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Pathfinder

Compendium

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Yellow Musk Creeper

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Coiling around several human skeletons, this wet green plant's sickly flowers smoke with a nasty yellow vapor.

The yellow musk creeper is a hideous plant that grows in haunted graveyards, grisly battlefields, and other places where death hangs heavy in the air and thick in the soil. The yellow musk creeper's method of procreation is singularly frightful—it slays the living, infests them with its seeds and pollen, then animates them as zombies. These zombies serve the plant as a guardian for several days, but when new zombies are created, older ones wander off into the surrounding wild, collapsing and breaking apart within 2d6 days to give seed to a new yellow musk creeper.

Yellow Musk Zombie

A yellow musk zombie is a rotting creature from which wet green vines have sprouted. Treat a yellow musk zombie as a standard zombie, but with this special quality.

Plant Traits (Ex) This zombie's animation is provided not by necromancy but by the plant that grows throughout its body. Yellow musk zombies lack undead traits, but gain plant traits. They are treated as plants, not undead, for the resolution of magical effects and attacks. Channel energy cannot harm a yellow musk zombie, for example, nor does negative energy heal a yellow musk zombie.

Special Abilities

Create Yellow Musk Zombie (Su) As a full-round action, a yellow musk creeper can bore dozens of tendrils into the brain of a helpless creature within reach, such as a creature entranced by its pollen. This attack inflicts 1d4 points of Intelligence damage per round. When a creature is reduced to 0 Intelligence, it dies, and the tendrils break off inside its brain. One hour later, the creature animates as a yellow musk zombie (see below).

Pollen Spray (Ex) As a standard action, a yellow musk creeper can spray a cloud of pollen at a single creature within 30 feet. It must make a +4 ranged touch attack to strike the target, who must then succeed on a DC 14 Will save or be entranced for 1d6 rounds. An entranced creature can take no action other than to move at its normal speed into a space within the yellow musk creeper's reach, at which point an entranced creature remains motionless and allows the creeper to insert tendrils into its brain. The save DC is Constitution-based.

Attributes

AC
14, Touch 12, Flat-footed 12 (+2 Dex, +2 Natural)
Alignment
N
Base Atk
+2
CMB
+5
CMD
17 (Can't Be Tripped)
CR
CR 2
Cha
8
Con
16
Creature Type
Plant
Dex
15
Environment
Temperate Or Warm Forests And Underground
Fort
+6
HP
22 (3d8+9)
Immune
Plant Traits
Init
N Medium Plant +2
Int
&Mdash;
Melee
Tendril +5 (1d4+4)
Organization
Patch (Creeper Plus 1-6 Yellow Musk Zombies)
Reach
10 Ft.
Ref
+3
Senses
Tremorsense 30 Ft.; Perception +0
Size
Medium
Space
5 Ft.
Special Attacks
Create Yellow Musk Zombie, Pollen Spray
Speed
5 Ft.
Str
17
Treasure
Incidental
Will
+1
Wis
11
XP
600
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