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ASSASSIN VINE

CREATURE 3

N

LARGE

MINDLESS

PLANT

Recall Knowledge (plant) Nature DC 18

Perception +10; Tremorsense 30 feet, Low-Light Vision

Skills Athletics +9, Stealth +9 (+11 in forests or grasslands)

Str +4, Dex +0, Con +3, Int –5, Wis +3, Cha +0

Camouflage The assassin vine can Hide in natural environments even if it doesn’t have cover.

AC 18; Fort +10, Ref +7, Will +8

HP 68; Weaknesses fire 5, slashing 5

Grasping Foliage (primal, transmutation) Trigger The assassin vine detects a creature within 20 feet via tremorsense; Effect The assassin vine causes vegetation within a 20-foot emanation to writhe for 1 round, turning this area into difficult terrain. When a creature starts its turn in this area, it must attempt a DC 20 Reflex save. On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure it is also immobilized for 1 round. A creature can attempt to Escape to remove these effects.

Assassin vines are immune to Grasping Foliage.

Speed 5 feet

Melee vine +12 / +7 / +2 (reach 10 feet), Damage 1d8+6 bludgeoning plus

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. 1d8+4 bludgeoning, DC 20

Requirements The monster’s last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action. Effect The monster automatically Grabs the target until the end of the monster’s next turn. The creature is grabbed by whichever body part the monster attacked with, and that body part can’t be used to Strike creatures until the grab is ended.
Using Grab extends the duration of the monster’s Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.