CHOKE CREEPER
Colossal Plant
Hit Dice: 25d8+275 (387 hp)
Initiative: -3 (Dex)
Speed: 1 ft
AC: 15 (-8 size, -3 Dex, +16 natural)
Attacks: 8 slams +22 melee
Damage: Slam 1d4+12
Face/Reach: 40 ft by 80 ft/15 ft
Special Attacks: Improved grab, constriction, strangulation
Special Qualities: Plant, fire and cold resistance 10, electricity absorption, immobilization (vulnerability)
Saves: Fort +25, Ref +3, Will +10
Abilities: Str 35, Dex 5, Con 32, Int ---, Wis 14, Cha 10
Climate/Terrain: Temperate forest
Organization: Solitary
Challenge Rating: 18
Treasure: None
Alignment: Always neutral
Advancement: 26-75 HD (Colossal)
The choke creeper is an enormous creeping vine that lives to eat everything it meets. This carnivorous plant, also known as the strangler vine, is believed to be related to the hangman tree. This long vine is olive green in color, almost as thick as a large tree trunk.
Choke creepers are unbelievably long, the smallest of them being about 80 feet long, and the largest being double that length. These plants have four branches on every ten-foot section; therefore the shortest creepers have 32 branches, and the longest creepers will have 64 branches. The branches of the choke creeper look like normal vegetation. Creepers are able to creep along the forest floor by use of their flexible tentacles. They are attracted to bright light and strong heat sources, such as living beings.
COMBAT
The choke creeper attacks anything within range that gives off heat, though very hot fires will force them to move away. Each of the creeper's branches may attack in a single round, though only four branches may attack a single target at a time. Each branch has its own hit points besides the base hit points of the parent plant; a branch has 2 hit points for every 20 feet in length of the vine, and this amount of damage must be dealt with a single blow from a slashing weapon to sever it.
Improved Grab (Ex): To use this ability, the choke creeper must hit with at least one of its slam attacks. If it gets a hold, it can constrict. If the grab is successful and the creeper scores a critical hit, it strangles.
Constriction (Ex): Creatures grabbed by the choke creeper's damage suffer 1d4 points of damage per round. Victims may attempt to break free by rolling a Strength check against the creeper's Strength. Every round after the first, any of the branches holding an opponent may attempt to strangle the victim. It does this by attempting another slam attack against the target, who receives no Dexterity bonus to Armor Class; if the creeper scores a critical hit, it strangles, otherwise it continues to constrict.
Strangulation (Ex): The creeper's branches can wrap around the neck of a victim, killing it in the next round. The victim can make an attempt to escape by rolling a Strength check against the creeper's Strength. This attack does not affect plants, oozes, undead, elementals, outsiders, or constructs.
Electricity Absorption (Ex): Choke creepers are immune to electricity, but can absorb electricity and add the electrical energy to their own. Any electrical attack or lightning that hits the creeper doubles its Speed for 1d4+1 rounds. This effect is cumulative.
Immobilization (Ex): Choke creepers cannot stand cold, and become immobilized by cold attacks, even if they do not pass its resistance. Sections of the plant struck by cold attacks are immobile for 1d4+1 rounds.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
The choke creeper first appeared in the Monster Manual II (1983), then in the Monstrous Compendium MC2 (1989), and in the Monstrous Manual (1993).