Assassin Vine: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
| CR = 5
[[Category:CR 5]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


[[Image:Assassin_Vine2.jpg|584px|right|xx]]
| MonsterName = Assassin Vine


== Assassin Vine (CR 5) ==
| Image = Assassin_Vine2.jpg
Assassin Vines are huge vegetable menaces found in the deep forest, hilly or mountainous wilderness, and far too often, in ruins and gardens both above and below the surface. The assassin vine is a carnivorous plant that collects its own grisly fertilizer by smashing animals beneath its massive bulbo-tubers, or corms. These remarkable plants can detect movements in the earth and air and detect changes in light and heat through their broad leaves, giving them exceptional awareness of the area around them. Possessing no intelligence or agenda, they lash out at whatever living things pass nearby, regardless of the target's size, sentience, or potential deadliness.
  <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->


Assassin Vines seen from the ground in dense forest look like a pair of trees close together, each with a massive woody buttress five feet across.  If they are in open ground where they can be seen, it becomes apparent that the two 'tree trunks' are actually a single massive vine, easily a foot thick, which has two massive corms, one at each end.  The central vine is fifty feet or so in length, and reaches up about twenty feet and loops over to connect both of the massive wooden bulbo-tubers together, the whole being surrounded by bushy vine/branches.
| Role =
  <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->


When an assassin vine detects movement or warmth, it will remain still until a victim is within its reach, and then will attack fearlessly, mindlessly, using Viney Smash.
| Description = Assassin Vines are huge vegetable menaces found in the deep forest, hilly or mountainous wilderness, and far too often, in ruins and gardens both above and below the surface.  The assassin vine is a carnivorous plant that collects its own grisly fertilizer by smashing animals beneath its massive bulbo-tubers, or corms. These remarkable plants can detect movements in the earth and air and detect changes in light and heat through their broad leaves, giving them exceptional awareness of the area around them. Possessing no intelligence or agenda, they lash out at whatever living things pass nearby, regardless of the target's size, sentience, or potential deadliness.


=== GENERAL ===
: Assassin Vines seen from the ground in dense forest look like a pair of trees close together, each with a massive woody buttress five feet across.  If they are in open ground where they can be seen, it becomes apparent that the two 'tree trunks' are actually a single massive vine, easily a foot thick, which has two massive corms, one at each end.  The central vine is fifty feet or so in length, and reaches up about twenty feet and loops over to connect both of the massive wooden bulbo-tubers together, the whole being surrounded by bushy vine/branches.
'''CR''' 5  '''Hit Dice''' 7


'''XP''' 1,600
| Alignment = Neutral
  <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->


N, Huge, Plant
| Size = Huge
  <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->


'''Init''' +3; '''Senses''' low-light 120 ft,, Tremorsense 60ft., Perception +8
| Type = Plant
  <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->


=== DEFENSE ===
| Subtype =  
'''AC''' 21, '''touch''' 14, '''flat-footed''' 18 (+4 armor, +3 dex, +3 natural, +1 deflection)
  <!--If any-->


'''hp''' 65
| NudgeInit =
  <!--CR 5 INITIATIVE = +3 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''Fort''' +8, '''Ref''' +4, '''Will''' +4
| Senses = [[Low-Light Vision]], [[Tremorsense]] 60 ft.
  <!--List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!-- [[Standard Vision]], [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]    -->
  <!-- [[Standard Hearing]], [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]] -->
  <!-- [[Standard Scent]], [[Scent]], [[Keen Scent]], [[Perfect Scent]]            -->
  <!-- [[Tremorsense]], [[Blindsense]], [[Lifesense]]          -->


'''Aura:''' -
| NudgePerception =
  <!--CR 5 PERCEPTION = +8 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->


'''SR:''' -
| NudgeAC =
  <!--CR 5 AC = 21 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Special Defenses:''' -
| NudgeTouchAC =
  <!--CR 5 TOUCH AC = 14 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Immunities:'''
| NudgeFFAC =
:* all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) (a plant with an Int score loses this trait)
  <!--CR 5 FLAT-FOOTED AC = 18 -->
:* poison
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
:* sleep
:* polymorph, paralysis, stunning


'''Weaknesses:''' -
| NudgeHitPoints =
  <!--CR 5 HIT POINTS = 65 -->
  <!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).-->


