Assassin Vine
CR: 3 XP: 800
N Large plant
Init: +0 Senses: blindsight 30 ft., low-light vision Perception: +1
Defense
AC: 15, touch 9, flat-footed 15 (+6 natural, –1 size)
hp: 30 (4d8+12)
Fort: +7 Ref: +1 Will: +2
Resist: cold 10 and fire 10
Immune: electricity, plant traits
Offense
Speed: 5 ft.
Melee: slam +7 (1d8+7 plus grab)
Space: 10 ft. Reach: 10 ft.
Special Attacks: constrict (1d8+7), entangle
Statistics
Str: 20 Dex: 10 Con: 16 Int: — Wis: 13 Cha: 9
Base Atk: +3 CMB: +9 (+13 grapple) CMD: 19 (can’t be tripped)
SQ: camouflage
Ecology
Environment: temperate forests
Organization: solitary, pair, or patch (3–6)
Treasure: incidental
Description
Camouflage (Ex) Since an assassin vine looks like a normal plant when at rest, a DC 20 Perception check is required to notice it before it attacks for the first time. Anyone with ranks in Survival or Knowledge (nature) can use either of those skills instead of Perception to notice the plant.
Entangle (Su) An assassin vine can, as a free action, cause plants within 30 feet of it to animate and grasp at foes. This ability is otherwise similar to entangle (CL 4th, DC 13). The save DC is Wisdom-based.
The assassin vine is a carnivorous plant that collects its own grisly fertilizer by grabbing and crushing animals and depositing the carcasses near its roots. These remarkable plants can see minute movements in the earth and air and detect changes in light and heat through their broad leaves, giving them exceptional awareness of the area around them. Possessing no intelligence or agenda, they lash out at whatever living things pass nearby, regardless of the target’s size, sentience, or potential deadliness. A mature plant consists of a main vine, about 20 feet long; smaller vines up to 5 feet long branch off from the main vine about every 6 inches. These small vines bear clusters of leaves, and in late summer they produce bunches of small fruits that resemble wild blackberries. The fruit is tough and has a hearty and typically bitter flavor, although some say the berries change in taste depending on what victims composted a given plant’s roots. The most murderous assassin vines supposedly produce the sweetest berries. An assassin vine can move about, but usually stays put unless it needs to seek prey in a new vicinity. The plants use simple tactics, lying still until prey comes within reach and then attacking. Once an assassin vine is engaged, it pursues prey (albeit slowly) in order to catch and compost the creature. The plants prove tenacious, as long as their quarry remains within sight. Once a creature moves beyond the plant’s ability to perceive it, the unthinking vine falls still and lies in wait for the next passerby. Assassin vines lurk within dense forests and swamps, but some might encroach upon poorly tended fields and vineyards. The vine’s seeds might be spread far by birds swift enough to pluck them and escape. Tales often tell of assassin vines appearing in flower beds or infiltrating greenhouses, murderous surprises planted by rivals and enemies or arbitrary doom dropped by unsuspecting wing. This gnarled vine, as thick as a man’s arm and bearing hand-shaped leaves, convulses across the ground in an unnatural slither. Assassin Vine–Azata Azata Azatas are a race of celestials native to the plane of Elysium, where the pursuit of freedom and goodness is paramount. Azatas are champions of these concepts, great bards, knights, and explorers who roam the planes in search of good folk in need of their help. Frequently described as the most elven or fey-like celestials, azatas nevertheless often have strange, inhuman shapes or can take elemental or eldritch forms. Most have some knightly or courtly title, such as duke, countess, or prince, apparently hereditary, perhaps from a celestial monarchy long abandoned and forgotten. Azatas do not exploit these titles to exert influence over each other, instead using them for personal identification or a bit of self-importance. They are deadly and resolute foes of evil, fearless and clever in battle. It is not surprising that the three best-known kinds of azatas can all fly, for they rarely stay in one place for long and prefer the thrill of motion and discovery to creature comforts. Most azata “settlements” are little more than a collection of tents around a landmark, gathered over the course of a day to share news, stories, and perhaps good-natured duels, and then packed up again a few days later. Such temporary settlements are colorful and have a celebratory atmosphere, as azatas are quick to greet any of their kind as old friends. Although few can predict when and where an azata community might arise, some groups or breeds of azatas gather in cycles for traditional festivals and reunions. Such gatherings typically take place at a time of mystical consequence, such as on the evening of the lunar equinox, or during less predictable times, such as upon the wedding of two seers, and always in a place of pristine or stunning natural wonder. All azatas fundamentally know when and where the closest or next gathering of their people might occur, and while none are required or even expected to attend, all are welcome. These gatherings do not preclude more permanent azata holdings and communes, however, and the heights of Elysium endlessly ring with the songs of azata choirs. While the stoic, homebound archons call their cousins flighty, azatas are driven by a crusading nature and feel bored when forced to stay in one place too long. This tendency also means they are unlikely to agree to serve mortals for an extended period of time, preferring to arrive, get the job done, and move on to some other quest or challenge. As much as they seek to spread the cause of freedom and joy, azatas realize that they cannot enforce such virtues throughout the multiverse. Without darkness there can be no light, and without struggle there can be no victory. Understanding this, these celestials remain removed from the majority of mortal conflicts, preferring to act as advisors in such situations rather than champions, granting goodly mortals ownership over their own triumphs. In cases where the forces of evil act overtly, however, and intrude upon mortal worlds, azatas are quick to rally to defend such realms and aid those who have no hope of defending themselves.
Azatas generally work together, but their powerful personalities and strong sense of individual freedom often see them disagreeing on how best to handle a particular situation. While both parties have the greater good at heart, these arguments can fester and grow into long-lasting grudges. In cases where a single azata is convinced his way is right, he might even enter a sort of self-imposed exile, abandoning the support of his kin so he can launch a one-azata crusade against the cruelties of the multiverse. Most azatas originate from the untamable beauty of Elysium, created and nourished by the influx of goodly mortal souls. Like most other outsiders, they cannot reproduce with each other in the mortal fashion, and often tryst with mortals who prove charming and good spirited. Azatas dally frequently with their own kind, being quick to seek out feelings of love, joy, and companionship, but rarely feel bound or exclusive to merely one lover, regardless of its race.
Azatas speak Celestial, Draconic, and Infernal, but can speak with almost any creature because of their truespeech special ability. See page 311 for full details on truespeech and other shared azata traits.
Azata Empyreal Lords Among the ranks of the empyreal lords, the divine champions of the Upper Planes, stand several unique and potent members of the azata race. While some of these unique celestials hold influence over vast realms and legions of followers, others are lone wanderers and questing heroes seeking only to use their guile, wisdom, and prowess to spread joy and freedom. The following list names several of the most famed azata empyreal lords known and revered upon countless planes and worlds.
Atonga, of Seas and Songs Aizen Myo-o, the Red Wisdom Cernunnos, the Stag Lord Connla, the Wolfhound’s Son The Forgotten, Free Even from Memory Itzamna, Who Watches from Clouds Lada, Lady of Dance Maahes, the Guardian Beast Muyingwa, the Seed Thrower Ibeji, the Twins Ogma, the Champion Tsukuyomi, Prince of the Moon Qetesh, the Sacred Lover Vikramaditya, Wise and Valorous King
