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Assassin Vine

Assassin Vine Medium Plant, Loot Value 0, Unaligned CR 1/4 50 xp

  • Armor class 13 (Natural)
  • Hit points 30 (4d8+12)
  • Speed 5 ft., Climb 5 ft.
  • STR14 (+2)
  • DEX9 (-1)
  • CON16 (+3)
  • INT0 (-5)
  • WIS9 (-1)
  • CHA0 (-5)

Save Throws:STR +4, WIS +1,

Skills:Athletics + 4, Intimidation + 6,

Damage Resistances:Cold, Fire

Condition Immunities:Blinded, Deafened, Exhaustion, Prone

Senses:Psv Per 9, Bluff DC 4, Carry 420lbs., Push 840lbs.

Languages:

Challenge:CR 1/4 (50 xp)


Abilities:

Actions

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.

Assassin Vine

Assassin Vine Medium Plant, Loot Value 64, Unaligned CR 1/2 100 xp

  • Armor class 12 (Natural)
  • Hit points 45 (6d8+18)
  • Speed 5 ft., Climb 5 ft.
  • STR16 (+3)
  • DEX9 (-1)
  • CON16 (+3)
  • INT0 (-5)
  • WIS9 (-1)
  • CHA0 (-5)

Save Throws:STR +5, WIS +1,

Skills:Athletics + 5, Intimidation + 7,

Damage Resistances:Cold, Fire

Condition Immunities:Blinded, Deafened, Exhaustion, Prone

Senses:Psv Per 9, Bluff DC 4, Carry 480lbs., Push 960lbs.

Languages:

Challenge:CR 1/2 (100 xp)


Abilities:

Actions

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.

Assassin Vine

Assassin Vine Large Plant, Loot Value 193, Unaligned CR 1 200 xp

  • Armor class 12 (Natural)
  • Hit points 60 (7d10+21)
  • Speed 5 ft., Climb 5 ft.
  • STR16 (+3)
  • DEX9 (-1)
  • CON16 (+3)
  • INT0 (-5)
  • WIS9 (-1)
  • CHA0 (-5)

Save Throws:STR +5, WIS +1,

Skills:Athletics + 5, Intimidation + 7,

Damage Resistances:Cold, Fire

Condition Immunities:Blinded, Deafened, Exhaustion, Prone

Senses:Psv Per 9, Bluff DC 4, Carry 480lbs., Push 960lbs.

Languages:

Challenge:CR 1 (200 xp)


Abilities:

Actions

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.

Assassin Vine

Assassin Vine Large Plant, Loot Value 387, Unaligned CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 68 (8d10+24)
  • Speed 5 ft., Climb 5 ft.
  • STR18 (+4)
  • DEX10 (0)
  • CON16 (+3)
  • INT1 (-5)
  • WIS10 (0)
  • CHA1 (-5)

Save Throws:STR +6, WIS +2,

Skills:Athletics + 6, Intimidation + 8,

Damage Resistances:Cold, Fire

Condition Immunities:Blinded, Deafened, Exhaustion, Prone

Senses:Psv Per 10, Bluff DC 5, Carry 540lbs., Push 1,080lbs.

Languages:

Challenge:CR 2 (450 xp)


Abilities:

Actions

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.

Assassin Vine

Assassin Vine Large Plant, Loot Value 665, Unaligned CR 3 700 xp

  • Armor class 13 (Natural)
  • Hit points 85 (10d10+30)
  • Speed 5 ft., Climb 5 ft.
  • STR18 (+4)
  • DEX10 (0)
  • CON16 (+3)
  • INT1 (-5)
  • WIS10 (0)
  • CHA1 (-5)

Save Throws:STR +6, WIS +2,

Skills:Athletics + 6, Intimidation + 8,

Damage Resistances:Cold, Fire

Condition Immunities:Blinded, Deafened, Exhaustion, Prone

Senses:Psv Per 10, Bluff DC 5, Carry 540lbs., Push 1,080lbs.

Languages:

Challenge:CR 3 (700 xp)


Abilities:

Actions

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.

