Aquatic Viper Vine

Level 13
Creature· aquaticLargeRemaster
AC 33
HP 270
Speed 20 ft.
Fort +26
Ref +24
Will +22
Perc +22
Size Large
Common
Resistances poison 15
Senses low-light-vision, tremorsense 60 ft. (imprecise)
Speeds 20 ft., swim 20 ft.
Skills athletics +27, stealth +24
Recall Knowledge nature DC 31

Attacks

Melee Jaws +27/+22/+17(reach 10 ft.)
Damage: 3d6+11 piercing + 3d6 poison
Melee Vine +25/+21/+17(agile, reach 15 ft.)
Damage: 3d10+11 bludgeoning
Effect: grab

Abilities

Tremorsense 60 feetinteraction

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 Vulnerabilitydefensive(cold)

When exposed to a cold effect, the viper vine is overwhelmed by lethargy, becoming Slowed 1 for 1d4 rounds.

Captivating Pollenoffensive(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 succeed at 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.

Constrictoffensive

(3d8+8) bludgeoning damage, DC 33 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.

Graboffensive

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.

Description

A voracious, flesh-eating carnivore, the viper vine has a single enormous blossom arising from a thick, leafy tangle of snakelike vines. When the plant senses the approach of suitable prey through its sensitive, shallow-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.

Since viper vines gain nourishment by consuming creatures rather than through photosynthesis and absorbing nutrients from the soil, they have developed rudimentary locomotion and can drag themselves along the ground with tentacle-like roots. They even have a form of rudimentary sentience, allowing them to both discern differences in prey and make limited tactical decisions, while also avoiding 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.