CREATURE 13
Perception +22; low-light vision, tremorsense (imprecise) 60 feet
Skills Athletics +27, Stealth +24
Str +8 Dex +5 Con +7 Int -4 Wis +5 Cha -3
AC 33; Fort +26, Ref +24, Will +22
HP 270; 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 jaws +27 (reach 10 feet), Damage 3d6+11 piercing plus 3d6 poison
Melee vine +27 (agile, reach 15 feet), Damage 3d10+11 bludgeoning plus Grab
Captivating Pollen (enchantment, 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 attempt a DC 33 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 3d8+8 bludgeoning, DC 33
Bestiary 2, page 287.
Open Viper Vine in the interactive creatures list or browse all creatures starting with V.