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There is a Legacy version here.

Viper Vine

A voracious, flesh-eating carnivore, the viper vine has a single enormous blossom arising from a thick, leafy tangle of snakelike vines. When the plant senses the approach of suitable prey through its sensitive, shallow-buried root system, it rises up like an agitated snake and unfurls its brightly colored bloom, an act that releases a cloud of mind-numbing pollen.

Since viper vines gain nourishment by consuming creatures rather than through photosynthesis and absorbing nutrients from the soil, they have developed rudimentary locomotion and can drag themselves along the ground with tentaclelike roots. They even have a form of rudimentary sentience, allowing them to both discern differences in prey and make limited tactical decisions, while also avoiding creatures that are particularly large or dangerous looking.

The area around viper vine hunting grounds is often strewn with the partially devoured remains of victims. It's not unusual to find the rotting corpses of wild animals, ill-fated adventurers, and even giants in the plant's immediate vicinity, along with a scattering of incidental treasure left behind on the corpses. A viper vine rarely returns to the carcass of a creature it killed earlier, preferring to hunt fresh meat.

Recall Knowledge - Plant (Nature): DC 31
Unspecific Lore: DC 29
Specific Lore: DC 26

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Viper VineCreature 14

Large Plant 
Source Monster Core 2 pg. 350
Perception +24; low-light vision, tremorsense (imprecise) 60 feet
Skills Athletics +29, Stealth +26
Str +8, Dex +5, Con +7, Int -4, Wis +5, Cha -3
AC 35; Fort +28, Ref +26, Will +24
HP 290; Resistances poison 15
Cold Vulnerability When exposed to a cold effect, the viper vine is overwhelmed by lethargy, becoming slowed 1 for 1d4 rounds.
Speed 20 feet
Melee [one-action] jaws +29 [+24/+19] (reach 10 feet), Damage 3d6+2+11 piercing plus 3d6+2 poisonMelee [one-action] vine +27 [+23/+19] (agile, reach 15 feet), Damage 3d10+2+11 bludgeoning plus GrabCaptivating Pollen [one-action] (incapacitation, mental, poison) The viper vine releases a 60-foot emanation of invisible pollen that stays in the air for 5 rounds unless dispersed by a moderate or stronger wind. Each creature that enters or starts its turn in the area must succeed at a DC 35 Will save or be captivated. The viper vine can't use Captivating Pollen for 1d4 rounds.
Critical Success The creature is unaffected and is temporarily immune to Captivating Pollen for 24 hours.
Success The creature is sickened 1.
Failure The creature is fascinated, and it must spend each of its actions to move closer to the viper vine as expediently as possible while avoiding obvious dangers. If a captivated creature is adjacent to the viper vine, it stays still and doesn't act. It ceases to be fascinated if it's no longer in the pollen aura at the end of its turn.
Critical Failure As failure, plus the creature is stupefied 2 for 24 hours.
Constrict [one-action] 3d8+8 bludgeoning, DC 35

Sidebar - Treasure and Rewards Viper Vine Pollen

While viper vine pollen degrades quickly after it’s harvested carefully from the plant, a character who has a set of alchemical tools can gather and preserve 1d6 doses of pollen with a successful DC 35 Crafting or Nature check and 10 minutes of work. A single dose of viper vine pollen is worth 300 gp as raw materials for crafting any alchemical or magical item that creates an incapacitation effect.

Shelyn's Corner

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