Assassin Vine (CR 3)
This gnarled vine, as thick as a man's arm and bearing hand-shaped leaves, convulses across the ground in an unnatural slither.
CR 3: Assassin Vine |
XP 800 N Large plant Background Hunter Init +9; Senses blindsight 30 ft., low-light vision; Perception (Wis) +15 (0 ACP, Expert +3, +5 feat, +3 racial) |
Defense |
hp 51 (3d8+27) DV 18, touch 18, flat-footed 12 (+3 defense, +5 Dex, +1 dodge, -1 size; +4 vs. opportunity) Fort +9 (1 reroll/day), Ref +8 (1 reroll/day), Will +7 (1 reroll/day) DR 6/armor (+3 natural [+3 inherent]) Immune electricity, plant traits Resist cold 5, fire 5 |
Offense |
Speed 10 ft. Space 10 ft.; Reach 15 ft. Base Atk +2; CMB +13 (+21 grapple); CMD 23 (27 vs. grapple, can't be tripped) Melee 2 slam +12 (1d6+15 [27/21] plus grab) Melee 2 slam +11 (1d6+18 [30/24] plus grab); power attack Special Attacks constrict (2d4+15), entangle (DC 17) |
Statistics |
Abilities Str 20, Dex 20, Con 18, Int —, Wis 18, Cha 9 Feats Acrobaticb, Alertnessb, Athleticb, Big Game Hunterb, Blind-Fightb, Combat Reflexesb, Deadly Grapplerb, Dodgeb, Extra Skill Proficiency (Acrobaticsb, Climbb, Escape Artistb, Perceptionb, Stealthb, Swimb), Feral Combat Training (slamb x2), Great Fortitudeb, Improved Grappleb, Improved Initiativeb, Improved Natural Armorb, Improved Natural Attack (slamb x2), Improved Unarmed Strikeb, Iron Willb, Lightning Reflexesb, Skill Focus (Acrobaticsb, Climbb, Escape Artistb, Perceptionb, Stealthb, Swimb), Stealthyb, Weapon Focus (naturalb) Racial Feats Ability Focus (entangle) Leadership Perks {$leadershipPerks} Skills Acrobatics (Dex) +13 (0 ACP, Expert +3, +5 feat) Appraise (Int) — (Novice +0) Artistry (Int) — (Novice +0) Autohypnosis* (Wis) — (Novice +0) Bluff (Cha) — (Novice +0) Climb (Str) +13 (0 ACP, Expert +3, +5 feat) Craft () (Int) — (Novice +0) Diplomacy (Cha) — (Novice +0) Disable Device* (Dex) — (0 ACP, Novice +0) Disguise (Cha) — (Novice +0) Escape Artist (Dex) +13 (0 ACP, Expert +3, +5 feat) Fly (Dex) +7 (0 ACP, Novice +0, +2 feat) Handle Animal* (Cha) — (Novice +0) Heal (Wis) — (Novice +0) Intimidate (Cha or Str) — (Novice +0) Knowledge* () (Int) — (Novice +0) Linguistics* (Int) — (Novice +0) Lore* (Int) — (Novice +0) Perform () (Cha) — (Novice +0) Profession* () (Wis) — (Novice +0) Ride (Dex) +5 (0 ACP, Novice +0) Sense Motive (Wis) — (Novice +0) Sleight of Hand* (Dex) — (0 ACP, Novice +0) Spellcraft* (Int) — (Novice +0) Stealth (Dex) +16 (0 ACP, Expert +3, +5 feat, +3 racial) Survival (Wis) — (Novice +0) Swim (Str) +13 (0 ACP, Expert +3, +5 feat) Truespeak* (Int) — (Novice +0) Use Magic Device* (Cha) — (Novice +0) Languages None SQ keen senses, stealthy Possessions None |
Racial Traits
Standard Traits
- CR: 3 (79 CP)
- Hit Dice: d8 (0 CP)
- Alignment: N
- Type: Assassin vines are plants.
