Hangman Tree (CR 5)

Huge Plant
Alignment: Usually neutral evil
Initiative: -2 (Dex); Senses: blindsight


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
Full Attack: 3 vines +10 melee
Damage: Vine 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
Feats:
Skills: Hide +0*
Advancement: 7-12 HD (Huge); 12-18 HD (Gargantuan)
Climate/Terrain: Any forest
Organization: Solitary
Treasure: 50% standard

Source: Converted

The hangman tree is named for its ropy appendages. These sinewy vines are noose-like at their ends and when dropped down appear much as if they were hanging ropes. Hangman trees are deciduous and are found in temperate to sub-tropical climes. All are solitary. Their shallow root systems and small leaf areas require them to supplement their nutrition by direct ingestion of protein. Thus, each tree can move very slowly; once it is fully-grown, its effective movement is only a few feet per day. Saplings move about 6 feet per hour, mature trees about one-third that rate. During freezing weather, a taproot is put down and the tree is dormant.

A tree of this sort can speak haltingly in Common as learned over the years.

Combat

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).