=== OFFENSE ===
'''Speed''' none, but see Viney Smash


'''Space / Reach:'''  5 ft. / 5 ft. times two.  NOTE: Instead of a single 3x3 space as most Huge creatures, this creature is represented as two five foot squares (one for each corm) with the massive vine looping above.  Despite having two areas, it only has one pool of hit points and it takes AOE damage only once, as it is a single creature.
<!--  SAVING THROWS  -->


'''Single Melee''' Vine Lash +10 (1d8+6/x2)
| Fort = S
| Refl =
| Will =
  <!--CR 5 STRONG SAVE = +8; WEAK SAVE = +4 -->
  <!--Values: "S" (for Strong save), leave blank for Weak save
      * Most monsters have 1 strong save and 2 weak saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Dragons have 3 strong saves-->


'''Full Melee'''  Viney Smash +10 (1d8+6/x2), plus see below for Viney Smash
| NudgeFort =
| NudgeRefl =
| NudgeWill =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Ranged''' none, but see Viney Smash
| SR =
  <!--Values: Y (for Yes), or leave blank-->


'''Special Attacks''' Viney Smash
| NudgeSR =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Action Points''' 0
| SpecialDefenses =
  <!--Put any DR or ER values here-->


=== STATISTICS ===
| StrongAgainst = Reduces any forced movement by 1 square.
Str 24, Dex 10, Con 16, Int -, Wis 13, Cha 9
  <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->


'''Base Atk''' +5; '''CMB''' +9; '''CMD''' 19
| WeakAgainst =
  <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->


'''Feats''' -
| MoveTypes = None, but see Viney Smash
  <!--List the move type and distance (in feet). (E.g. "[[Jet]] 60 ft.") -->
  <!-- [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!-- [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!-- [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!-- [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!-- [[Lesser Teleport]], [[Greater Teleport]]            -->


'''Skills''' -
| NudgeReach = -2
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->


'''Languages''' -


=== SPECIAL ABILITIES ===
; Viney Smash (Su)
As a full attack action, the Assassin Vine pulls up one of its two corms and 'takes a step' with it, attacking all creatures in a 15 ft. x 15 ft. space (3x3 squares) adjacent to where the 'stepping' corm sets down.  The 'stepping' corm must set down in an unoccupied space that is within 30 feet of the 'rooted' corm (the one that did not move).  Every time it uses Viney Smash the Assassin Vine may choose which corm to move and which one to root.  This is the only way an Assassin Vine can move around.  When it uses Viney Smash, it rolls a separate to-hit roll for each creature in the affected area.  Viney Smash is +10 to hit for 1d8+6/x2 points of damage to all creatures in the area of effect.


Note: Although technically the Assassin Vine has no move score, it is possible for it to provoke attacks of opportunity when it uses Viney Smash. When it lifts a corm to 'take a step' and Smash foes, the corm lifts off nearly vertically, and hammers back onto the field of battle nearly vertically. Creatures that are adjacent to the 'lift off' space or the 'set down' space of the moving corm may take attacks of opportunity, as the moving corm is considered to leave their threatened squares when it passes five feet in height, either ascending or descending.  (This is based upon the three dimensional movement rules.)
<!-- GENERAL ATTACK INFORMATION -->


=== TREASURE ===
| MeleeOrNatural = Natural
sell value of approximately 1,375 gp
  <!--REQUIRED; Values: "Melee" (for weapon-wielding monsters), or "Natural" (for natural attacks)-->


=== COMBAT TACTICS ===
| MultipliedDamageType =  
Assassin Vines wait for prey to approach.  As a full attack each round, it will wrench up one of its two corms (feet) and slam down a Viney Smash within thirty feet of the rooted corm. They are completely mindless and alien and will continue attacking until all foes are dead or they are destroyed.  If it is unable to use Viney Smash for some reason, it will instead choose one corm which has a target within melee reach of it, and will use the animated vine/branches around that corm to make a Vine Lash attack as a standard action.
  <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->


===OUT OF COMBAT===
| IgnoreSecondary = Y
A mature plant consists of a main vine, about 50 feet long and upwards of a foot thick; smaller vines/branches up to 5 feet long branch off from the main vine about every foot, and there are two massive corms, five feet across, at each end of the main vine. When rooted with its corms close together, an assassin vine can pass for a bushy tree and is easily missed.
  <!--Values: "Y" to hide, or leave blank to show; Hides all information about a secondary attack, in the event that the monster doesn't have one (e.g. swarms)-->


The small branches/vines bear clusters of leaves, and in late summer they produce bunches of small fruits that resemble wild blackberries. The fruit is tender and has a hearty flavor, although some say the berries change in taste depending on what victims composted a given plant's roots.  The most murderous assassin vines supposedly produce the sweetest berries, although it is hoped this is apocryphal.


