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: -

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c) - highly improbable; given to unrealistic fantasies; fanciful
m)- a state of abstraction; a reverie