Hail to the queen!
Vinqueen
Gargantuan Plant (Vin)
Hit Dice: 40d8+ 680 (860 hp)
Initiative: +2 (-2 Dex, +4 feat)
Speed: 5ft, climb 10ft
AC: 44 (-4 size, -2 Dex, +40 natural)
Attacks: 6 vine slams +42 melee, ovipositor +40 melee
Damage: Vine slam 4d10+15 (19-20 x2 +1d6) plus improved parasitic attack, ovipositor 2d4+7 plus implant or indoctrinate
Face/Reach: 30ft by 30ft/ 15ft
Special Attacks: Constrict, implant, improved grab, improved parasitic attack, indoctrinate, spells, spores
Special Qualities: DR 25/+6, plant, regeneration 15, SR 36, vin traits
Saves: Fort +39, Ref +13, Will +25
Abilities: Str 40, Dex 6, Con 45, Int 24, Wis 34, Cha 35
Skills: Bluff +24, Climb +23, Concentration +29, Diplomacy +24, Hide –4, Intimidate +24, Knowledge (arcana) +19, Jump +27, Listen +24, Search +19, Sense Motive +24, Spot +24
Feats: Ability Focus (spores), Cleave, Great Cleave, Improved Critical (vine slam), Heighten Spell, Improved Initiative, Lightning Reflexes, Multiattack, Multigrab, Power Attack, Quicken Spell, Weapon Focus (vine slam)
Epic Feats: Overwhelming Critical (vine slam)
Climate/Terrain: Warm forest or underground
Organization: Hivestaff (1 plus 10-100 vinlings, 4-40 vinshalks, 1-4 vinseers, 2-12 vinsentals)
CR: 25
Treasure: Triple standard
Alignment: Always lawful evil
Advancement: 41-80 HD (Gargantuan), 81-120 HD (Colossal)
Vinqueens are the canny, cunning rulers and reproducers of vin hives, controlling their spawn in massive campaigns of terror, destruction and conquest.
A vinqueen is a nearly sessile mound of vegetation nearly sixty feet tall. Sprouting from the mass are dozens of small vines, used to manipulate objects, and six thick sturdy vines used in combat. Topping the mound is a jet black flower nearly five feet across. The center of this flower bristles with reproductive organs, and a long, whip-like tendril extends from it. They can communicate telepathically with any creature that has a language.
Vinqueens delight in treasure, and their chambers are usually filled with it. From these chambers they telekinetically inform the vin they rule of their tasks and goals. They spend most of their time directing their armies and making new battle plans. When not doing this, they create new vin by implanting captives with their seed.
Combat
If the vin hive is properly protected and her servants capable, a vinqueen will never see combat. If not, she first dominates as many combatants as she can with her spores, and then picks off enemy spellcasters. She prefers to reserve her seed for foes incapable of fighting back, but she will implant offensively if she must.
Implant (Ex): When the vinqueen hits with an ovipositor attack, she may implant a seed into her prey’s body. The affected creature must make a Fortitude save (DC 47) to avoid implantation. Usually, the vinqueen implants a dominated or helpless victim (which gets no saving throw). The seed gestates for one day before sprouting, killing the host. The type of vin created is dependant upon the hit dice of the victim:
1-5 HD: vinling
6-10 HD: vinshalk
11-15 HD: vinseer
15+ HD: vinsental
If the implanted creature is an arcane spellcaster, the vin sprouted is a vinfiltrator. If the implanted creature is a female divine spellcaster, and the vinqueen chooses to use a special seed, the vin sprouted is a new vinqueen. If not, the vin is as per the above table.
Improved Grab (Ex): If a vinqueen hits a creature of Huge size or smaller with a vine slam attack, it may make a grapple check as a free action without provoking an attack of opportunity (grapple bonus +62, including a +4 racial bonus to grapple checks). If the vinqueen gets a hold, it may conduct the grapple as normal or it may hold the creature in only the attached vine (-10 to grapple checks).
Constrict (Ex): When a vinqueen makes a successful grapple check, it may constrict a grabbed foe for 3d8+22 points of damage in addition to the regular vine damage.
Improved Parasitic Attack (Su): Whenever a vinqueen hits a living opponent with its vine slam, it gains all of the hit points dealt as temporary hit points. Other than this exception, this acts as the parasitic attack of any normal vin.
Indoctrinate (Su): Once per day, a vinqueen may inject a special seed containing a fraction of its personalty into an opponent. She usually chooses to indoctrinate a willing (usually dominated) target (who gets no saving throw), but it can use it offensively. An injected creature that makes a successful Fortitude save (DC 47) takes 2d4 points of Wisdom damage from the sudden flash of the vastness of the vin hivemind. Creatures who fail their save fall helpless, convulsing as their minds and bodies are warped and reformed by the seed. After 1d8 rounds, the creature awakens as a new agent at the vinqueen’s disposal. The creature gains the vintouched template.
Plant Traits: Immune to mind-influencing effects, poisons, sleep, paralysis, stunning and polymorphing. Not subject to critical hits.
Regeneration (Ex): A vinqueen takes normal damage from fire and sonic attacks.
Spells: A vinqueen casts spells as a 20th level cleric with access to the Evil, Law and Plant domains. DC 22+ spell level
Spores (Ex): Three times per day, a vinqueen can release a 20ft radius cloud of spores that control the minds of her foes. Any living creature in the area of effect must make a Will save (DC 44) or be affected by a dominate monster effect for 3d6 rounds. The cloud remains for three rounds before dispersing, unless dissipated by a strong wind.
Vin Traits: A vinqueen has complete control over her parasitic attack ability. She can bud the following vin after gaining the following amount of temporary hit points over her normal hit point total:
11 hp: vinling with 11 hp
59 hp: vinshalk with 59 hp
142 hp: vinseer with 142 hp
274 hp: vinsental with 274 hp
Skills and Feats: A vinqueen receives skills and feats as if she were a fey.
Demiurge out.