🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

WraithvineCreature 7


HugeFungusPlantWraithvine
Source Pathfinder #201: Pactbreaker
Perception +15 (darkvision, lifesense (imprecise) 30 feet)
Languages Fey, (can't Speak Any Language); Telepathy 120 Feet (wraithvines Only)
Skills Acrobatics +17, Stealth +16
Str +7, Dex +2, Con +5, Int -2, Wis +3, Cha +0

AC 25; Fort +17; Reflex +12; Will +13;
HP 120
Speed 20 feet
Immunities poison
Weaknesses Fire 5
Resistances Piercing 5, Slashing 5

Bite One Action +18 (+13, +8) to hit (reach 10) 2d10+11 Piercing
Tentacle One Action +18 (+14, +10) to hit (agile, reach 15, unarmed) 2d6+11 Bludgeoning

Telepathy 120 feet (aura, magical, mental)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Reactive Strike (Tentacle Only) Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Light Vulnerability

Whenever a wraithvine begins its turn in an area of magical light, it is Slowed 1 on that turn.

Parasitic Rejuvenation One Action

Requirements A creature the wraithvine has Grabbed took damage from wraithvine venom (either from itself, or from a wraithvine child's venom) on its last turn, and the wraithvine hasn't used any other actions this turn


Effect The wraithvine regains 3d8 healing HP and recovers from the Fatigued and slowed conditions. It reduces any Enfeebled value it has by 2.

Wraithvine Venom

Saving Throw DC 25 fortitude

Maximum Duration 6 rounds

Stage 1 1d6 poison damage and Stupefied 1 (1 round)

Stage 2 1d6 poison damage, Confused, and Stupefied 1 (1 round)

Stage 3 2d6 poison damage, Confused, and Stupefied 1 (1 round)

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.



Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fungus

Fungal creatures have the fungus trait. They are distinct from normal fungi.

Plant

Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.