Encounters by Locale: Dales, Cormyr, Sembia - Plains
Yellow Musk Creeper (CR 4)
Alignment: Always neutral
Initiative: +3 (Dex); Senses: blindsight 30 ft.
AC: 17 (-2 size, +3 Dex, +6 natural), touch 11, flat-footed 14
Hit Dice: 6d8+30 (57 hp)
Fort +10, Ref +5, Will +2
Speed: 5 ft.
Space: 15 ft./15 ft.
Base Attack +4; Grapple +12
Attack: Vine whip +5 melee, or musk puff +5 ranged touch
Full Attack: 6 vine whips +5 melee, or musk puff +5 ranged touch
Damage: Vine whip 1d6
Special Attacks: Consume Intelligence, musk puff
Abilities: Str 10, Dex 16, Con 21, Int -, Wis 10, Cha 9
Special Qualities: plant traits, regeneration 5
Feats: Weapon Finesse (B)
Advancement: 7-42 HD (Huge); 13-18 HD (Gargantuan)
Climate/Terrain: Any land and underground
Organization: Solitary or infestation (1 yellow musk creeper plus 2-8 yellow musk zombies)
Source: Fiend Folio
A yellow musk creeper is an immense climbing plant with long, grasping green tendrils and large, vibrant leaves. Beautiful yellow and purple orchidlike flowers positioned throughout the creature's body emit a heady, entrancing odor. The plant's musk draws victims to the heart of the creeper, where hungry, naturally sharp vines probe at its head, extracting brain matter in gluttonous gulps. Drained victims become yellow musk zombies, mindless servants who care for the insidious plant.
Despite their bulk, yellow musk creepers react swiftly to potential prey and maneuver their flowers within spraying distance. The plants grow from a single bulbous root that is submerged beneath the creature alongside the buried trappings of previous victims.
Yellow musk creepers usually grow in underground regions that have some amount of loose soil, and they shrink from direct sunlight. Occasionally the plants thrive under the canopy of deep woods or forests. They make excellent guards, and some have been deliberately planted in a given location to protect nearby treasure. Particularly paranoid hoarders sometimes bury their treasure several feet below the base of the plant.