Brainvine (from
Mercenaries)
Medium Plant
Hit Dice: 4d8+8 (24 hit points)
Initiative: +1
Speed: 0 feet
Armor Class: 12 (+1 Dexterity, +1 dodge); touch 10, flat-footed 12
BAB/Grapple: +3/+2
Attack: Piercing vine +2 melee (1d6-1, piercing, 20 x2)
Full Attack: 8 piercing vines +2 melee (1d6-1, piercing, 20 x2)
Space/Reach: 5 feet by 5 feet/20 feet
Special Attacks: Vine control
Special Qualities: Electricity immunity, plant traits
Saves: Fortitude +5, Reflex +2, Will +3
Abilities: Str 9, Int 7, Wis 15, Dex 13, Con 12, Cha 5
Skills: Hide +8
Feats: Dodge, Toughness
Environment: Temperate and warm forest, marsh, hill, mountain, and underground
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral
Advancement: 5 - 6 HD (Medium), 7 -8 HD (Large)
Brainvines appear as a mundane vine with medium-sized leaves every five inchaes or so along each vine. They have one vine per 3 hit points of the plant (rounding up). These vines spread out over a large are in all directions from a central point.
Though the brainvine lists "solitary" for organization, it is very possible to find more than one such plant in an area. Generally, they do not cooperate as more intelligent creatures might.
Combat
One plant may not bring more than three vines to bear on a single target.
The brainvine itself only takes damage with its vines are attacked, severed, or destroyed. The vines have Armor Class 12, and each vine takes 5 hit points before being severed or destroiyed. For each of its vines that has been severed, the brainvine plant loses 3 hit points. Effects with an area - such as a
fireball spell - that target the center of the vine apply damage directly against the plan't base hit points. If the plant survives, damage is spread evenly among the vines within the area of effect.
Vine Control (Ex): After each successful attack made against a mammal by a brainvine, the target must make a DC 14 WIll save. If the save fails, the vine has entered the target's body and attacked its central nervous system. When this happens, the target becomes paralyzed for 2d6 minutes. After the time has elapsed, the target's body is under the control of the brainvine, which uses the attached vine to send commands to the target's nervous system. Even the victim's sensory capabilities are accessed by the brainvine while it is in control. Victims of the brainvine can engage in combat using their normal close combat attacks, but they never have more than a +2 bonus to attacks and damage, nor can the victim have more than a +2 Dexterity modifier. Victims also move at ¾ of their normal speed. Uf the vine which connects the brainvine to the victim is severed or destroyed, control is broken. When this occurs, the vine's victim must make a DC 11 Will saving throw or fall unconscious for 1d4 minutes. If the save is successful, the victim returns to normal at the end of the current round.
Plant: Immune to poison, sleep, paralysis, polymorphing, and stunning. Not subject to critical hits. Not subject to mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects).
Home Three Worlds Monsters
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