Encounters: Dales, Cormyr, Sembia - Forest

Yellow Musk Creeper (CR 4)

Huge Plant
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)
Skills: -
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)
Treasure: Standard


Source: Fiend Folio

Consume Intelligence (Ex): As a free action, a yellow musk creeper can extend dozens of probing, sharp-edged tendrils into the head of any helpless or unresisting creature that also occupies its space. These tendrils begin to devour the victim's brain, dealing 1d4 points of Intelligence damage each round. If the damage reduces a victim's Intelligence to 0, the victim must make a Fortitude save (DC 18). Those who fail die, and their bodies grant sustenance to the hungry plant. Those who succeed are implanted with a seed and become yellow musk zombies.

The only way to stop a yellow musk creeper from consuming a victim's Intelligence is to kill either the victim or the creeper.

Musk Puff (Ex): Yellow musk creepers attack by puffing a spray of potent-smelling dust upon a nearby target. The musk has a range of 30 feet and can target one creature per round.

Creatures struck by a yellow musk creeper's musk puff must make a Fortitude save (DC 18) or fall under a mind-affecting compulsion to get closer to the entrancing source of the musk. The duration of the effect is 2d8 rounds, although creatures within the plant remain under the compulsion until removed from the creeper.

Creatures under the yellow musk creeper's compulsion can take no actions other than moving to enter the plant's space. (The creeper does not oppose these attempts, of course.) Affected creatures do anything they can to comply with the compulsion and even attack companions who seek to restrain them. Once within the plant, the affected creature drops anything in hand and stands motionless. The creature is dazed and does not resist the creeper's attacks as long as it remains within the plant.

Blindsight (Ex): A yellow musk creeper maneuvers and fights not only by sight, but also by using heating and smell to ascertain its surroundings. This ability enables it to discern objects and creatures within 30 feet. The yellow musk creeper usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight.

Regeneration (Ex): Fire and acid deal normal damage to a yellow musk creeper. Attack forms that don't deal hit point damage ignore regeneration, and a yellow musk creeper does not restore hit points lost from starvation, thirst, or suffocation.

A yellow musk creeper has a symbiotic relationship with the yellow musk zombies it creates. The zombies attempt to protect the yellow musk creeper to the best of their ability. The creeper attempts to ensnare any living creature that approaches within range of its musk, and it defends itself with its vines only if it comes under attack.

A yellow musk creeper can be summoned using a summon nature's ally IV spell.

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