Deadly Gardens Init +3; Senses low-light vision; Perception +12 Environment warm jungles, forests or swamps Organization solitary or Treasure normal DEFENSE AC 29, touch 11, flat-footed 28 (+1 Dex, +1 dodge, +18 natural, –1 size) hp 209 (22d8+110); regeneration 15 (cold) Fort +18, Ref +8, Will +7 Defensive Abilities writhing vines; DR 10/magic and slashing; Immune plant traits SPECIAL ABILITIES Entangling Vines (Ex) Creatures within a hydra vine’s reach become entangled in its mass of vines Creatures in this area gain the entangled condition and count as being anchored to the hydra vine so they are unable to move Creatures that succeed on DC 26 Reflex save are not entangled A creature of smaller size that is entangled is carried along with the hydra vine when it moves As a standard action entangled creatures may attempt another Reflex save to escape the entanglement The save DC is Constitution-based Explosive Growth (Su) A hydra vine gains growth points from its reactive regeneration ability or from eating creatures When a hydra vine uses its swallow whole ability on a dead or unconscious creature it gains one growth point Each time a hydra vine reaches growth points it gains the giant creature simple template and gains two additional bite attacks This template stacks with itself each time the hydra vine gains another growth points, but the plant can’t increase its size beyond Colossal After 24 hours a hydra vine that is larger than size Large will split into two hydra vines of the next smallest size This process repeats every 24 hours until all the hydra vines are size large Reactive Regeneration (Su) Whenever a hydra vine takes slashing damage (after DR is applied), it regenerates hit points and gains one growth point Writhing Vines (Ex) The mass of vines surrounding a hydra vine partially obscure it Physical ranged attacks have a 50% miss chance as the whipping vines knock the incoming missiles off course OFFENSE Speed 30 ft Melee bites +22 (1d8+7 plus grab/19–20) Space 10 ft.; Reach 10 ft Special Attacks constrict (1d8+7), swallow whole (3d6 acid damage, AC 19, 21 hp) TACTICS Increased Size Statistics Huge – AC 30, touch 8, flat-footed 29 (+1 dodge, +21 natural, –2 size); hp 253; Fort +20, Ref +7; Melee bites +23 (2d6+9 plus grab/19–20); Space 15 ft.; Reach 15 ft.; Special Attacks constrict (2d6+9), swallow whole (3d6 acid damage, AC 20, 25 hp); Str 29, Dex 10, Con 24; CMB +27 (+31 grapple); CMD 37; Skills Stealth +6 Gargantuan – AC 30, touch 5, flat-footed 29 (–1 Dex, +1 dodge, +24 natural, –4 size); hp 297; Fort +22, Ref +6; Melee bites +23 (2d8+11 plus grab/19–20); Space 20 ft.; Reach 20 ft.; Special Attacks constrict (2d8+11), swallow whole (3d6 acid damage, AC 22, 29 hp); Str 33, Dex 8, Con 28; CMB +31 (+35 grapple); CMD 40; Skills Stealth +1 Colossal – AC 28, touch 0, flat-footed 37 (–2 Dex, +1 dodge, +27 natural, –8 size); hp 341; Fort +24, Ref +5; Melee bites +21 (4d6+13 plus grab/19–20); Space 30 ft.; Reach 30 ft.; Special Attacks constrict (4d6+13), swallow whole (3d6 acid damage, AC 23, 34 hp); Str 37, Dex 6, Con 32; CMB +37 (+41 grapple); CMD 45; Skills Stealth –4 Hydra vines are aggressive, carnivorous plants that will attack almost any creature they come into contact with Highly mobile for a plant, they constantly roam their hunting grounds for their next meal Their regenerative and rapid growth abilities make fighting a hydra vine a very risky endeavor as any unsuccessful attempt will likely lead to the hydra vine growing in size and ultimately dividing into additional hydra vines The key to dealing with a hydra vine may be exposing it to extreme cold as this seems to curb their regenerative abilities STATISTICS Str 25, Dex 12, Con 20, Int 9, Wis 6, Cha Base Atk +16; CMB +24 (+28 grapple); CMD 35 Feats Critical Focus, Dodge, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Power Attack, Staggering Critical (DC 26), Vital Strike Skills Perception +12, Stealth +11 SQ entangling vines, reactive regeneration ECOLOGY 55