Death's Head Tree (CR 9)
Alignment: Always chaotic evil
Initiative: +1 (Dex)
AC: 9 (-2 size, +1 Dex), touch 9, flat-footed 8
Hit Dice: 10d8+50 (95 hp); DR: 5/-
Fort +12, Ref +4, Will +4
Speed: 5 ft.
Space: 10 ft./15 ft.
Base Attack +7; Grapple +11
Attack: 2 slams +14 melee; 4 seed pods +6 ranged touch
Full Attack: 2 slams +14 melee; 4 seed pods +6 ranged touch
Damage: Slam 2d6+9; seed pod (see text)
Special Attacks/Actions: Seed pods
Abilities: Str 28, Dex 12, Con 20, Int 1, Wis 2, Cha 1
Special Qualities: fire immunity, SR 19
Advancement: 10-16 HD (Huge), 16-30 HD (Gargantuan)
Climate/Terrain: Temperate land
Organization: Solitary, pair, or grove (3-6)
Seed Pods (Ex): A death's head tree's seed pods contain a mass of tightly packed seeds. The tree can hurl the pods up to 100 feet as a grenade-like weapon. The slightest touch causes the pod to burst with a sharp crack, releasing a shower of needle-sharp seeds.
A creature struck by a seed pod suffers 1d8 points of sonic damage and 1d8 points of piercing damage from the seeds, and must make a Fortitude save (DC 20) or be stunned for 1 round by the blast. Whenever a seed bursts, creatures within a 15-foot radius also suffer 1d8 points of sonic damage and 1d8 points of piercing damage from the seeds but are allowed a Reflex save (DC 20) for half damage (there is no chance for stunning).
Death's head trees often lurk near roads, bridges, trails, and watering holes, where unsuspecting prey might happen by. The tree usually waits until prey comes well within the range of its seed pods before attacking, but it defends itself immediately if attacked.