Ironglass Rose (CR 9)
AC: 24 (-2 size, +2 Dex, +14 natural), touch 10, flat-footed 22
Hit Dice: 12d8+72 (126 hp)
Fort +14, Ref +6, Will +8
Speed: 30 ft., climb 20 ft.
Space: 15 ft./15 ft.
Base Attack +9; Grapple +25
Attack: tendril +16 melee
Full Attack: 6 tendrils +16 melee
Damage: Tendril 1d8+8
Special Attacks/Actions: Blood drain, breath weapon, constrict 1d8+12, improved grab, psi-like abilities
Abilities: Str 27, Dex 14, Con 23, Int 6, Wis 15, Cha 10
Special Qualities: Fire immunity, plant traits, psionic resistance 20
Feats: Alertness; Combat Reflexes; Iron Will; Narrow Mind; Weapon Focus (tendril)
Skills: Climb +24, Concentration +12, Hide -5*, Listen +4, and Spot +4
Advancement: 13-18 HD (Huge); 19-36 HD (Gargantuan)
Climate/Terrain: Temperate forests
Blood Drain (Ex): If the ironglass rose already has a constrict hold on a target, it attempts to use more of its tendrils to grapple the target. Each additional tendril that succeeds at establishing a hold causes 1d3 points of temporary Constitution damage each round, as the ironglass rose begins to drain the blood of the creature. The ironglass rose cannot use more than three tendrils on a single target in this fashion.
Breath Weapon (Su): Once every 1d4 rounds, the ironglass rose can breathe a 120-foot line of force. Each creature in the area takes 10d6 points of force damage (Reflex DC 22 half). The save DC is Constitution-based. The ironglass rose can use this attack simultaneously with tendril attacks. The ironglass rose may choose to have the breath weapon deal nonlethal damage instead.
Constrict (Ex): On a successful grapple check, an ironglass rose constricts an opponent, causing automatic tendril damage (1d8+12) each round, until the victim frees herself. The hold can be broken by a successful grapple check or a successful DC 20 Escape Artist check. In addition, the tendrils can be cut through on a successful sunder attack. Each tendril has 12 hp, which do not count against the total hit points of the ironglass rose. An ironglass rose can use only six tendrils at a time to attack even though it possesses a couple dozen of them.
Improved Grab (Ex): If an ironglass rose hits an opponent that is at least one size category smaller than itself with a tendril attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it also constricts on the same round.
Psi-Like Abilities: At will - biofeedback (damage reduction 5/-*), empathic feedback (damage dealt or 12 points, whichever is less*), inertial armor (AC +9*), mind trap (12 rounds*). Manifester level 12th. The save DCs are Charisma-based.
*Includes augmentation for ironglass rose's manifester level.
Skills: An ironglass rose has a +8 racial bonus on Climb checks and a +8 racial bonus on Hide checks while in forests or dense vegetation.
The ironglass rose uses it breath weapon to damage or incapacitate foes before moving in with its tendrils to attempt to feed. It normally attacks when hungry and shies away only from opponents that are larger than it.