Assassin Vine

Assassin Vine Large Plant, Loot Value 1,223, Unaligned CR 4 1,100 xp

  • Armor class 13 (Natural)
  • Hit points 105 (11d10+44)
  • Speed 5 ft., Climb 5 ft.
  • STR18 (+4)
  • DEX10 (0)
  • CON18 (+4)
  • INT1 (-5)
  • WIS10 (0)
  • CHA1 (-5)

Save Throws:STR +6, WIS +2,

Skills:Athletics + 6, Intimidation + 8,

Damage Resistances:Cold, Fire

Condition Immunities:Blinded, Deafened, Exhaustion, Prone

Senses:Psv Per 10, Bluff DC 5, Carry 540lbs., Push 1,080lbs.

Languages:

Challenge:CR 4 (1,100 xp)


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.

Actions

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.

Assassin Vine

Assassin Vine Large Plant, Loot Value 2,059, Unaligned CR 5 1,800 xp

  • Armor class 14 (Natural+1)
  • Hit points 124 (13d10+52)
  • Speed 5 ft., Climb 5 ft.
  • STR20 (+5)
  • DEX11 (0)
  • CON19 (+4)
  • INT2 (-4)
  • WIS11 (0)
  • CHA2 (-4)

Save Throws:STR +8, WIS +3,

Skills:Athletics + 8, Intimidation + 11,

Damage Resistances:Cold, Fire

Condition Immunities:Blinded, Deafened, Exhaustion, Prone

Senses:Psv Per 10, Bluff DC 6, Carry 600lbs., Push 1,200lbs.

Languages:

Challenge:CR 5 (1,800 xp)


Abilities:

Actions

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.

Assassin Vine

Assassin Vine Large Plant, Loot Value 2,896, Unaligned CR 6 2,300 xp

  • Armor class 14 (Natural+1)
  • Hit points 143 (15d10+60)
  • Speed 5 ft., Climb 5 ft.
  • STR20 (+5)
  • DEX11 (0)
  • CON19 (+4)
  • INT2 (-4)
  • WIS11 (0)
  • CHA2 (-4)

Save Throws:STR +8, WIS +3,

Skills:Athletics + 8, Intimidation + 11,

Damage Resistances:Cold, Fire

Condition Immunities:Blinded, Deafened, Exhaustion, Prone

Senses:Psv Per 10, Bluff DC 6, Carry 600lbs., Push 1,200lbs.

Languages:

Challenge:CR 6 (2,300 xp)


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.

Actions

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.

Assassin Vine

Assassin Vine Large Plant, Loot Value 4,011, Unaligned CR 7 2,900 xp

  • Armor class 15 (Natural+1)
  • Hit points 152 (16d10+64)
  • Speed 5 ft., Climb 5 ft.
  • STR22 (+6)
  • DEX12 (+1)
  • CON19 (+4)
  • INT3 (-4)
  • WIS12 (+1)
  • CHA3 (-4)

Save Throws:STR +9, WIS +4,

Skills:Athletics + 9, Intimidation + 12,

Damage Resistances:Cold, Fire

Condition Immunities:Blinded, Deafened, Exhaustion, Prone

Senses:Psv Per 11, Bluff DC 7, Carry 660lbs., Push 1,320lbs.

Languages:

Challenge:CR 7 (2,900 xp)


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.

Actions

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.

Assassin Vine

Assassin Vine Large Plant, Loot Value 5,405, Unaligned CR 8 3,900 xp

  • Armor class 15 (Natural+1)
  • Hit points 162 (17d10+68)
  • Speed 5 ft., Climb 5 ft.
  • STR22 (+6)
  • DEX12 (+1)
  • CON18 (+4)
  • INT3 (-4)
  • WIS12 (+1)
  • CHA3 (-4)

Save Throws:STR +9, WIS +4,

Skills:Athletics + 9, Intimidation + 12,

Damage Resistances:Cold, Fire

Condition Immunities:Blinded, Deafened, Exhaustion, Prone

Senses:Psv Per 11, Bluff DC 7, Carry 660lbs., Push 1,320lbs.

Languages:

Challenge:CR 8 (3,900 xp)


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.

Actions

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.

