Bloodthorn (CR 3)

Large Plant (Extraplanar)
Alignment: Always neutral
Initiative: +3 (Dex)


AC: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
Hit Dice: 3d8+12 (25 hp)
Fort +7, Ref +4, Will -2
Speed: 0 ft.
Space: 10 ft./10 ft.
Base Attack +2; Grapple +11
Attack: Tendril +6 melee
Full Attack: 4 tendrils +6 melee
Damage: Tendril 1d8+5
Special Attacks/Actions: Blood drain, improved grab
Abilities: Str 20, Dex 17, Con 19, Int -, Wis 12, Cha 2
Special Qualities: Plant traits
Feats:
Skills:
Advancement: 4-6 HD (Large); 7-15 HD (Huge)
Climate/Terrain: Any desert and plains (Abyss, Carceri, Outlands, Pandemonium)
Organization: Solitary
Treasure: -

Source: Fiend Folio

The bloodthorn is a tough, wiry plant that grows in briarlike patches out in the barren wastelands of the Outlands, Carceri, the Abyss, and Pandemonium. The plant subsists entirely on the blood of living creatures by draining it our through 3-inch-long, hollow, needle-sharp spikes on its tendrils.

Bloodthorns appear as black, desiccated vines with small-bladed leaves. Bright red, succulent berries grow on the plant continually.

The berries produce a fragrant odor that appeals to most species, especially in the deserts where bloodthorns grow. If a creature survives a bloodthorn's attack and steals away a few berries, it discovers its efforts were in vain - the berries are bitter and provide no sustenance.

On rare occasions, a bloodthorn is transplanted onto the Material Plane. Such plants usually die in a few days, but some survive and grow to great size in the wastelands.

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.