An assassin vine can move about using Viney Smash, but usually stays put unless it needs to seek prey in a new vicinity. The plants use simple tactics, lying still until prey comes within reach and then attacking. Once an assassin vine is engaged, it pursues prey (albeit slowly) in order to catch and compost the creature. The plants prove tenacious, as long as their quarry remains within sight of their leaf-organs.  Once a creature moves beyond the plant's ability to perceive it, the unthinking vine falls still and lies in wait for the next passerby.


Assassin vines lurk within dense forests and swamps, but some might encroach upon poorly tended fields and vineyards. The vine's seeds might be spread far by birds swift enough to pluck them and escape. Tales often tell of assassin vines appearing in flower beds or infiltrating greenhouses, murderous surprises planted by rivals and enemies or arbitrary doom dropped by unsuspecting wing.
<!--  PRIMARY ATTACK INFORMATION  -->
 
| PriAtkName = Vine Lash
  <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->
 
| PriAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| PriAtkNotes-FullAtkOnly = plus Viney Smash
  <!--use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank-->
 
| PriAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| PriAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgePriToHit =
  <!--CR 5 PRIMARY TO-HIT = +10 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgePriDamage =
  <!--CR 5 PRIMARY NATURAL DAMAGE = 1d8+6 -->
  <!--CR 5 PRIMARY MELEE DAMAGE = 1d8+6 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName =
  <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
 
| SecAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| SecAtkNotes-FullAtkOnly =
  <!--use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank-->
 
| SecAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| SecAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeSecToHit =
  <!--CR 5 SECONDARY TO-HIT = +10 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSecDamage =
  <!--CR 5 SECONDARY NATURAL DAMAGE = 1d6+2 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
 
| TerAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| TerAtkNotes-FullAtkOnly =
  <!--use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank-->
 
| TerAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| TerAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeTerToHit =
  <!--CR 5 TERTIARY TO-HIT = +10 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeTerDamage =
  <!--CR 5 TERTIARY NATURAL DAMAGE = 1d8+6 -->
  <!--CR 5 TERTIARY MELEE DAMAGE = 1d8+6 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
 
| QuaAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| QuaAtkNotes-FullAtkOnly =
  <!--use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank-->
 
| QuaAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| QuaAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeQuaToHit =
  <!--CR 5 QUATERNARY TO-HIT = +10 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeQuaDamage =
  <!--CR 5 QUATERNARY NATURAL DAMAGE = 1d6+2 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName =
  <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
 
| HasRangedFullAttack =
  <!--Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| RangedAtkNotes-FullAtkOnly =
  <!--use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank-->
 
| RangedAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeRangedToHit =
  <!--CR 5 RANGED TO-HIT = +10 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeRangedDamage =
  <!--CR 5 RANGED DAMAGE = 1d8+6 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  ABILITY SCORES  -->
| Str = 24
| Dex = 10
| Con = 16
| Int = -
| Wis = 13
| Cha = 9
 
| NudgeCMB =
  <!--CR 5 CMB = +9 -->
| CMBNotes =
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
 
| NudgeCMD =
  <!--CR 5 CMD = 19 -->
| CMDNotes =
  <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->
 
 
<!--  FEATS  -->
 
| Feat1 =
| Feat2 =
| Feat3 =
| Feat4 =
  <!--Just the feat name; will be autolinked, and ShortDesc added-->
 
 
<!--  SKILLS  -->
 
| Skill1 =
| Skill2 =
| Skill3 =
| Skill4 =
 
| NudgeSkill1 =
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill4 =
  <!--CR 5 SKILLS = +8 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
  <!--Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass")-->
 
 
<!--  LANGUAGES  -->
 
| Languages =
  <!--Comma-separated list-->
 
 
<!--  SPECIAL ABILITIES  -->
 
 
<!--  ROLE-BASED SPECIAL ABILITIES -->
 
| HideRoleReminder1 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder2 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder3 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder4 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Unusual Shape
 
| Ability-1-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-1-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it-->
 
| Ability-1-Description = Instead of a single 3x3 space as most Huge creatures, assassin vines are represented as two 5-foot squares (one for each corm) with the massive vine looping above.  Despite having two areas, it only has one pool of hit points and it takes AOE damage only once, as it is a single creature.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special1ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special1TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special1SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special1StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special1SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility1ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility1StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name = Viney Smash
 
