Monsters / Assassin Vine

Assassin Vine

CR 3 - 800 XP - N Large Plant

Stat block

AC15 (touch 9, flat-footed 15)HP30 (4d8+12)SavesFort +7, Ref +1, Will +2Meleeslam +7 (1d8+7 plus grab)Speed5 ft.AbilitiesStr 20, Dex 10, Con 16, Int -, Wis 13, Cha 9BAB / CMB / CMD+3 / +9 / 19Sensesblindsight 30 ft., low-light vision; Perception +1Environmenttemperate forests
immune electricityimmune plant traitsresist cold 10, fire 10

Combat brain - every behavior cites its line (4 rules)

Built only from this entry: stat-block special attacks, the printed Int score, the creature type, its feats and senses, and the behavioral prose of its own description. Nothing invented - an uncited behavior is a test failure.

mindless (from intelligence)
Int - (no Intelligence score)
constrict (from special_attacks)
special attacks: constrict 1d8+7 each round it holds
grapple-grab (from melee)
melee: slam +7 (1d8+7 plus grab) - grab rides the hit
bruiser (from abilities)
abilities: Str 20 over Dex 10 - plant and full-attack, soak the hits

On-hit riders and breath

constrict1d8+7

From the entry

Since an assassin vine looks like a normal plant when at rest, a DC 20 Perception check is required to notice it before it attacks for the first time. Anyone with ranks in Survival or Knowledge (nature) can use either of those skills instead of Perception to notice the plant. An assassin vine can, as a free action, cause plants within 30 feet of it to animate and grasp at foes. This ability is otherwise similar to entangle (CL 4th, DC 13). The save DC is Wisdom-based. The assassin vine is a carnivorous plant that collects its own grisly fertilizer by grabbing and crushing animals and depositing the carcasses near its roots. These remarkable plants can see minute movements in the earth and air and detect changes in light and heat through their broad leaves, giving them exceptional awareness of the area around them. Possessing no intelligence or agenda, they lash out at whatever living ...