The Ken-vine is the obvious fusion of the kender and a plant. The vine's color varies, but it can always be heard before it's seen because the ken-vine is forever in motion, always swishing to and fro to stave off the boredom.
The ken-vine is often a myriad of bright colors, quite out of place in nature with its reds and blues and purples. They are always a jumble of motion, swaying their vines in a mimicry of dance. If a ken-vine is bored enough, it will take it upon itself to caretake a garden. Such gardens are beautiful to behold, and are often the downfall of adventurers: once caught in a ken-vine's garden, they often do not escape their clutches (though those clutches may not be of evil intent).
The Ken-vine often latches on to nearby adventurers with its long vines. It will then bombard the hapless victim with a series of debilitating questions, which it asks out of curiosity, of course. Such a bombardment causes an immediate 1d4+1 intelligence drain on the 1st round of exposure. This effect lasts for 8 hours.
If the questions are not asked in a satisfactory manner, the ken-vine will grow angry and attack the victim with its many spiked vines. Such an occurence never happens, as the victim is usually babbling with incoherent stupor by then.
Plants are immune to poison, sleep, paralysis, stunning, and polymorphing. They are not subject to flanking or criticals hits. Plants are blind with the blindsight special quality or they have lowlight vision. They are immune to mind influencing effects.
Ken-vines are usually loners, which accounts for their intense curiosity for other company.
This creature has not yet been play tested.
This is a kender type creature.