Quickwood (CR 8)

Huge Plant
Alignment: Always neutral
Initiative: +3 (-1 Dex, +4 Improved Initiative); Senses: darkvision 120 ft., tremorsense 60 ft., Listen +11, and Spot +11


AC: 17 (-2 size, -1 Dex, +10 natural), touch 7, flat-footed 17
Hit Dice: 7d8+35 (66 hp)
Fort +10, Ref +1, Will +4
Speed: 10 ft.
Space: 15 ft./15 ft. (60 ft. with root)
Base Attack +5; Grapple +22
Attack: Root +13 melee (grapple) or bite +7 melee
Full Attack: 7 roots +13 melee (grapple) and bite +7 melee
Damage: bite 2d6+13
Special Attacks/Actions: Fear aura, grasping roots
Abilities: Str 29, Dex 8, Con 21, Int 12, Wis 15, Cha 12
Special Qualities: immunity to electricity, immunity to fire (see text), plant traits, remote sensing
Feats: Alertness, Improved Initiative, Weapon Focus (root),
Skills: Hide -2*, Listen +11, Move Silently +3, Search +6, and Spot +11
Advancement: 8-15 HD (Huge); 16-21 HD (Gargantuan)
Climate/Terrain: Temperate forests
Organization: Solitary
Treasure/Possessions: Standard

Source: Converted

Fear Aura (Su): If a quickwood is targeted by a spell (excluding area spells) and it makes its save against the spell's effects, it takes no damage and absorbs some of the spell's energy and releases it as a fear effect (as a free action) in a 10-foot radius per level of the spell. Affected creatures must succeed on a DC 18 Will save or be affected as by a fear spell (caster level = quickwood's HD). The save DC is Charisma-based and includes a +4 racial bonus.

Grasping Roots (Ex): If a quickwood hits with a root attack, it can attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and drags the foe 30 feet closer each subsequent round (provoking no attack of opportunity). A quickwood can draw in a creature within 15 feet of itself and bite with a +4 attack bonus in the same round. A root has hardness 2 and 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a quickwood's root does not provoke an attack of opportunity. If the root is currently grappling a target, the quickwood takes a +4 penalty on its opposed attack roll to resist the sunder attempt. Severing a root deals no damage to a quickwood.

Immunity to Fire (Ex): A quickwood can perspire as a free action; this grants it immunity to fire for one hour. Afterwards, it must wait one minute before using this ability again.

Remote Sensing (Su): As a standard action, a quickwood can use a normal oak tree within 360 feet as a magical sensor to view its surroundings. This ability is similar to a clairaudience/clairvoyance spell and allows a quickwood to see (including with darkvision) and hear through a sensor. A quickwood does not need line of sight to establish a sensor. A quickwood can establish a new magical sensor in another tree within range as a free action, though it can never have more sensors at one time than its Hit Dice. A quickwood with multiple sensors can switch between them as a free action.

An oak tree utilized as a magical sensor takes on a human-like visage (similar to a quickwood). A successful DC 20 Spot check allows a character to notice the tree's visage.

Tremorsense (Ex): Quickwoods can sense the location of anything within 60 feet that is in contact with the ground.

Skills: *Quickwoods have a +16 racial bonus on Hide checks made in forested areas.

The Quickwood originally appeared in the First Edition Monster Manual II (© TSR/Wizards of the Coast, 1983).