Yellow Musk Creeper

Yellow Musk Creeper (CR 2)
Medium plant
Init 12; Senses low-light vision, tremorsense 30 ft.; Notice 10
Defense
AC 14, flat-footed 12
(+2 Dex, +2 natural)
HP 22 (3d8+9)
Fort +6, Ref +3, Will +1
Immune plant traits
Offense
Speed 5 ft.
Melee tendril +5 (1d4+4)
Space 5 ft., Reach 10 ft.
Special Attacks create yellow musk zombie, pollen spray
Statistics
Str 17, Dex 15, Con 16, Int —, Wis 11, Cha 8
Base Atk +2; CMB +5; CMD 17 (can't be tripped)
Ecology
Environment forest, jungle, underground
Organization patch (creeper plus 1–6 yellow musk zombies)
Treasure Value 3d6 gp
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.
Pollen Spray (Ex; Con) 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 attack to strike the target (this attack ignores armor and shield bonuses), 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 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.

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.