Old World» Assassin vine

The assassin vine is a semimobile plant that collects its own grisly fertilizer by grabbing and crushing animals and depositing the carcasses near its roots.

The small vines that branch off from an assassin vine’s main stem bear clusters of leaves, and in late summer they produce bunches of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor. Assassin vine berries make a heady wine. The pith of an assassin vine is required in order to make deathblade poison.

An assassin vine can move about, albeit very slowly, but usually stays put unless it needs to seek prey in a new vicinity.

A subterranean version of the assassin vine grows near hot springs, volcanic vents, and other sources of thermal energy. These plants have thin, wiry stems and gray leaves shot through with silver, brown, and white veins so that they resemble mineral deposits. An assassin vine growing underground usually generates enough offal to support a thriving colony of mushrooms and other fungi, which spring up around the plant and help conceal it.

Contents

Assassin vine

This vine has a fibrous stem covered with brown, stringy bark and as thick as a human’s forearm. Its leaves are shaped like human hands.

Subterranean version:

This vine has a thin, wiry stem and gray leaves shot through with silver, brown, and white veins, resembling mineral deposits.

A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch off from the main vine about every 6 inches.

Combat

An assassin vine uses simple tactics: It lies still until prey comes within reach, then attacks. It uses its entangle ability both to catch prey and to deter counterattacks.

Assassin vine

Large plant

Init +0; Senses blindsight 30 ft.; Perception +1

Defense

AC 15, touch 9, flat-footed 15 (−1 size, +6 natural)

hp 36 (4d8+18)

Fort +7, Ref +1, Will +2

Resist cold 10, fire 10

Immune electricity

Offense

Speed 5 ft.

Melee slam +7 (1d6+7 plus grab)

Space 10 ft.; Reach 20 ft. (10 ft. for attacks of opportunity)

Special Attacks constrict 1d6+7, entangle

Statistics

Str 20, Dex 10, Con 16, Int —, Wis 13, Cha 9

Base Atk +3; CMB +9 (+13 grapple); CMD 19 (can’t be tripped)

Morale fearless (n/a)

Special Qualities camouflage

Ecology

Environment temperate forests or underground

Organization solitary, pair, or patch (1d4+2)

Special Abilities

Constrict (Ex)

An assassin vine can squeeze an opponent, dealing bludgeoning damage, when it makes a successful grapple check against a grabbed opponent (in addition to any other effects caused by a successful check, including additional damage).

Entangle (Su)

An assassin vine can animate plants within 30 feet of itself as a free action (Reflex DC 13 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.

Grab (Ex)

If an assassin vine hits with its slam attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The assassin vine can only grab targets that are smaller than itself.

An assassin vine receives a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Blindsight (Ex)

Assassin vines have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration. A silence spell does not completely blind an assassin vine, but grants all opponents concealment from it.

Camouflage (Ex)

Since an assassin vine looks like a normal plant when at rest, it takes a DC 20 Perception check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) (or Knowledge (dungeoneering), for the subterranean version) can use one of those skills instead of Perception to notice the plant. Dwarves can use stonecunning to notice the subterranean version.

Assassin vine, ancient

Some assassin vines that survive for a long time (especially those that grow near sources of magical energy) grow to an impressive size. Such an ancient plant consists of a 40-foot-long main vine, with smaller vines growing up to 10 feet long.

Assassin vine, ancient

Huge plant

Init +0; Senses blindsight 30 ft.; Perception +1

Defense

AC 18, touch 8, flat-footed 18 (−2 size, +10 natural)

hp 94 (9d8+54)

Fort +10, Ref +3, Will +4

Resist cold 10, fire 10

Immune electricity

Offense

Speed 5 ft.

Melee slam +12 (1d8+12 plus grab)

Space 15 ft.; Reach 30 ft. (15 ft. for attacks of opportunity)

Special Attacks constrict 1d8+12, entangle

Statistics

Str 26, Dex 10, Con 18, Int —, Wis 13, Cha 9

Base Atk +6; CMB +16 (+20 grapple); CMD 26 (can’t be tripped)

Morale fearless (n/a)

Special Qualities camouflage

Ecology

Environment temperate forests or underground

Organization solitary

Special Abilities

Constrict (Ex)

An ancient assassin vine can squeeze an opponent, dealing bludgeoning damage, when it makes a successful grapple check against a grabbed opponent (in addition to any other effects caused by a successful check, including additional damage).

Entangle (Su)

An ancient assassin vine can animate plants within 30 feet of itself as a free action (Reflex 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.

Grab (Ex)

If an ancient assassin vine hits with its slam attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The ancient assassin vine can only grab targets that are smaller than itself.

An ancient assassin vine receives a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Blindsight (Ex)

Assassin vines have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration. A silence spell does not completely blind an ancient assassin vine, but grants all opponents concealment from it.

Camouflage (Ex)

Since an assassin vine looks like a normal plant when at rest, it takes a DC 20 Perception check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) (or Knowledge (dungeoneering), for the subterranean version) can use one of those skills instead of Perception to notice the plant. Dwarves can use stonecunning to notice the subterranean version.