WraithvineCreature 7
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
+18 (+13, +8) to hit (reach 10) 2d10+11 PiercingTentacle
+18 (+14, +10) to hit (agile, reach 15, unarmed) 2d6+11 BludgeoningTelepathy 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)
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 VulnerabilityWhenever a wraithvine begins its turn in an area of magical light, it is Slowed 1 on that turn.
Parasitic Rejuvenation
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 VenomSaving 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
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
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.
FungusFungal creatures have the fungus trait. They are distinct from normal fungi.
PlantVegetable 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.