Choke Creeper (CR 20)
Alignment: Always neutral
Initiative: -2 (Dex)
AC: 14 (-2 size, -2 Dex, +8 natural), touch 6, flat-footed 14
Hit Dice: 25d8+125 (257 hp)
Fort +10, Ref +0, Will +1
Speed: 10 ft.
Space: 10 ft./0 ft. (15 ft. with vine)
Base Attack +18; Grapple +18
Attack: 4 vines +10 melee
Full Attack: 4 vines +10 melee
Damage: Vine 0 and constrict 2d6+12
Special Attacks/Actions: Improved grab, strangle
Abilities: Str 27, Dex 6, Con 20, Int 8, Wis 10, Cha 10
Skills: Hide +0*
Advancement: 25-28 HD (huge), 28-30 HD (gargantuan)
Climate/Terrain: Temperate forests
The choke creeper, or strangler vine, is a long, thick vine with many branch vines, each capable of attacking. The vine is olive green in color, and the main vine is almost 1-2 feet thick. Branch vines have flexible tendrils, allowing them to creep at 5 yards per round. They are attracted to light and heat.
For each 20 feet of main vine, it has the 1 hp per HD; branch vines have 2 hp per 20 feet of the main vine (branch vine hit points are in addition to those of the main vine, not part of the total). In each 10-foot section of the main vine, there are four branch vines. The smallest choke creeper is 20 feet long, has 1 hp/HD (25 hp total), and has eight branch vines, each with 2 hp. The largest choke creeper is 160 feet long, has 8 hp/HD (200 hp total), and has 64 branch vines, each with 16 hp. The main vine is AC 14, the branches AC 13.
A maximum of four branch vines can attack a single target. They appear to be normal vegetation and can usually grab unsuspecting victims. Victims can break free with a successful bend bars/lift gates roll; if the roll fails, they are held fast until the vine that holds them is severed. Seized victims suffer 1d4 points of damage per round, with a 10% chance per round (non-cumulative) that the choke creeper achieves a strangling grip. The victim dies after one round of strangulation.
A choke creeper is immune to torch fire, but takes normal damage from hotter fires such as those caused by burning oil; hot fires make the vine move away. The creeper takes only 1 hp damage per die of cold damage, but cold stuns the all plant sections struck for 1d4+1 rounds. Electrical attacks do no damage; instead, they double the creeper's movement rate for 1d4+1 rounds.