Tree, Flesh-mulcher (CR 8)
Huge Plant
Alignment: Always neutral
Initiative: +0; Senses: tremorsense and low-light vision to 30 ft.
Languages: No language
AC: 21 (-2 size, +13 natural), touch 8, flat-footed 21
Hit Dice: 10d8+50 (95 hp)
Fort +12, Ref +3, Will +3
Speed: 0 ft.
Space: 10 ft./15 ft.
Base Attack +7; Grapple +11
Attack: 4 tendrils +10 melee, or 6 pods +5 ranged
Full Attack: 4 tendrils +10 melee, or 6 pods +5 ranged
Damage: Tendril 1d8+5, or pod 1d6+5
Special Attacks/Actions: Captivating bark, improved grab, pods (acid, explosive, poison, seed), swallow whole
Abilities: Str 20, Dex 10, Con 20, Int 2, Wis 10, Cha 4
Special Qualities: Plant traits, precise targeting, tentacle regeneration
Feats:
Skills:
Advancement: 11-16 HD (Huge); 17-30 (Gargantuan)
Climate/Terrain: Any forest
Organization: Solitary
Treasure/Possessions: Standard
Source:
Web
Captivating Bark (Su): The bark of the flesh-mulcher tree boasts swirling color patterns that can bewitch a viewer. Anyone within 20 feet of the tree who sees the trunk must make a successful Will save (DC 12) or become utterly captivated by the bark (as though by a harpy's song). This is a mind- affecting charm. If the save is successful, that creature cannot be affected again by that harpy's song for one day. A captivated victim walks toward the flesh-mulcher tree on its next action, taking the most direct route available. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the tree's maw area stands there and offers no resistance to the tree's tendril attacks. However, the creature gets a second Will save (same DC) against the effect once it has sustained some damage from the tree.
Improved Grab (Ex): If a flesh-mulcher tree hits an opponent that is at least one size category smaller than itself with three of its four tendril attacks, it attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +20). If it gets a hold, it can transfer the opponent to its maw with another successful grapple check, then try to swallow on its next turn. Alternatively, the flesh-mulcher tree has the option to conduct the grapple normally, or simply use its tendrils to hold the opponent (-20 penalty on grapple check, but the tree is not considered grappled).
Tentacle Regeneration (Ex): Foes can attack the tentacles of a flesh-mulcher tree, but only when those appendages are actually holding an opponent. A tentacle has an AC of 22 (touch 9) and can withstand 15 points of damage. The loss of a tentacle does not harm the creature (that is, the damage does not apply against its hit point total), and it regrows the limb within a day.
Pods (Ex): The tree grows clusters of small and very hard pods, each one measuring about 4 inches long. The tree can throw clusters of six pods at a time at a given opponent, with a maximum range of 80 feet, minimum range of 10 feet, and no range increment. Each pod inflicts 1d6 points of damage. The tree can attack up to eight opponents this way in a round if surrounded: one opponent at each compass point (N, NE, E, etc.). The tree can throw up to 120 pods in a day and regrows pods at a rate of six per day.
Variant Pods: Pods from some varieties of flesh-mulchers have varying effects. It is not uncommon to find a single tree with several different pod types, but a cluster contains only pods of the same type.
Acid Pod: This very rare variant pod contains a small amount of concentrated acid. The effect works exactly as if the tree had thrown a flask of acid).
Explosive Pod: This pod explodes on contact, inflicting 1d6 points of fire damage (or cold damage in some climates) to all within 10 feet of the target, as if a small fireball had detonated. All creatures within the area may attempt Reflex saves (DC 20) to avoid half the damage. Explosive pods that miss still explode when they hit the ground, causing damage. See the grenadelike weapons sections in Chapters 7 and 8 of the Player's Handbook for pod miss effects.
Poison Pod: This pod breaks on contact, inflicting only 1d2 points of damage. Inside it holds a poison that causes 1d4 points of temporary Wisdom damage (initial and secondary, Fort save DC 20). A given creature can be affected by this poison only twice in a 24-hour period, though all hits by these pods still inflict damage. Creatures with lower Wisdom scores tend to approach the tree to find the source of the attacks. Wisdom returns at a rate of 1 point per day.
Seed Pod: This pod contains a seed for another flesh-mulcher tree. These pods serve as the tree's mode of reproduction. Each deals 1d6 points of damage on impact, then breaks open and releases a small seed.
Swallow Whole (Ex): A flesh-mulcher tree can swallow a single creature that is at least two sizes smaller than itself by making a successful grapple check (grapple bonus +20), provided it already has that opponent in its maw (see Improved Grab, above). Once inside the tree, the opponent takes 5d4 points of crushing damage per round from the plant's stomach. A swallowed creature can try to cut its way out with either claws or a light piercing or slashing weapon. Dealing a total of at least 20 points of damage to the inside of the tree (AC 25) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, the tree transfers some of its wood mass to close the hole; thus, another swallowed opponent must cut its own way out. A flesh-mulcher tree's stomach can hold 1 Medium-size or 4 Small or smaller opponents.
Precise Targeting (Ex): Because of its tremorsense and its root network, a flesh-mulcher tree can triangulate the location of a creature within 80 feet of its trunk. This ability gives it a +2 insight bonus on ranged attacks with pods.
Tremorsense (Ex): A flesh-mulcher tree can automatically sense the location of anything within 80 feet that is in contact with the ground.
Flesh-mulcher trees live on the decomposing remains of organic creatures. When hunting, they begin by throwing clusters of pods at targets, and continue to do so until the creatures approach the trunk. Then the tree attempts to draw the prey into its maw and crush it. Flesh-mulcher trees attack only to feed; they are not self-aware enough to defend themselves.
About the Author: Robert Wiese's love of gaming started in the Boy Scouts, where you'd think there would be enough to keep one busy without roleplaying games. Through college he played in some great home campaigns and discovered the RPGA Network at a small game day in 1991. He worked for RPGA for six and a half years, filling almost every job that exists on the staff at one time or another. Now honorably retired from service as the RPGA Operations Manager, he lives in Nevada and writes gaming goodies (such as the D&D Fight Club) from time to time. He also gardens a lot, and devotes as much time as possible to his beloved fiancée.