Ironthorn (CR 6)
Alignment: Always neutral
Initiative: +0; Senses: blindsense 60 ft. and Spot +13
Languages: No language
AC: 24 (-1 size, +15 natural), touch 9, flat-footed 24
Hit Dice: 9d8+63 (103 hp); DR: 5/bludgeoning or slashing
Fort +13, Ref +3, Will +4
Speed: 10 ft.
Space: 10 ft./5 ft. (15 feet with vines)
Base Attack +6; Grapple +13
Attack: Vine rake +8 melee
Full Attack: 2 vine rakes +8 melee
Damage: Vine rake 1d6+3
Special Attacks/Actions: Impale, improved grab, poison
Abilities: Str 17, Dex 10, Con 25, Int 1, Wis 12, Cha 1
Special Qualities: plant traits
Feats: Ability Focus (poison); Heat Endurance; Improved Heat Endurance; Toughness
Skills: Spot +13
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Climate/Terrain: Warm deserts
Treasure: 1/10th coins; 50% goods; 50% items
This twisted shrub has only a few waxy leaves and is covered with wicked, foot-long thorns. Bones and rusted armor protrude from its gnarled limbs.
The ironthorn is a tough, waste-adapted plant that snatches passing creatures and impales them on its thorns to gain nourishment. Typical ironthorns are about the size of apple trees, about 15 feet tall, with thick bark and a few needlelike leaves.
Ironthorn sap is prized as a natural hardening agent, used in making armor and other items. However, the plants are dangerous predators and resistant to damage, making collecting of the sap a tricky proposition. An ironthorn is barely sentient and generally does not move once it has found a suitable rooting spot. Ironthorns do not speak or understand any language.