Abilities:
Constrict. Melee Weapon: +4 to hit, Reach 20 ft.
Hit: The target takes 5 (1d2+2) bludgeoning damage, and it is Grappled (Escape DC 12). Until this grapple ends, the target is restrained, and it takes 4 (1d6) poison damage at the start of each of its turns.
The vine can constrict only one target at a time.
Entangling Vines. The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area into difficult terrain.
A creature in that area when the effect begins must succeed on a DC 12 STR Save or be restrained by entangling vines and roots.
A creature restrained by the plants can use its action to make a DC 12 Strength (Athletics) check, freeing itself on a successful check.
The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.
Abilities:
Constrict. Melee Weapon: +5 to hit, Reach 20 ft.
Hit: The target takes 6 (1d2+3) bludgeoning damage, and it is Grappled (Escape DC 13). Until this grapple ends, the target is restrained, and it takes 7 (2d6) poison damage at the start of each of its turns.
The vine can constrict only one target at a time.
Entangling Vines. The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area into difficult terrain.
A creature in that area when the effect begins must succeed on a DC 12 STR Save or be restrained by entangling vines and roots.
A creature restrained by the plants can use its action to make a DC 13 Strength (Athletics) check, freeing itself on a successful check.
The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.
Abilities:
Constrict. Melee Weapon: +5 to hit, Reach 20 ft.
Hit: The target takes 7 (1d3+3) bludgeoning damage, and it is Grappled (Escape DC 13). Until this grapple ends, the target is restrained, and it takes 7 (2d6) poison damage at the start of each of its turns.
The vine can constrict only one target at a time.
Entangling Vines. The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area into difficult terrain.
A creature in that area when the effect begins must succeed on a DC 12 STR Save or be restrained by entangling vines and roots.
A creature restrained by the plants can use its action to make a DC 13 Strength (Athletics) check, freeing itself on a successful check.
The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.
Abilities:
Constrict. Melee Weapon: +6 to hit, Reach 20 ft.
Hit: The target takes 8 (1d3+4) bludgeoning damage, and it is Grappled (Escape DC 14). Until this grapple ends, the target is restrained, and it takes 7 (2d6) poison damage at the start of each of its turns.
The vine can constrict only one target at a time.
Entangling Vines. The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area into difficult terrain.
A creature in that area when the effect begins must succeed on a DC 12 STR Save or be restrained by entangling vines and roots.
A creature restrained by the plants can use its action to make a DC 14 Strength (Athletics) check, freeing itself on a successful check.
The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.
Abilities:
Constrict. Melee Weapon: +6 to hit, Reach 20 ft.
Hit: The target takes 11 (2d3+4) bludgeoning damage, and it is Grappled (Escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns.
The vine can constrict only one target at a time.
Entangling Vines. The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area into difficult terrain.
A creature in that area when the effect begins must succeed on a DC 12 STR Save or be restrained by entangling vines and roots.
A creature restrained by the plants can use its action to make a DC 14 Strength (Athletics) check, freeing itself on a successful check.
The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.
Abilities:
Lingering Poison Creatures subjected to the Poison damage of the vine's Constrict attack must also make a DC 14 CON Save or become paralyzed for 10 minutes.
Constrict. Melee Weapon: +6 to hit, Reach 20 ft.
Hit: The target takes 11 (2d3+4) bludgeoning damage, and it is Grappled (Escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns.
The vine can constrict only one target at a time.
Entangling Vines. The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area into difficult terrain.
A creature in that area when the effect begins must succeed on a DC 12 STR Save or be restrained by entangling vines and roots.
A creature restrained by the plants can use its action to make a DC 14 Strength (Athletics) check, freeing itself on a successful check.
The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.
Abilities:
Constrict. Melee Weapon: +8 to hit, Reach 20 ft.
Hit: The target takes 14 (2d4+5) bludgeoning damage, and it is Grappled (Escape DC 16). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns.
The vine can constrict only one target at a time.
Entangling Vines. The assassin vine can animate normal vines and roots on the ground in a 20-foot square within 40 feet of it. These plants turn the ground in that area into difficult terrain.
A creature in that area when the effect begins must succeed on a DC 14 STR Save or be restrained by entangling vines and roots.
A creature restrained by the plants can use its action to make a DC 16 Strength (Athletics) check, freeing itself on a successful check.
The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.
Abilities:
Lingering Poison Creatures subjected to the Poison damage of the vine's Constrict attack must also make a DC 15 CON Save or become paralyzed for 10 minutes.
Constrict. Melee Weapon: +8 to hit, Reach 20 ft.
Hit: The target takes 14 (2d4+5) bludgeoning damage, and it is Grappled (Escape DC 16). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns.
The vine can constrict only one target at a time.
Entangling Vines. The assassin vine can animate normal vines and roots on the ground in a 20-foot square within 40 feet of it. These plants turn the ground in that area into difficult terrain.
A creature in that area when the effect begins must succeed on a DC 14 STR Save or be restrained by entangling vines and roots.
A creature restrained by the plants can use its action to make a DC 16 Strength (Athletics) check, freeing itself on a successful check.
The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.
