Dark Tree (CR 7)
Huge Plant
Alignment: Usually neutral evil
Initiative: -1 (Dex)
AC: 20 (-2 size, -1 Dex,+13 natural), touch 7, flat-footed 20
Hit Dice: 10d8+50 (95 hp)
Fort +12, Ref +2, Will +5
Speed: 10 ft.
Space: 15 ft./10 ft. (0 with bite)
Base Attack +7; Grapple +24
Attack: 2 claws +14 melee; or bite +14 melee
Full Attack: 2 claws +14 melee; or bite +14 melee
Damage: Claw 2d4+9; or bite 1d6+13
Special Attacks/Actions: Grab, confusion
Abilities: Str 28, Dex 8, Con 21, Int 5, Wis 10, Cha 7
Special Qualities: Resist fire (15), cold vulnerability
Feats: Cleave; Improved Sunder; Iron Will; Power Attack
Skills: Disguise +11
Advancement: 11-16 HD (Huge); 17-30 HD (Gargantuan)
Climate/Terrain: Warm forest
Organization: Solitary
Treasure/Possessions: None
Source:
Monster Compendium: Monsters of Faerûn
Grab (Ex): If a dark tree hits with both of its claw attacks, it grabs the victim, making a free grapple check without provoking an attack of opportunity. If it establishes a hold, it draws its opponent near so that it can use its bite attack.
Confusion (Sp): As a free action once per round, a dark tree can create a confusion effect in one victim within 50 feet. In combat, this has the same effect as the confusion spell cast by a 10th-level sorcerer. The ability is more insidious when used on an unsuspecting target, however: Victims completely lose their sense of direction, often causing them to become hopelessly lost in the jungle.
Vulnerable to Cold: Dark trees have wet, slimy bark that protects them from fire, but they suffer a -2 penalty on their saving throws against any cold attack.
Dark trees delight in tormenting unsuspecting adventurers before moving in for the kill. They attack with their two arms, trying to draw victims toward their gaping maws to drink their blood.