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 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 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 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 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: - formula: 3d6+11 type: piercing - formula: 3d6 type: poison name: jaws to_hit: 27 traits: - reach 10 feet - action_cost: One Action damage: - formula: 3d10+11 type: bludgeoning - formula: null type: Grab 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