Homebrew Awakened Assassin Vine Species Details

An assassin vine is an ambulatory plant that collects its fertilizer by grabbing and crushing prey and depositing the carcasses near its roots. It usually stays put unless it needs to seek out prey. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch from the main vine every 6 inches. In late summer, the secondary vines produce bunches of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor.

Awakened Assassin Vine Traits

Your horticultural heritage manifests in a variety of traits you share with other awakened plants

False Appearance

While an awakened assassin vine remains motionless, it is indistinguishable from a normal plant. Dexterity (Stealth) checks made in vegetated areas are made with advantage

Entangling Vines

The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 13 Strength saving throw or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make a DC 13 Strength (Athletics) check, freeing itself on a successful check. The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.

Constrict

The target takes bludgeoning damage, and it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and it takes poison damage at the start of each of its turns. The vine can constrict only one target at a time.

Hearty Nature

Your hearty nature grants you resistance from fire and cold damage. Additionally, you are immune to the following conditions: BlindedDeafenedProne

Heart of Darkness

You have blindsight out to 30 feet. You have proficiency with the Perception skill.
In addition, you complete a long rest by remaining silent and entering a healing for four hours in total darkness; or for six hours in dim light.

Antimagic Susceptibility

Due to the magical nature of your awakening, exposure to anti-magic fields sets your Intelligence score to 1 until removal from field. While you maintain your memories and personality, you become driven by your primal instincts. You must succeed a DC14 Wisdom saving throw or attempt to constrict the nearest creature. This save may be repeated at the end of each of your turns.

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