Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the
area or those that enter the
area, holding them fast and causing them to become entangled. The creature can break free and move half its normal
speed by using a
full-round action to make a DC 20 Strength check or a DC 20
Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half
speed through the
area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.