Abilities:
Lingering Poison Creatures subjected to the Poison damage of the vine's Constrict attack must also make a DC 15 CON Save or become paralyzed for 10 minutes.
Constrict. Melee Weapon: +9 to hit, Reach 20 ft.
Hit: The target takes 15 (2d4+6) bludgeoning damage, and it is Grappled (Escape DC 17). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns.
The vine can constrict only one target at a time.
Entangling Vines. As a Bonus Action, The assassin vine can animate normal vines and roots on the ground in a 20-foot square within 40 feet of it. These plants turn the ground in that area into difficult terrain.
A creature in that area when the effect begins must succeed on a DC 14 STR Save or be restrained by entangling vines and roots.
A creature restrained by the plants can use its action to make a DC 17 Strength (Athletics) check, freeing itself on a successful check.
The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.
Abilities:
Lingering Poison Creatures subjected to the Poison damage of the vine's Constrict attack must also make a DC 15 CON Save or become paralyzed for 10 minutes.
Constrict. Melee Weapon: +9 to hit, Reach 20 ft.
Hit: The target takes 15 (2d4+6) bludgeoning damage, and it is Grappled (Escape DC 17). Until this grapple ends, the target is restrained, and it takes 28 (8d6) poison damage at the start of each of its turns.
The vine can constrict only one target at a time.
Entangling Vines. As a Bonus Action, The assassin vine can animate normal vines and roots on the ground in a 20-foot square within 40 feet of it. These plants turn the ground in that area into difficult terrain.
A creature in that area when the effect begins must succeed on a DC 14 STR Save or be restrained by entangling vines and roots.
A creature restrained by the plants can use its action to make a DC 17 Strength (Athletics) check, freeing itself on a successful check.
The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.
Abilities:
Constrict. Melee Weapon: +9 to hit, Reach 20 ft.
Hit: The target takes 20 (3d4+6) bludgeoning damage, and it is Grappled (Escape DC 17). Until this grapple ends, the target is restrained, and it takes 42 (12d6) poison damage at the start of each of its turns.
The vine can constrict only one target at a time.
Entangling Vines. The assassin vine can animate normal vines and roots on the ground in a 20-foot square within 40 feet of it. These plants turn the ground in that area into difficult terrain.
A creature in that area when the effect begins must succeed on a DC 14 STR Save or be restrained by entangling vines and roots.
A creature restrained by the plants can use its action to make a DC 17 Strength (Athletics) check, freeing itself on a successful check.
The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.
Abilities:
Constrict. Melee Weapon: +9 to hit, Reach 20 ft.
Hit: The target takes 23 (3d5+6) bludgeoning damage, and it is Grappled (Escape DC 17). Until this grapple ends, the target is restrained, and it takes 42 (12d6) poison damage at the start of each of its turns.
The vine can constrict only one target at a time.
Entangling Vines. The assassin vine can animate normal vines and roots on the ground in a 20-foot square within 40 feet of it. These plants turn the ground in that area into difficult terrain.
A creature in that area when the effect begins must succeed on a DC 14 STR Save or be restrained by entangling vines and roots.
A creature restrained by the plants can use its action to make a DC 17 Strength (Athletics) check, freeing itself on a successful check.
The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.
Abilities:
Lingering Poison Creatures subjected to the Poison damage of the vine's Constrict attack must also make a DC 16 CON Save or become paralyzed for 10 minutes.
Constrict. Melee Weapon: +10 to hit, Reach 20 ft.
Hit: The target takes 24 (3d5+7) bludgeoning damage, and it is Grappled (Escape DC 18). Until this grapple ends, the target is restrained, and it takes 42 (12d6) poison damage at the start of each of its turns.
The vine can constrict only one target at a time.
Entangling Vines. The assassin vine can animate normal vines and roots on the ground in a 20-foot square within 40 feet of it. These plants turn the ground in that area into difficult terrain.
A creature in that area when the effect begins must succeed on a DC 14 STR Save or be restrained by entangling vines and roots.
A creature restrained by the plants can use its action to make a DC 18 Strength (Athletics) check, freeing itself on a successful check.
The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.
Abilities:
Lingering Poison Creatures subjected to the Poison damage of the vine's Constrict attack must also make a DC 16 CON Save or become paralyzed for 10 minutes.
Constrict. Melee Weapon: +10 to hit, Reach 20 ft.
Hit: The target takes 24 (3d5+7) bludgeoning damage, and it is Grappled (Escape DC 18). Until this grapple ends, the target is restrained, and it takes 42 (12d6) poison damage at the start of each of its turns.
The vine can constrict only one target at a time.
Entangling Vines. As a Bonus Action, The assassin vine can animate normal vines and roots on the ground in a 20-foot square within 40 feet of it. These plants turn the ground in that area into difficult terrain.
A creature in that area when the effect begins must succeed on a DC 14 STR Save or be restrained by entangling vines and roots.
A creature restrained by the plants can use its action to make a DC 18 Strength (Athletics) check, freeing itself on a successful check.
The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.
Abilities:
Lingering Poison Creatures subjected to the Poison damage of the vine's Constrict attack must also make a DC 18 CON Save or become paralyzed for 10 minutes.
