3e SRD:Assassin Vine

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Assassin Vine

Size/Type: Large Plant
Hit Dice: 4d8+12 (30 hp)
Initiative: +0
Speed: 0 ft.
AC: 15 (-1 size, +6 natural)
Attacks: Slam +7 melee
Damage: Slam 1d6+7
Face/Reach: 5 ft. by 5 ft./10 ft. (20 ft. with vine)
Special Attacks: Entangle, improved grab, constrict 1d6+7
Special Qualities: Camouflage, electricity immunity, cold and fire resistance 20, blindsight
Saves: Fort +7, Ref +1, Will +2
Abilities: Str 20, Dex 10, Con 16, Int —, Wis 13, Cha 9
Skills:
Feats:
Climate/Terrain: Temperate and warm forest and underground
Organization: Solitary or patch (2-4)
Challenge Rating: 3
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 5-16 HD (Huge); 17-32 HD (Gargantuan); 33+ HD (Colossal)


Combat

Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

Assassin vines use simple tactics: They lie still until prey comes within reach, then attack. They use their entangle ability both to catch prey and to deter counterattacks.

Entangle (Su): An assassin vine can animate plants within 30 feet of itself as a free action. The effect lasts until the vine dies or decides to end it (also a free action). The ability is otherwise similar to entangle as cast by a 4th-level druid (save DC 13).

Improved Grab (Ex): To use this ability, the assassin vine must hit with its slam attack.

Constrict (Ex): An assassin vine deals 1d6+7 points of damage with a successful grapple check against Medium-size or smaller creatures.

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 successful Spot check (DC 20) to notice it before it attacks. Anyone with Wilderness Lore or Knowledge (nature) can use those skills instead of Spot to notice the plant. Dwarves can use stonecunning to notice the subterranean version.



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