Part 4 · Monsters & Creatures
Overgrown Snapvine
“Today… another remarkable one… surfaced… very frightened children. But… no threat. A very docile creature… approached. I’ll go look for more little berries for it!”
- Recovered diary
The Black Mist affects beasts and plants differently, sometimes producing creatures that resemble a combination of both types. The Overgrown Snapvine is one such creature, originally a plant corrupted by the mist, which granted it traits similar to those of a voracious reptilian beast.
The combination of the magic that keeps specters in a state of undeath and the inert floral elemental magic of all plants creates a creature with such extreme regenerative capabilities that they overload, producing a strange being with multiple heads, each one a threat in its own right.
Overgrown Snapvine Statblock

Overgrown Snapvine
Plant - Beast, Mutation (Fantastic Beast), Large
- Senses
- Blindsight 15 feet, Passive Perception 13
- Speed
- 20 feet of walking
- Skills
- Athletics +7, Stealth +0, Perception +3
- Languages
- Ochnun, Sylvan (understands)
Defenses
Saving Throws: Strength +7, Constitution +7
Damage resistance. Psychic damage.
Damage vulnerability. Slashing damage
Damage weakness. Fire damage.
Damage immunity. Poison damage.
Condition immunity. Prone, Unconscious, and Paralyzed.
Characteristics
False Appearance. While motionless, the Overgrown Snapvine is indistinguishable from an ordinary plant.
Divided Attention. While it has more than one head, the Overgrown Snapvine has advantage on saving throws to resist the Frightened, Stunned, Blinded, Charmed, Unconscious, and Deafened conditions.
Thick Bark. Because of its thick woody bark, the Overgrown Snapvine gains 24 additional maximum hit points and 2 DR against Slashing damage.
Hydra. The Overgrown Snapvine has 3 heads, and each head beyond the first takes its own turn in combat, as if it were another creature. The creature's maximum hit points are divided equally between its heads, each having 64 (11d10+4) hit points, though all damage taken (except psychic damage) is likewise divided equally between the heads. Each of the Overgrown Snapvine's heads can make one Bite attack or attempt to Grapple or Knock Prone a target. Additionally, each head has its own reaction, usable only to make an opportunity attack.
Poison Fangs. The Overgrown Snapvine's bite attacks deal 9 (1d12+3) additional Poison damage.
Will to Live. The Overgrown Snapvine has regeneration of 1 hit point at the end of its turn.
Attacks
Multiattack. The Overgrown Snapvine can use an attack action to make 2 Poison Bite attacks on its main turn.
Poison Bite. Melee Natural Weapon Attack, +7 to hit, 10 ft. reach, one target. On a hit, deals 20 (3d10+4) Piercing damage + 9 (1d12+3) Poison damage.
Epic Actions
The Overgrown Snapvine has 3 charges of epic actions, and can spend one of these charges to act. Only one action can be used at a time, at the end of another creature's turn. At the start of the Overgrown Snapvine's turn, the number of charges returns to 3
The Overgrown Snapvine can take an action and restore its reaction (if spent)
The Overgrown Snapvine can spend all or the rest of its movement
The Overgrown Snapvine can spend 2 epic actions to make an additional attack with its reaction
The Overgrown Snapvine can repeat a saving throw against an effect affecting it
Cost. When the Overgrown Snapvine repeats its saving throw this way, it loses 8 hit points.
Runes
Runic Pulse: Onyx Pulse (regeneration 2 at the start of each turn, recovers 1d6 at the end of the round if it doesn't take damage)
Runes: Immobile Body, 2 uses
