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Spider Vines (CR 3)


Spider Vines CR 3

XP 800

The spider vine is a distant cousin of the assassin vine (which is also common in the jungle). Whereas the assassin vine slowly pursues its prey should it attempt to escape, the spider vine is permanently rooted in place. It looks like a thick, hanging or ground-hugging vine that has regular spines, hooks, and protrusions. It is activated by motion against its leaves, at which point it jabs out spines that deliver a dose of paralyzing, necrotic poison. It slowly wraps itself around the paralyzed victim, injecting new doses of poison every round, and inserts rootlets directly into the flesh to absorb the nutrients its poison has dissolved. Dealing 10 points of damage to the vine is enough to free one creature trapped among its coils. A typical spider vine is a CR 3 hazard, with older plants having more hit points and more potent poison (making the CR easy to scale up). A spider vine may be spotted in the surrounding vines with a DC 15 Perception check, but unless a creature is already familiar with a plant or makes a DC 18 Survival or Knowledge (nature) check, the check only reveals a thorny, spiky vine.

Spider Vine Poison

Type poison, injury; Save Fortitude DC 15 Frequency 1/round for 6 rounds Initial Effect paralysis; Secondary Effect 1d2 Con damage; Cure 2 consecutive saves

Section 15: Copyright Notice

Pathfinder Chronicles: Heart of the Jungle. Copyright 2010, Paizo Publishing, LLC; Authors: Tim Hitchcock, Jason Nelson, Amber Scott, Chris Self, and Todd Stewart.