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Amber Creeping Vine

A climbing plant with striking amber flowers that feeds on the brains of living creatures

plant neutral underground

OSRIC

OSRIC

Armor Class7
Hit Dice3
Number Encountered1
AttacksSee below
DamageSpecial
MoveNil
AlignmentNeutral
IntelligenceNon-
XP4/75+3/hp
SizeLarge
FrequencyRare
Lair100%

An amber creeping vine is a climbing plant with striking amber flowers like honeysuckle blooms that exude a musky, heady perfume. Upon reaching maturity each vine covers about 20 square-ft, has 2d6 blooms and 1d4 buds. Not only does the amber creeping vine not require sunlight to grow, it actually appears to thrive in the absence of light. Amber creepers are often found growing in the soil of caverns and dungeons or in the deep, dark hearts of ancient forests, climbing up the rock walls or clinging to tree trunks alike with ease. Indeed, the problem is not getting the vines to grow, it is controlling their spread. These plants can defend themselves and there are those who take advantage of these abilities by planting amber creeping vines near treasure troves.

Amber creeping vines sustain themselves by feeding on living creatures unfortunate enough to approach too close. When a creature approaches within 10-ft of the vine its amber blossoms will start waving in a mesmerising pattern while puffing clouds of fragrant pollen into the target’s face. A successful hit indicates the victim has inhaled the pollen and he or she must save vs spells or become enthralled, walking forward into the mass of vines to be engulfed within its leafy, tentacle-like limbs. The individual will resist any attempts to restrain him or her from entering the vines.

Once the victim is inside the plant, numerous root-like organs will intrude into his or her skull. The amber creeping vine will begin to consume the unfortunate victim’s brain at a rate of 1d4 intelligence points per round. Though the brain-consuming tendrils can be easily cut, so many attach to the victim so rapidly that the only way to stop the draining is to kill the creeper. The amber creeping vine has a bulbous root which lies 1-ft beneath the soil; stabbing through the root will kill the vine and halt the consumption of the victim’s brain tissue.

If the intelligence drain is not halted before the victim’s intelligence ability score reaches zero, the victim dies and a bud flowers into bloom as a new bud sprouts from the vine. If the intelligence drain in any given round reduces the victim’s intelligence to exactly 1 or 2, the victim becomes an amber zombie (see below). Intelligence loss in persons the creeper does not kill or transform into an amber zombie is temporary, requiring but a day of rest to regain a point of Int. Healing or other curative magic will restore full intelligence immediately, but a spell used thus will not heal hit points.

Each amber creeping vine will have a number of zombies under its control equal to half the number of blooms, rounded down. Creepers do not value treasure but the belongings of those who have fallen victim to the plant’s pollen attack will be found in the soil under the plant. The vines are mobile enough to cover the evidence of the plant’s peculiar feeding habits.

Special Abilities

Pollen Attack: When a creature approaches within 10-ft of the vine its amber blossoms will start waving in a mesmerising pattern while puffing clouds of fragrant pollen into the target’s face. A successful hit indicates the victim has inhaled the pollen and he or she must save vs spells or become enthralled, walking forward into the mass of vines to be engulfed within its leafy, tentacle-like limbs.
Brain Consumption: Once the victim is inside the plant, numerous root-like organs will intrude into his or her skull. The amber creeping vine will begin to consume the unfortunate victim’s brain at a rate of 1d4 intelligence points per round. Though the brain-consuming tendrils can be easily cut, so many attach to the victim so rapidly that the only way to stop the draining is to kill the creeper. The amber creeping vine has a bulbous root which lies 1-ft beneath the soil; stabbing through the root will kill the vine and halt the consumption of the victim’s brain tissue.
Intelligence Drain Effects: If the intelligence drain is not halted before the victim’s intelligence ability score reaches zero, the victim dies and a bud flowers into bloom as a new bud sprouts from the vine. If the intelligence drain in any given round reduces the victim’s intelligence to exactly 1 or 2, the victim becomes an amber zombie. Intelligence loss in persons the creeper does not kill or transform into an amber zombie is temporary, requiring but a day of rest to regain a point of Int. Healing or other curative magic will restore full intelligence immediately, but a spell used thus will not heal hit points.
Zombie Control: Each amber creeping vine will have a number of zombies under its control equal to half the number of blooms, rounded down.