Assassin Vine

Assassin Vine Large Plant, Loot Value 7,689, Unaligned CR 9 5,000 xp

  • Armor class 15 (Natural+1)
  • Hit points 189 (18d10+90)
  • Speed 5 ft., Climb 5 ft.
  • STR22 (+6)
  • DEX12 (+1)
  • CON20 (+5)
  • INT3 (-4)
  • WIS12 (+1)
  • CHA3 (-4)

Save Throws:STR +9, WIS +4,

Skills:Athletics + 9, Intimidation + 12,

Damage Resistances:Cold, Fire

Condition Immunities:Blinded, Deafened, Exhaustion, Prone

Senses:Psv Per 11, Bluff DC 7, Carry 660lbs., Push 1,320lbs.

Languages:

Challenge:CR 9 (5,000 xp)


Abilities:

Actions

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.

Assassin Vine

Assassin Vine Huge Plant, Loot Value 12,257, Unaligned CR 10 5,900 xp

  • Armor class 15 (Natural+1)
  • Hit points 219 (19d12+95)
  • Speed 5 ft., Climb 5 ft.
  • STR22 (+6)
  • DEX12 (+1)
  • CON20 (+5)
  • INT3 (-4)
  • WIS12 (+1)
  • CHA3 (-4)

Save Throws:STR +9, WIS +4,

Skills:Athletics + 9, Intimidation + 12,

Damage Resistances:Cold, Fire

Condition Immunities:Blinded, Deafened, Exhaustion, Prone

Senses:Psv Per 11, Bluff DC 7, Carry 660lbs., Push 1,320lbs.

Languages:

Challenge:CR 10 (5,900 xp)


Abilities:

Actions

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.

Assassin Vine

Assassin Vine Huge Plant, Loot Value 16,825, Unaligned CR 11 7,200 xp

  • Armor class 15 (Natural+1)
  • Hit points 230 (20d12+100)
  • Speed 5 ft., Climb 5 ft.
  • STR24 (+7)
  • DEX13 (+1)
  • CON21 (+5)
  • INT4 (-3)
  • WIS13 (+1)
  • CHA4 (-3)

Save Throws:STR +10, WIS +4,

Skills:Athletics + 10, Intimidation + 13,

Damage Resistances:Cold, Fire

Condition Immunities:Blinded, Deafened, Exhaustion, Prone

Senses:Psv Per 11, Bluff DC 8, Carry 720lbs., Push 1,440lbs.

Languages:

Challenge:CR 11 (7,200 xp)


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.

Actions

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.

Assassin Vine

Assassin Vine Huge Plant, Loot Value 21,393, Unaligned CR 12 8,400 xp

  • Armor class 15 (Natural+1)
  • Hit points 242 (21d12+105)
  • Speed 5 ft., Climb 5 ft.
  • STR24 (+7)
  • DEX13 (+1)
  • CON21 (+5)
  • INT4 (-3)
  • WIS13 (+1)
  • CHA4 (-3)

Save Throws:STR +10, WIS +4,

Skills:Athletics + 10, Intimidation + 13,

Damage Resistances:Cold, Fire

Condition Immunities:Blinded, Deafened, Exhaustion, Prone

Senses:Psv Per 11, Bluff DC 8, Carry 720lbs., Push 1,440lbs.

Languages:

Challenge:CR 12 (8,400 xp)


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.

Actions

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.

Assassin Vine

Assassin Vine Huge Plant, Loot Value 38,192, Unaligned CR 15 13,000 xp

  • Armor class 16 (Natural+2)
  • Hit points 288 (23d12+138)
  • Speed 5 ft., Climb 5 ft.
  • STR24 (+7)
  • DEX13 (+1)
  • CON22 (+6)
  • INT4 (-3)
  • WIS13 (+1)
  • CHA4 (-3)

Save Throws:STR +11, WIS +5,

Skills:Athletics + 11, Intimidation + 15,

Damage Resistances:Cold, Fire

Condition Immunities:Blinded, Deafened, Exhaustion, Prone

Senses:Psv Per 11, Bluff DC 8, Carry 720lbs., Push 1,440lbs.

Languages:

Challenge:CR 15 (13,000 xp)


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.

Actions

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.