Constrict. Melee Weapon: +11 to hit, Reach 20 ft.
Hit: The target takes 29 (4d5+7) bludgeoning damage, and it is Grappled (Escape DC 19). Until this grapple ends, the target is restrained, and it takes 56 (16d6) poison damage at the start of each of its turns.
The vine can constrict only one target at a time.
Entangling Vines. As a Bonus Action, The assassin vine can animate normal vines and roots on the ground in a 25-foot square within 50 feet of it. These plants turn the ground in that area into difficult terrain.
A creature in that area when the effect begins must succeed on a DC 16 STR Save or be restrained by entangling vines and roots.
A creature restrained by the plants can use its action to make a DC 19 Strength (Athletics) check, freeing itself on a successful check.
The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.
Abilities:
Lingering Poison Creatures subjected to the Poison damage of the vine's Constrict attack must also make a DC 16 CON Save or become paralyzed for 10 minutes.
Constrict. Melee Weapon: +11 to hit, Reach 20 ft.
Hit: The target takes 18 (2d5+7) bludgeoning damage, and it is Grappled (Escape DC 19). Until this grapple ends, the target is restrained, and it takes 28 (8d6) poison damage at the start of each of its turns.
The vine can constrict only one target at a time.
Entangling Vines. As a Bonus Action, The assassin vine can animate normal vines and roots on the ground in a 25-foot square within 50 feet of it. These plants turn the ground in that area into difficult terrain.
A creature in that area when the effect begins must succeed on a DC 16 STR Save or be restrained by entangling vines and roots.
A creature restrained by the plants can use its action to make a DC 19 Strength (Athletics) check, freeing itself on a successful check.
The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.
Abilities:
Constrict. Melee Weapon: +10 to hit, Reach 20 ft.
Hit: The target takes 32 (4d6+6) bludgeoning damage, and it is Grappled (Escape DC 18). Until this grapple ends, the target is restrained, and it takes 56 (16d6) poison damage at the start of each of its turns.
The vine can constrict only one target at a time.
Entangling Vines. The assassin vine can animate normal vines and roots on the ground in a 25-foot square within 50 feet of it. These plants turn the ground in that area into difficult terrain.
A creature in that area when the effect begins must succeed on a DC 16 STR Save or be restrained by entangling vines and roots.
A creature restrained by the plants can use its action to make a DC 18 Strength (Athletics) check, freeing itself on a successful check.
The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.
Abilities:
Lingering Poison Creatures subjected to the Poison damage of the vine's Constrict attack must also make a DC 17 CON Save or become paralyzed for 10 minutes.
Constrict. Melee Weapon: +12 to hit, Reach 20 ft.
Hit: The target takes 33 (4d6+7) bludgeoning damage, and it is Grappled (Escape DC 20). Until this grapple ends, the target is restrained, and it takes 56 (16d6) poison damage at the start of each of its turns.
The vine can constrict only one target at a time.
Entangling Vines. The assassin vine can animate normal vines and roots on the ground in a 30-foot square within 60 feet of it. These plants turn the ground in that area into difficult terrain.
A creature in that area when the effect begins must succeed on a DC 18 STR Save or be restrained by entangling vines and roots.
A creature restrained by the plants can use its action to make a DC 20 Strength (Athletics) check, freeing itself on a successful check.
The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.
Abilities:
Lingering Poison Creatures subjected to the Poison damage of the vine's Constrict attack must also make a DC 17 CON Save or become paralyzed for 10 minutes.
Constrict. Melee Weapon: +12 to hit, Reach 20 ft.
Hit: The target takes 33 (4d6+7) bludgeoning damage, and it is Grappled (Escape DC 20). Until this grapple ends, the target is restrained, and it takes 56 (16d6) poison damage at the start of each of its turns.
The vine can constrict only one target at a time.
Entangling Vines. As a Bonus Action, The assassin vine can animate normal vines and roots on the ground in a 30-foot square within 60 feet of it. These plants turn the ground in that area into difficult terrain.
A creature in that area when the effect begins must succeed on a DC 18 STR Save or be restrained by entangling vines and roots.
A creature restrained by the plants can use its action to make a DC 20 Strength (Athletics) check, freeing itself on a successful check.
The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.
Abilities:
Lingering Poison Creatures subjected to the Poison damage of the vine's Constrict attack must also make a DC 17 CON Save or become paralyzed for 10 minutes.
Constrict. Melee Weapon: +12 to hit, Reach 20 ft.
Hit: The target takes 33 (4d6+7) bludgeoning damage, and it is Grappled (Escape DC 20). Until this grapple ends, the target is restrained, and it takes 56 (16d6) poison damage at the start of each of its turns.
The vine can constrict only one target at a time.
Entangling Vines. As a Bonus Action, The assassin vine can animate normal vines and roots on the ground in a 30-foot square within 60 feet of it. These plants turn the ground in that area into difficult terrain.
A creature in that area when the effect begins must succeed on a DC 18 STR Save or be restrained by entangling vines and roots.
A creature restrained by the plants can use its action to make a DC 20 Strength (Athletics) check, freeing itself on a successful check.
The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.