ability_mods: cha_mod: -1 con_mod: 4 dex_mod: 2 int_mod: -5 str_mod: 3 wis_mod: 0 ac: 18 ac_special: null active_abilities: - action_cost: Three Actions critical_failure: null critical_success: null description: 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__. Boring into a creature's brain doesn't end fascination caused by Spray Pollen. effect: null failure: null frequency: null maximum_duration: null name: Bore into Brain range: null raw_description: '**Bore into Brain** [Three Actions] (__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__. Boring into a creature''s brain doesn''t end fascination caused by Spray Pollen.' requirements: null saving_throw: null stages: null success: null traits: - manipulate - mental trigger: null - action_cost: Two Actions 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. critical_success: null description: 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. effect: null 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. frequency: null maximum_duration: null name: Spray Pollen range: null raw_description: '**Spray Pollen** [Two Actions] (__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.' requirements: null saving_throw: null stages: null success: The creature is unaffected. traits: - mental - poison trigger: null alignment: N automatic_abilities: null description: 'Made up of thick, green vines with numerous yellow flowers, the yellow musk creeper grows at places where the ground is enriched with spilled blood and corpses, like battlefields and graveyards. An ideal environment for the yellow musk creeper isn''t inhabited, but draws occasional humanoid visitors the plant can transform into thralls. The yellow musk creeper enraptures creatures with its bright yellow pollen to bring them close. It then physically alters their brains with its tendrils, implanting a seed in each to turn the creatures into mindless thralls. The yellow musk creeper might try to take over a sleeping creature, but it lacks the faculties to sneak up on anyone, and is likely to wake victims before it can drag itself close enough. The plant''s pollen can spread far on the wind but quickly becomes too diffuse to cause harm. Wilderness scouts learn to sniff out the distinctive musky scent of the pollen, which stays potent even in harmless quantities. A sprouting creeper is also easy to detect, since it grows from the rotting, messy corpse of a thrall creature. **__Recall Knowledge - Plant__ (__Nature__)**: DC 16' hp: 34 hp_misc: null immunities: - __mental__ level: 2 melee_attacks: - action_cost: One Action damage: - formula: 1d10+3 type: piercing name: tendril to_hit: 9 traits: - reach 10 feet name: Yellow Musk Creeper perception: 4 ranged_attacks: null saves: fort: 10 fort_misc: null misc: null ref: 6 ref_misc: null will: 4 will_misc: null senses: - tremorsense (imprecise) 30 feet size: Medium skills: - bonus: 6 misc: null name: Stealth sources: - abbr: Bestiary 2 page_start: '300' page_stop: null speed: - amount: 5 misc: null type: Land spell_lists: null traits: - Mindless - Plant weaknesses: - amount: 5 misc: null type: fire