Viper Vine

Pathfinder Remaster. Stats use the Pathfinder Remaster rules from Pathfinder Monster Core 2.

The Viper Vine is a Level 13 creature, with Armor Class 33 and 270 hit points. The viper vine is a lethal, predatory plant that uses invisible, mind-altering pollen to lure victims into its crushing coils.

Viper Vine, original Pathfinder 2e monster artwork by ZapGM

Stat Block

Abilities & Attacks

Tremorsense 60 feet. Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface. Cold Vulnerability (cold). When exposed to a cold effect, the viper vine is overwhelmed by lethargy, becoming Slowed 1 for 1d4 rounds. Captivating Pollen (1 action) (incapacitation, mental, poison). The viper vine releases a 60-foot emanation of invisible pollen that stays in the air for 5 rounds unless dispersed by a moderate or stronger wind. Each creature that enters or starts its turn in the area must succeed at a DC 33 Will save or be captivated. The viper vine can't use Captivating Pollen for 1d4 rounds. Critical Success The creature is unaffected and is temporarily immune to Captivating Pollen for 24 hours. Success The creature is Sickened 1. Failure The creature is Fascinated, and it must spend each of its actions to move closer to the viper vine as expediently as possible while avoiding obvious dangers. If a captivated creature is adjacent to the viper vine, it stays still and doesn't act. It ceases to be fascinated if it's no longer in the pollen aura at the end of its turn. Critical Failure As failure, plus the creature is Stupefied 2 for 24 hours. Constrict (1 action). 3d8+8 bludgeoning damage, DC 33 basic Fortitude save. The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. Grab (1 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 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.

Common Questions

How much HP does a Viper Vine have?

270 hit points.

What level is a Viper Vine?

Level 13.

What is a Viper Vine's Armor Class?

AC 33.

How fast can a Viper Vine move?

Speed 20 ft.

Use Viper Vine at your table

Original custom artwork found nowhere else on the web, free to view. Copy-paste the full stat block straight into your notes, a Word doc, or your VTT, or sign in to claim Viper Vine into a ZapGM campaign and customize it further.

License

This product is licensed under the ORC License located at the Library of Congress at TX 9-307-067 and available online at various locations including paizo.com/orclicense, azoralaw.com/orclicense, and others. All warranties are disclaimed as set forth therein.

Game mechanics on this page are based on Pathfinder Monster Core 2 © 2025 Paizo Inc. Full attribution is on zapgm.com/legal.

The game mechanics ZapGM publishes from these books remain ORC Licensed Material: you may reuse them under the ORC License.

The creature description and artwork are ZapGM Reserved Material.

Pathfinder is a trademark of Paizo Inc. ZapGM is not affiliated with Paizo.

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