- Size: Assassin vines are Large plants, gaining +2 Strength, -2 Dexterity, +1 Constitution, -1 size penalty to attack rolls, +1 size bonus to CMB and CMD, -1 size penalty to DV, -2 size penalty to Fly, -1 size penalty to Stealth, a space of 10 ft., a reach of 10 ft., and a speed of 40 ft. (2 CP)
- Speed: Assassin vines have a speed of 30 ft. (8 CP)
- Ability Score Adjustment: +7 Strength, +10 Dexterity, +5 Constitution, +7 Wisdom. Assassin vines do not possess an Intelligence score. (58 CP)
Defense Racial Traits
- Electricity Immunity: Assassin vines are immune to electricity damage. (4 CP)
- Elemental Resistances: Assassin vines gain cold and fire resistance 5. At 5th Hit Die, and every 5 after, these resistances increase by 5. (4 CP)
- Plant Immunities: Assassin vines are immune to the following conditions and effects: mind-affecting, paralysis, poison, sleep, stunned. (12 CP)
- Natural Armor: Assassin vines have a natural armor bonus equal to their total Hit Dice. (2 CP)
- Saving Throws: Assassin vines have good Fortitude saving throw bonus progression. (2 CP)
Feat and Skill Racial Traits
- Bonus Feats: Assassin vines gain Acrobatic, Alertness, Athletic, Blind-Fight, Combat Reflexes, Deadly Grappler, Dodge, Extra Skill Proficiency (Acrobatics, Climb, Escape Artist, Perception, Stealth, Swim), Feral Combat Training (slam x2), Great Fortitude, Improved Grapple, Improved Initiative, Improved Natural Armor, Improved Natural Attack (slam x2), Improved Unarmed Strike, Iron Will, Lightning Reflexes, Skill Focus (Acrobatics, Climb, Escape Artist, Perception, Stealth, Swim), Stealthy, and Weapon Focus (natural) as bonus feats. (64 CP)
- Camouflage: Assassin vines gain a racial bonus equal to their total Hit Dice on Stealth checks. (2 CP)
- Class Skills: Assassin vines gain the following as class skills: Acrobatics, Climb, Escape Artist, Perception, Stealth, and Swim. (3 CP)
- Keen Senses: Assassin vines gain a racial bonus equal to their total Hit Dice on Perception checks. (2 CP)
- Mindless Skills: Assassin vines cannot use nor put ranks and proficiency increases in the following skills: Appraise, Artistry, Autohypnosis, Bluff, Craft, Diplomacy, Disguise, Handle Animal, Heal, Knowledge, Linguistics, Lore, Perform, Profession, Sense Motive, Spellcraft, Survival, Truespeak, Use Magic Device. (-76 CP)
Magic Racial Traits
- Entangle: Assassin vines can cast entangle at-will as a supernatural ability, using their total Hit Dice as caster level. The DC is Wisdom-based. (4 CP)
Offense Racial Traits
- Base Attack Bonus: Assassin vines have medium base attack bonus progression. (0 CP)
- Constrict: Assassin vines can crush an opponent, dealing bludgeoning damage, when they makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage), including the first check to establish the grapple. The amount of damage is given in the creature’s entry and is typically equal to the amount of damage caused by the creature’s melee attack. (4 CP)
- Grab: Assassin vines can make a free grapple attempt on a successful slam attack against creatures up to its size. (8 CP)
- Extra Reach: Assassin vines' reach is 1 size larger. (2 CP)
- Slam: Assassin vines possess 2 slam natural attacks that each deal 1d6 points of damage. At 7th Hit Die, and every 7 HD after, the damage increases by 1 size. (4 CP)
Senses Racial Traits
- Blindsight: Assassin vines have blindsight up to 30 feet. At 7th Hit Die, and every 7 HD after, the range increases by 30 feet. (10 CP)
- Low-Light Vision: Assassin vines can see twice as far as humans in conditions of dim light. At 7th Hit Die, they can see three times as far, four times as far at 14th HD, and so on every 7 HD after. (1 CP)
Other Racial Traits
- Legless: Assassin vines have no legs, and must crawl or slither to move across the ground. Their base speed reduced by 3 sizes, and they cannot be tripped. They have no feet slot for magic items. (-12 CP)
- Mindless: Assassin vines does not have an Intelligence score, is immune to all mind-affecting effects, and does not gain feats or skill ranks. (-30 CP)
- No Leadership Perks: Assassin vines do not gain leadership perks. (-4 CP)
- Sleepless: Assassin vines do not need to sleep, unless they want to gain any benefits from doing so. However, they still require 8 hours of rest to regain any abilities that have that requirement. (5 CP)
page revision: 0, last edited: 03 Sep 2022 21:15