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Viper Vine

Large tendrils ending in tiny claws unfurl from the central stalk of this plant, which rises like a serpent ready to strike.

Viper Vine CR 13

XP 25,600
N Large plant
Init +8; Senses low-light vision, tremorsense 60 ft.; Perception +13

DEFENSE

AC 27, touch 14, flat-footed 22 (+4 Dex, +1 dodge, +13 natural, –1 size)
hp 190 (20d8+100)
Fort +16, Ref +12, Will +6
Immune acid, plant traits
Weaknesses cold lethargy

OFFENSE

Speed 10 ft.
Melee bite +23 (2d6+8/19–20 plus 3d6 acid), 4 tentacles +21 (1d6+4 plus grab)
Space 10 ft.; Reach 10 ft. (20 ft. with tentacle)
Special Attacks captivating cloud, constrict (1d6+8)

STATISTICS

Str 26, Dex 19, Con 19, Int 1, Wis 10, Cha 6
Base Atk +15; CMB +24 (+28 grapple); CMD 39 (can’t be tripped)
Feats Combat Reflexes, Dodge, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Multiattack, Power Attack, Toughness, Weapon Focus (bite), Weapon Focus (tentacle)
Skills Perception +13, Stealth +13

SPECIAL ABILITIES

Captivating Cloud (Su)

Once per day as a swift action, a viper vine can emit a transparent cloud of pollen in a 60-foot spread that has the power to lull the minds of those that smell it. Once activated, the cloud persists for 5 rounds unless dispersed by moderate or stronger wind. All creatures in the cloud must succeed on a DC 24 Will saving throw each round or become captivated. Once a creature becomes captivated, it takes no actions save to approach the viper vine via the most direct route possible. If this path leads it into a dangerous area, such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. A victim that is attacked by the viper vine gets a new saving throw as a free action during each of the vine’s attacks to overcome the effect. This is a mind-affecting effect. The save DC is Constitution-based.

Cold Lethargy (Ex)

Exposure to any cold effect slows a viper vine (as a slow spell) for 1d4 rounds.