Hangman Tree (CR 5)
Alignment: Usually neutral evil
Initiative: -2 (Dex); Senses: blindsight
Languages: some Common
AC: 17 (-2 size, -2 Dex, +11 natural), touch 6, flat-footed 17
Hit Dice: 6d8+30 (57 hp)
Fort +10, Ref +0, Will +1
Speed: 0 ft. (see text)
Space: 10 ft./0 ft. (15 ft. with vine)
Base Attack +4; Grapple +8
Attack: 3 vines +10 melee (0 and constrict 2d6+12)
Special Attacks/Actions: Improved grab, constrict, swallow whole
Abilities: Str 27, Dex 6, Con 20, Int 8, Wis 10, Cha 10
Special Qualities: Hallucinatory spores, SR 12, plant, fire vulnerability, vulnerabilities
Skills: Hide +0*
Advancement: 7-12 HD (Huge); 12-18 HD (Gargantuan)
Climate/Terrain: Any forest
Treasure/Possessions: 50% standard
The tree attacks by dropping its noose-like appendages around prey.
Improved Grab (Ex): To use this ability, the hangman tree must hit a Large or smaller opponent with its vine attack. If it gets a hold, it can constrict. Constricted foes will be swallowed.
A single attack with a slashing weapon that deals at least 10 points of damage severs a vine (AC 15).
Constrict (Ex): A hangman tree deals 2d6+12 damage with a successful grapple check against Large or smaller opponents. Because it seizes its victims by the neck, a creature in the hangman tree's grasp cannot speak or cast spells with verbal components.
Swallow Whole (Ex): A hangman tree can try to swallow a Large size or smaller opponent by making a successful grapple check. The swallowed creature takes 2d6+12 points of crushing damage per round plus 1d6 points of acid damage from the hangman tree's interior. A swallowed creature can cut its way out by using claws or a Small or Tiny weapon to deal 25 points of damage to the interior (AC 20). Once the creature exits, contraction closes the hole; another swallowed opponent must again cut its own way out.
The hangman tree's interior can hold one Large, two Medium-size, four Small, eight Tiny, sixteen Diminutive, or thirty-two Fine or smaller opponents.
Hallucinatory Spores (Ex): A hangman tree can release a cloud of hallucinatory spores that will cause all creatures within 50 feet to make a Will save (DC 18) or believe the tree to be of some ordinary sort. A creature affected will have no interest in attacking the hangman tree for 3d6 minutes, unless the hangman tree attacks first.
Vulnerabilities (Ex): Electrical attacks deal double damage to the hangman tree; cold-based attacks will paralyze the tree for 1 round per caster level; darkness causes it to act as if affected by the slow spell.
Fire Vulnerability (Ex): A hangman tree takes double damage from fire attacks unless the attack allows a save, in which case it takes double damage on a failure and no damage on a successful save.
Blindsight (Ex): Hangman trees have no visual organs but an ascertain all foes within 30 feet using sound, scent, and vibration.
Plant: Immune to poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits or mind-influencing spells or effects.
Skills: A hangman tree receives a +16 racial bonus to Hide checks made in forested areas.
The Hangman Tree first appeared in the 1e MM II (Gary Gygax, 1983).