| Ability-2-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description = As a full attack action, instead of attacking with Vine Lash, the Assassin Vine pulls up one of its two corms and 'takes a step' with it, attacking all creatures in a 15 ft. x 15 ft. space (3x3 square area) adjacent to where the 'stepping' corm sets down.  The 'stepping' corm must set down in an unoccupied space that is within 30 feet of the 'rooted' corm (the one that did not move).  Every time it uses Viney Smash the Assassin Vine may choose which corm to move and which one to root.  This is the only way an Assassin Vine can move around.  This movement does not provoke attacks of opportunity. When it uses Viney Smash, it rolls a separate to-hit roll for each creature in the affected area, but rolls damage only once for all creatures successfully struck. 
 
::* '''Viney Smash'''+{{#var:Special2ToHit}} ({{#var:Special2StandardDmg}}/x2)
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special2TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special2SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special2StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special2SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility2ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name =
 
| Ability-3-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special3TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special3SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special3StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special3SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility3ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name =
 
| Ability-4-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special4TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special4SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special4StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special4SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility4ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name =
 
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special5TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special5SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special5StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special5SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility5ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special6TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special6SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special6StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special6SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility6ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special7TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special7SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special7StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special7SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility7ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special8TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special8SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special8StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special8SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility8ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special9ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special9TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special9SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special9StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special9SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility9ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  COMBAT TACTICS  -->
 
| CombatTactics = Assassin Vines wait for prey to approach.  As a full attack each round, it will wrench up one of its two corms (feet) and slam down a Viney Smash within thirty feet of the rooted corm. They are completely mindless and alien and will continue attacking until all foes are dead or they are destroyed.  If it is unable to use Viney Smash for some reason, it will instead choose one corm which has a target within melee reach of it, and will use the animated vine/branches around that corm to make a Vine Lash attack as a standard action.
 
 
 
<!--  OUT OF COMBAT  -->
 
| OutOfCombat = A mature plant consists of a main vine, about 50 feet long and upwards of a foot thick. Smaller vines and branches up to 5 feet long branch off from the main vine about every foot, and there are two massive corms, five feet across, at each end of the main vine.  When rooted with its corms close together, an assassin vine can pass for a bushy tree and is easily missed. 
 
: The small branches and vines bear clusters of leaves, and in late summer they produce bunches of small fruits that resemble wild blackberries. The fruit is tender and has a hearty flavor, although some say the berries change in taste depending on what victims composted a given plant's roots.  The most murderous assassin vines supposedly produce the sweetest berries, although it is hoped this is apocryphal.
 
: An assassin vine can move about using Viney Smash, but usually stays put unless it needs to seek prey in a new locale. The plants use simple tactics, lying still until prey comes within reach and then attacking. Once an assassin vine is engaged, it pursues prey (albeit slowly) in order to catch and compost the creature. The plants prove tenacious, as long as their quarry remains within sight of their leaf-organs.  Once a creature moves beyond the plant's ability to perceive it, the unthinking vine falls still and lies in wait for the next passerby.
 
: Assassin vines lurk within dense forests and swamps, but some might encroach upon poorly tended fields and vineyards. The vine's seeds might be spread far by birds swift enough to pluck them and escape. Tales often tell of assassin vines appearing in flower beds or infiltrating greenhouses, murderous surprises planted by rivals and enemies or arbitrary doom dropped by unsuspecting wing.
 
}}

Revision as of 14:27, 28 June 2016

Assassin Vine (CR 5)

Neutral - Huge - Plant
Lore: Know (Nature)
10 25
Basic DC Full DC
Initiative
Initiative Icon 2.png
8
Perception:
18 +8
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
21
Man Def
Shield Icon 3.png
20
Monster Health
71 35 7
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +8
Refl: +3
Will: +3

Strong Against:

  • (Mindless) Immune (no effect): all mind-affecting effects (charms, compulsions, fear, morale effects, patterns, and phantasms)
  • (Plant 1) Immune (no effect): poisons (tainted, poisoned, blighted), magical sleep (drowsy, sluggish, asleep), paralyzed, stunned, polymorph
  • (Plant 2) Immune (no effect): Forced movement (including Drag, Reposition), Prone (quelled, prone, splayed)
  • Reduces any forced movement by 1 square.
Weak Against:

Offense

Size: Huge
15 ft. 5 ft.
Space Reach
To-Hit
+8
Sword Icon 3.png
Man Off
+8
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Vine Lash +8 (1d10+6/x2)
    as undefined damage typeExpression error: Unexpected < operator.