Assassin Vine

Assassin Vine Huge Plant, Loot Value 25,961, Unaligned CR 13 10,000 xp

  • Armor class 17 (Natural+2)
  • Hit points 252 (24d12+96)
  • Speed 5 ft., Climb 5 ft.
  • STR24 (+7)
  • DEX14 (+2)
  • CON18 (+4)
  • INT5 (-3)
  • WIS14 (+2)
  • CHA5 (-3)

Save Throws:STR +11, WIS +6,

Skills:Athletics + 11, Intimidation + 15,

Damage Resistances:Cold, Fire

Condition Immunities:Blinded, Deafened, Exhaustion, Prone

Senses:Psv Per 12, Bluff DC 9, Carry 720lbs., Push 1,440lbs.

Languages:

Challenge:CR 13 (10,000 xp)


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.

Actions

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.

Assassin Vine

Assassin Vine Gargantuan Plant, Loot Value 32,814, Unaligned CR 14 11,500 xp

  • Armor class 16 (Natural+2)
  • Hit points 276 (19d20+76)
  • Speed 5 ft., Climb 5 ft.
  • STR22 (+6)
  • DEX12 (+1)
  • CON18 (+4)
  • INT3 (-4)
  • WIS12 (+1)
  • CHA3 (-4)

Save Throws:STR +10, WIS +5,

Skills:Athletics + 10, Intimidation + 14,

Damage Resistances:Cold, Fire

Condition Immunities:Blinded, Deafened, Exhaustion, Prone

Senses:Psv Per 11, Bluff DC 7, Carry 660lbs., Push 1,320lbs.

Languages:

Challenge:CR 14 (11,500 xp)


Abilities:

Actions

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.

Assassin Vine

Assassin Vine Gargantuan Plant, Loot Value 48,948, Unaligned CR 16 15,000 xp

  • Armor class 17 (Natural+3)
  • Hit points 290 (20d20+80)
  • Speed 5 ft., Climb 5 ft.
  • STR24 (+7)
  • DEX13 (+1)
  • CON18 (+4)
  • INT4 (-3)
  • WIS13 (+1)
  • CHA4 (-3)

Save Throws:STR +12, WIS +6,

Skills:Athletics + 12, Intimidation + 17,

Damage Resistances:Cold, Fire

Condition Immunities:Blinded, Deafened, Exhaustion, Prone

Senses:Psv Per 11, Bluff DC 8, Carry 720lbs., Push 1,440lbs.

Languages:

Challenge:CR 16 (15,000 xp)


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.

Actions

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.

Assassin Vine

Assassin Vine Gargantuan Plant, Loot Value 59,704, Unaligned CR 17 18,000 xp

  • Armor class 17 (Natural+3)
  • Hit points 319 (22d20+88)
  • Speed 5 ft., Climb 5 ft.
  • STR24 (+7)
  • DEX13 (+1)
  • CON18 (+4)
  • INT4 (-3)
  • WIS13 (+1)
  • CHA4 (-3)

Save Throws:STR +12, WIS +6,

Skills:Athletics + 12, Intimidation + 17,

Damage Resistances:Cold, Fire

Condition Immunities:Blinded, Deafened, Exhaustion, Prone

Senses:Psv Per 11, Bluff DC 8, Carry 720lbs., Push 1,440lbs.

Languages:

Challenge:CR 17 (18,000 xp)


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.

Actions

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.

Assassin Vine

Assassin Vine Gargantuan Plant, Loot Value 75,838, Unaligned CR 18 20,000 xp

  • Armor class 17 (Natural+3)
  • Hit points 334 (23d20+92)
  • Speed 5 ft., Climb 5 ft.
  • STR24 (+7)
  • DEX13 (+1)
  • CON18 (+4)
  • INT4 (-3)
  • WIS13 (+1)
  • CHA4 (-3)

Save Throws:STR +12, WIS +6,

Skills:Athletics + 12, Intimidation + 17,

Damage Resistances:Cold, Fire

Condition Immunities:Blinded, Deafened, Exhaustion, Prone

Senses:Psv Per 11, Bluff DC 8, Carry 720lbs., Push 1,440lbs.

Languages:

Challenge:CR 18 (20,000 xp)


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.

Actions

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.