Which Edition of D&D had the best design/artwork of an Assassin Vine?
Third Edition
Fifth Edition
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Which Edition of D&D had the best design/artwork of an Assassin Vine?
Third Edition
Fifth Edition
Apex Species (Animal Companion Archetype)
Just as we had the animal exemplar for familiars two weeks ago, now we have an equivalent for companions!
Unlike the familiar archetype, however, this archetype is not limited to actual animals only, but to any an all creature types among companions!
Whether they are exemplary members of their own species, rare phenotypes created by selective breeding, or highly-specialized subspecies, some animals are perfectly adapted to their homeland. They may have little to no predators or competition, or perhaps so much that they had to become paragons to survive.
Either way, such beasts are often highly sought after by companion-having characters that are native to the same environment and who plan to stay in said environment for a long time, making for a companion that not only is better adapted to the rigors of their home, but might even serve as a status symbol among those similarly interested in such animals.
Much like a ranger, these companions select a favored terrain, gaining bonuses while within it, though they are limited to terrestrial terrain.
What’s more, they also develop a natural defense against a common hazard of their favored homeland, ranging from an elemental resistance based on an extreme of that environment, such as cold for arctic and fire for deserts, to increased elusiveness in forest or resistant to poison and disease in urban or swampy environs.
Later on, they also develop another such adaptation based on their favored environment, such as seeing more clearly through snow, piercing illusions in the same way as recognizing mirages for what they are, moving stealthily in forests and cities, expert climbing in tall jungles and mountains, increased speed in vast open plains, increased swimming in oceans and swamps, and burrowing for the subterranean.
This archetype is an interesting way to perhaps cover natural resiliencies and abilities not covered in a companion stat block, or a way to create speculative species that live outside their real-world environment, such as the classic hollow earth “subterranean dinosaur”, or desert-dwelling carnivorous plants, and so on. However, dropping both multiattack and evasion/improved evasion does mean they are not as impressive in combat as other companions unless you really play to their strengths in that environment, such as attacking from stealth with their bonuses. Just remember that you may find yourself at a disadvantage outside of that environment.
I can imagine that this particular archetype is mostly favored by either low-spell classes that want an environmental advantage for their mount or ally, or by archetypes that themselves favor a particular environment. That being said, I can imagine that a chance encounter with one in the wild that leads to a bonding could be a magical epic moment for any character.
Desperate for any support, Mikro the svirfneblin druid must embark on a suicide mission to rescue his sister, who was swallowed by a worm-like creature called a hyaleth. Though his stonecracker centipede companion is with him, he doesn’t stand a chance against the hyaleth queen.
The merfolk of Casuga are famed breeders of sharks, creating bloodlines that are faster than any other and hunt with cunning and lethal efficiency. Chief among them are their “Kelp Devil” tiger sharks, and many an aquatic druid would give their left hand for the chance to bond with one.
Among cultivated plant creatures, there are plenty of impressive cultivars out there, though the rash creepers found in Mulwash Forest are perhaps the most sought-after by mystic botanists or those looking for a natural guardian for their holdings that don’t want to risk less reliable plants like assassin vines. The reason for their popularity lies in the Mulwash strain’s skill at mimicking the native plant life perfectly, looking almost indistinguishable even to experts until it moves.
hehehe this day i needed a break, I’ve been designing new characters for the pervious days. Went with something simple.
Assassinvine looks like a grape vine that is semi mobile. It’s vines will attempt to grab and choke it’s prey and consumes it’s food with its roots. The Fruit is poisonous if one manages to snatch some.
I ran my players through the Temple of the Elder Tree recently and had a blast drawing monsters for it and designing some of my own. I got a lot of use out of Guildmaster’s Guide to Ravnica on this one.
Day 3 "bait"
Don't let the Assassin Vine bait you in with the tempting loot tangled in its deadly grip.
In the jungle of the Savage Coast, giant pythons and strangle vines drop down to ensnare the party while small scuttling creatures wait to pick their bones (Mark Nelson, D&D Expert module X9: The Savage Coast, TSR, 1985)
Day 15 - Assassin vine ( Poppy ) ( late )
DND Monsters: Assassin Vine
From: Tomb of Annihilation and Ghosts of Saltmarsh (Tammeraut's Fate)
Large Plant, Unaligned
AC 13 (natural armor)
HP 85 (10d10 + 30)
Speed 5 ft., Climb 5 ft.
Str 18 +4 Dex 10 +0 Con 16 +3 Int 1 -5 Wis 10 +0 Cha 1 -5
Resistances Cold, Fire
Cannot Be Blinded, Deafened, Exhausted, Prone
Senses Blindsight 30 ft.
CR 3
Traits
False Appearance. While the assassin vine remains motionless, it is indistinguishable from a normal plant.
Actions
Constrict. Melee Weapon Attack: +6 to hit, reach 20 ft., one creature. Hit: The target takes 11 (2d6 + 4) bludgeoning damage, and it is Grappled (escape DC 14). Until this grapple ends, the target is Restrained, and it takes 21 (6d6) poison damage at the start of each of its turns. The vine can constrict only one target at a time.
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 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.