Full Attack (Melee):

  • 1x Vine Lash +8 (1d10+6/x2)
    as undefined damage type
    plus Viney SmashExpression error: Unexpected < operator.

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

24
STR
10
DEX
16
CON
INT
13
WIS
9
CHA

Skills:

Languages:

Feats:

Special Abilities

Unusual Shape (Ex)

Instead of a single 3x3 space as most Huge creatures, assassin vines are represented as two 5-foot squares (one for each corm) with the massive vine looping above. Despite having two areas, it only has one pool of hit points and it takes AOE damage only once, as it is a single creature.

Viney Smash (Su)

As a full attack action, instead of attacking with Vine Lash, the Assassin Vine pulls up one of its two corms and 'takes a step' with it, attacking all creatures in a 15 ft. x 15 ft. space (3x3 square area) adjacent to where the 'stepping' corm sets down. The 'stepping' corm must set down in an unoccupied space that is within 30 feet of the 'rooted' corm (the one that did not move). Every time it uses Viney Smash the Assassin Vine may choose which corm to move and which one to root. This is the only way an Assassin Vine can move around. This movement does not provoke attacks of opportunity. When it uses Viney Smash, it rolls a separate to-hit roll for each creature in the affected area, but rolls damage only once for all creatures successfully struck.

  • Viney Smash+ (/x2)
Assassin Vine

Assassin Vine

Assassin Vines are huge vegetable menaces found in the deep forest, hilly or mountainous wilderness, and far too often, in ruins and gardens both above and below the surface. The assassin vine is a carnivorous plant that collects its own grisly fertilizer by smashing animals beneath its massive bulbo-tubers, or corms. These remarkable plants can detect movements in the earth and air and detect changes in light and heat through their broad leaves, giving them exceptional awareness of the area around them. Possessing no intelligence or agenda, they lash out at whatever living things pass nearby, regardless of the target's size, sentience, or potential deadliness.

Assassin Vines seen from the ground in dense forest look like a pair of trees close together, each with a massive woody buttress five feet across. If they are in open ground where they can be seen, it becomes apparent that the two 'tree trunks' are actually a single massive vine, easily a foot thick, which has two massive corms, one at each end. The central vine is fifty feet or so in length, and reaches up about twenty feet and loops over to connect both of the massive wooden bulbo-tubers together, the whole being surrounded by bushy vine/branches.

Combat Tactics

Assassin Vines wait for prey to approach. As a full attack each round, it will wrench up one of its two corms (feet) and slam down a Viney Smash within thirty feet of the rooted corm. They are completely mindless and alien and will continue attacking until all foes are dead or they are destroyed. If it is unable to use Viney Smash for some reason, it will instead choose one corm which has a target within melee reach of it, and will use the animated vine/branches around that corm to make a Vine Lash attack as a standard action.

Out of Combat

A mature plant consists of a main vine, about 50 feet long and upwards of a foot thick. Smaller vines and branches up to 5 feet long branch off from the main vine about every foot, and there are two massive corms, five feet across, at each end of the main vine. When rooted with its corms close together, an assassin vine can pass for a bushy tree and is easily missed.

The small branches and vines bear clusters of leaves, and in late summer they produce bunches of small fruits that resemble wild blackberries. The fruit is tender and has a hearty flavor, although some say the berries change in taste depending on what victims composted a given plant's roots. The most murderous assassin vines supposedly produce the sweetest berries, although it is hoped this is apocryphal.
An assassin vine can move about using Viney Smash, but usually stays put unless it needs to seek prey in a new locale. The plants use simple tactics, lying still until prey comes within reach and then attacking. Once an assassin vine is engaged, it pursues prey (albeit slowly) in order to catch and compost the creature. The plants prove tenacious, as long as their quarry remains within sight of their leaf-organs. Once a creature moves beyond the plant's ability to perceive it, the unthinking vine falls still and lies in wait for the next passerby.
Assassin vines lurk within dense forests and swamps, but some might encroach upon poorly tended fields and vineyards. The vine's seeds might be spread far by birds swift enough to pluck them and escape. Tales often tell of assassin vines appearing in flower beds or infiltrating greenhouses, murderous surprises planted by rivals and enemies or arbitrary doom dropped by unsuspecting wing.

Rewards

XP: 1,600

Treasure: Sellable Goods worth 1,625 gp.

Weight: 50 lbs.     Volume: 2 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)