Yellow Musk Creeper

CREATURE 2

n medium mindless plant 

Perception +4; tremorsense (imprecise) 30 feet

Skills Stealth +6

Str +3 Dex +2 Con +4 Int -5 Wis +0 Cha -1

AC  18; Fort +10, Ref +6, Will +4

HP 34; Immunities mental

Speed 5 feet

Melee [>] tendril +9 (reach 10 feet), Damage 1d10+3 piercing

Bore into Brain [>>>] (manipulate, mental) The creeper bores dozens of tendrils into the brain of a Small, Medium, or Large humanoid creature that's unconscious, willing, or fascinated by Spray Pollen, and within reach of the creeper's tendrils. The creature must succeed at a DC 18 Fortitude save or become stupefied 1 (stupefied 2 on a critical failure). Subsequent failed saves against Bore into Brain increase the stupefied value. If the creature reaches stupefied 5, it is turned into a yellow musk thrall (see below). Boring into a creature's brain doesn't end fascination caused by Spray Pollen.

Spray Pollen [>>] (mental, poison) The yellow musk creeper blasts yellow pollen in either a 30-foot line or a 15-foot cone. Each creature in the emanation must attempt a DC 20 Will save. Once a creature succeeds at any save against.

Spray Pollen, it becomes temporarily immune for 24 hours. Success The creature is unaffected.Failure The creature is fascinated. For as long as it is fascinated, it must spend each of its actions to move closer to the yellow musk creeper as expediently as possible, while avoiding obvious dangers. If the creature is adjacent to the yellow musk creeper, it stays still and doesn't act.Critical Failure As failure, but the condition doesn't end automatically. The creature can attempt a new save at the end of each of its turns. On a success, the fascinated condition and other effects end.

Bestiary 2, page 300.

Open Yellow Musk Creeper in the interactive creatures list or browse all creatures starting with Y.