Blackroot Marauder (CR 5)

Medium Construct
Alignment: Usually neutral evil
Initiative: +1 (Dex); Senses: Listen +7
Languages: Cannot speak


AC: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18
Hit Dice: 8d10 (64 hp); DR: 5/-
Fort +2, Ref +3, Will +4
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +6; Grapple +10
Attack: Claw +10 melee or thorns +7 ranged
Full Attack: 2 claws +10 melee or thorns +7 ranged
Damage: Claws 1d4+4 and poison, thorns 1d6 and poison
Special Attacks/Actions: Poison, thorns
Abilities: Str 18, Dex 12, Con -, Int 10, Wis 14, Cha 10
Special Qualities: Construct traits, detect good, electricity immunity, natural camouflage, restful state
Feats: Ability Focus (poison); Stealthy; Track
Skills: Hide +14, Listen +7, Move Silently +3, and Survival +8
Advancement: 9-14 (Large); 15-24 (Huge)
Climate/Terrain: Any forest
Organization: Solitary or gang (2-4)
Treasure: Standard

Source: Dragon #270
Dragon Compendium Vol. 1

Combat

Blackroot marauders are deadly foes due to their patience and skill for fading into the terrain in dense, forested areas. A marauder might remain still for weeks on end by a forest trail, silently waiting for its prey to fall into its trap. A swarm of marauders might slowly creep up on an encampment or castle, shifting into position so slowly that their prey fails to notice the gradual rise in the number of trees and the density of the underbrush in the area.

Poison (Ex): A blackroot marauder's claw attacks deliver a deadly venom. The poison's initial and secondary damage is 1d8 damage. A DC 18 Fortitude save resist the poison. This DC is Constitution-based and includes a +2 racial bonus and a +2 bonus from the Ability Focus feat.

Thorns (Ex): A blackroot marauder can fire a volley of thorns from its body at a single foe within 30 feet. This attack deals 1d6 damage and delivers the marauder's poison.

Detect Good (Su): The blackroot marauder can cast detect good at will as a free action. It can also maintain its concentration on this spell as a free action. The marauder casts this spell as a 10th-level cleric.

Natural Camouflage (Ex): As long as a blackroot marauder remains still, it gains a +8 bonus on all Hide checks made in wooded areas. Its unique appearance allows it to easily blend into its surroundings.

Restful State (Ex): Unlike other constructs, the blackroot marauder heals naturally. If it remains stationary in an area with thick, loamy soil capable of supporting tree life, it heals 5 hit points of damage per day.