View Full Version : Bliss Vine [MitP]

Lord Iames Osari
2007-04-13, 05:14 PM
Bliss Vine
Size/Type: Large Plant
Hit Dice: 4d8+12 (30 hp)
Initiative: +0
Speed: 5 ft. (1 square)
Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +3/+12
Attack: Slam +7 melee (1d6+7)
Full Attack: Slam +7 melee (1d6+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Aura of bliss, constrict 1d6+7, entangle, improved grab
Special Qualities: Blindsight 30 ft., camouflage, immunity to electricity, low-light vision, plant traits, resistance to cold 10 and fire 10
Saves: Fort +7, Ref +1, Will +2
Abilities: Str 20, Dex 10, Con 16, Int ~, Wis 13, Cha 9
Environment: Temperate forests
Organization: Solitary or patch (2-4)
Challenge Rating: 4
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 5-16 HD (Huge); 17-32 HD (Gargantuan); 33+ HD (Colossal)
Level Adjustment: —

As you walk through the woods, you suddenly feel a strange sense of happiness and contentment drawing you toward a plant not ten yards from where you stand. It is a viny plant bedecked with fragrant, deep red flowers. You breathe deeply, savoring the enchanting scent, and feel yourself slipping into a blissful stupor...

Aura of Bliss (Ex): The bliss vine exudes sweet-smelling pheremones in a 30-foot radius of itself. These pheremones are an airborne toxin with a Fortitude save DC of 15. Those who fail the save feel attracted to the the bliss vine as if under the effects of the attraction (http://www.d20srd.org/srd/psionic/powers/attraction.htm) power. This lasts for 1 minute. After the minute has ended, the creature must make another Fortitude save against DC 15. Those who fail the save are disabled and do not perceive the bliss vine or its actions as threatening, while success indicates that they are merely disabled. These effects last for 1d10 rounds. The save DC is Constitution-based. This is a mind-affecting, compulsion, and poison effect that operates only in the spring and summer. The durations of effects already in place continue after the bliss vine's demise. Note that while the effects of this ability are similar to certain psionic and magical effects, the ability is nonpsionic and nonmagical and thus not subject to defenses against magic.

The bliss vine is a relative of the assassin vine. However, unlike its cousin, the bliss vine prefers to lure its prey to it with its pheremonal powers. Once an animal or humanoid has succumbed to its aura of bliss, it kills its victims and feeds on their corpses. In the fall, its seeds can be harvested and made into poisons.

2007-04-13, 08:23 PM
Wow, creepy.

You should elaborate on what the poisons do.

I really like that it only does it in spring and summer, nice little attention to detail touches like that make creatures like this so much cooler.

Lord Iames Osari
2007-04-13, 08:27 PM
Oh, I have made the poisons. They're basically the equivalent of the date-rape pill.

Edit: Here (http://www.giantitp.com/forums/showthread.php?t=11051#6)'s the link

2007-04-13, 10:28 PM
Very nice, seems like a scary thing to throw at adventurers. However, one thing I would recomend, if you don't mind that is.

First, I feel that the passing the second fortitude save would keep you from getting charmed, since you are not being compleltly lulled by it's pheramones. Perhaps initially dazing them and then putting them under an effect that leaves them feeling somewhat out of it, reducing them to a single action only for d10 rounds. Right now, it just feels like it's a TPK waiting to happen with this thing if the second fort dosn't stop you from being charmed.

Lord Iames Osari
2007-04-13, 10:50 PM
Hmm. That has possibilities.

There, how's that?

2007-04-16, 11:20 PM
It would be cool if you were to make a creature that is immune to the Bliss Vine, which makes its home in the vine like a clown-fish in an anenome (gah spelling :smallmad:).