pathfinder-2-sqlite-MIRROR/data/monsters/viper vine.yaml

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ability_mods:
cha_mod: -3
con_mod: 7
dex_mod: 5
int_mod: -4
str_mod: 8
wis_mod: 5
ac: 33
ac_special: null
active_abilities:
- action_cost: One Action
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critical_failure: As failure, plus the creature is __stupefied 2__ for 24 hours.
critical_success: The creature is unaffected and is temporarily immune to Captivating
Pollen for 24 hours.
description: 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.
effect: null
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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.
frequency: null
maximum_duration: null
name: Captivating Pollen
range: null
raw_description: '**Captivating Pollen** [One Action] (__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
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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.'
requirements: null
saving_throw: null
stages: null
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success: The creature is __sickened 1__.
traits:
- enchantment
- incapacitation
- mental
- poison
trigger: null
- action_cost: One Action
critical_failure: null
critical_success: null
description: 3d8+8 bludgeoning, DC 33
effect: null
failure: null
frequency: null
maximum_duration: null
name: Constrict
range: null
raw_description: '**__Constrict__** [One Action] 3d8+8 bludgeoning, DC 33'
requirements: null
saving_throw: null
stages: null
success: null
traits: null
trigger: null
alignment: N
automatic_abilities:
- action_cost: None
critical_failure: null
critical_success: null
description: When exposed to a __cold__ effect, the viper vine is overwhelmed by
lethargy, becoming __slowed 1__ for 1d4 rounds.
effect: null
failure: null
frequency: null
maximum_duration: null
name: Cold Vulnerability
range: null
raw_description: '**Cold Vulnerability** When exposed to a __cold__ effect, the
viper vine is overwhelmed by lethargy, becoming __slowed 1__ for 1d4 rounds.'
requirements: null
saving_throw: null
stages: null
success: null
traits: null
trigger: null
description: 'A voracious, flesh-eating carnivore, the viper vine has a single enormous
blossom arising from a thick, leafy tangle of snake-like vines. When the plant senses
the approach of suitable prey through its sensitive, shallowly 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. Persistent stories claim the viper
vine can lure prey into its clutches by swaying with a hypnotic motion, but this
effect is in fact created by this invisible, odorless pollen cloud.
Since a viper vine gains nourishment by consuming creatures rather than through
ingesting moisture and soil, it has developed rudimentary locomotion and can drag
itself along the ground with its tentacle-like roots. It even has a form of rudimentary
sentience, allowing it to not only discern differences in prey and make limited
tactical decisions, but also to avoid 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'
hp: 270
hp_misc: null
level: 13
melee_attacks:
- action_cost: One Action
damage:
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- formula: 3d6+11
type: piercing
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- formula: 3d6
type: poison
name: jaws
to_hit: 27
traits:
- reach 10 feet
- action_cost: One Action
damage:
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- formula: 3d10+11
type: bludgeoning
- formula: null
type: Grab
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name: vine
to_hit: 27
traits:
- agile
- reach 15 feet
name: Viper Vine
perception: 22
ranged_attacks: null
resistances:
- amount: 15
misc: null
type: poison
saves:
fort: 26
fort_misc: null
misc: null
ref: 24
ref_misc: null
will: 22
will_misc: null
senses:
- low-light vision
- tremorsense (imprecise) 60 feet
size: Large
skills:
- bonus: 27
misc: null
name: Athletics
- bonus: 24
misc: null
name: Stealth
sources:
- abbr: Bestiary 2
page_start: '287'
page_stop: null
speed:
- amount: 20
misc: null
type: Land
spell_lists: null
traits:
- Plant