -1 size, +6 natural)

HP 38 (4 HD)

Immune Electricity

Resist cold 10, fire 10

Fort +9, Ref +3, Will +4


Speed 5 ft

Melee Slam +9 (1d6+10)

Space 10 ft; Reach 10 ft (20 ft with vine)

Base Atk +3; Grp +14

Special Atks Constrict 1d6+10, entangle, improved grab


Abilities Str 24, Dex 14, Con 20, Int Ø, Wis 16, Cha 12

SQ Blindsight 30 ft, camouflage, immunity to electricity, low-light vision, plant traits, resistance to cold 10 and fire 10

Possessions/Treasure 1/10th coins; 50% goods; 50% items


Constrict (Ex): An assassin vine deals 1d6+10 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 15 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.

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.


Environment: Temperate forests

Organization: Solitary or patch (2-4)

Advancement: 5-16 HD (Huge); 17-32 HD (Gargantuan); 33+ HD (Colossal)

Level Adjustment: -

Other Assassin Vines