Creeping Vine

These haunting vines live on moonlight through a process called lunasynthesis. They quickly draw nutrients from the soil, invading dimly-lit natural groves, mausoleums and other such locales where they will suck sustenance from the fluids of corpses.

Underground, these plant’s roots and tendrils will often stick through the soft soil ceilings of natural caverns, from which they will grab and draw up their prey.

Creeping Vine CR 7
Undead plant
Neutral Evil Large plant
Init: +2 Senses: Blindsight 45 ft. Listen +1, Spot +1
Aura: Fatiguing Radiance 30 ft.
Languages: none

AC: 20 (+10 Natural, +1 Dex, -1 Size) touch 10, flatfooted 19
HP: 70 (HD 8d12)
Immune: Unholy
Fort: +10 Ref: +3 Will: +7
Weakness: Holy

MV: 10 ft.
Attack: +7 vine 1d6+7
Full Attack: 4 attacks with +7 vine 1d6+7
Attack Options: improved grab
Space / Reach: 10 ft. / 10 ft.
Base Attack: +6 Grapple: +17

Abilities Str 24 Dex 13 Con – Int 3 Wis 12 Cha 13
SQ: undead and plant traits
SA: improved grab, blood drain
Feats: Improved Grapple, Combat Reflexes, Weapon Focus Tendril
Skills: +12 Move Silently

Possessions: whatever was left by previous victims: standard treasure.

Improved Grab (Ex): Upon a successful melee attack, creeping vines can attempt to start a grapple with their enemies. Upon a successful grapple, they will draw their victims in toward their central body, where, at the start of the next round, the roots begin sucking their blood through tiny hollow needles.

Blood Drain (Ex): At the start of it’s round, each living creature caught in a grapple with a creeping vine will take 1d4 points of constitution damage.

Blindsight (Ex): Creeping Vines have no visual organs but can ascertain all foes within 45 feet using sound, scent, and vibration.

Fatiguing Radiance (Su): Any living creature within 30′ of a creeping vine must succeed on a DC 15 fortitude save or become fatigued for as long as they remain in proximity to the undead plant and for 2d6 rounds after they leave it’s aura. The Fortitude save is Charisma based.

Camouflage (Ex): Since a creeping vine looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks.

Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. Dwarves can use stonecunning to notice the subterranean version.

Undead and Plant Traits:

– Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
– Not subject to critical hits, nonlethal damage, ability drain, or energy drain.
– Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
– Immunity to poison, sleep effects, paralysis, polymorph, stunning, disease, and death effects.
– Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
– Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.


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