Plague Brush (CR 17)
AC: 21 (-8 size, +19 natural), touch 2, flat-footed 21
Hit Dice: 31d8+248 (387 hp)
Fort +25, Ref +10, Will +10
Speed: 60 ft.
Space: 30 ft./30 ft.
Base Attack +23; Grapple +51
Attack: Slam +27 melee
Full Attack: Slam +27 melee
Damage: Slam 2d8+18
Special Attacks/Actions: Greensickness, scoop, trample 2d8+18
Abilities: Str 35, Dex 10, Con 26, Int -, Wis 11, Cha 10
Special Qualities: Airy, plant traits
Advancement: 32-62 HD (Colossal)
Climate/Terrain: Tarterian Depths of Carceri (Cathrys)
Organization: Solitary or tumble (2-4)
Monster Manual III
Greensickness (Su): A plague brush is continually surrounded by a cloud of spores in a 30-foot radius. The spores act as an inhaled poison (Fort DC 33); initial and secondary damage 2d6 Str and 1d4 Con. The save DC is Constitution-based.
Scoop (Ex): Any creature successfully trampled by a plague brush might be picked up and carried off with it. The plague brush can immediately attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it picks up the victim and carries it as the plague brush moves.
In this manner, a plague brush can scoop up to 2 Huge, 8 large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.
A creature scooped up by a plague brush is considered grappled.
Trample (Ex): Reflex DC 37 half. The save DC is Strength-based.
Airy (Ex): Since a plague brush is constantly turning over and its anatomy is made up of a (relatively) small amount of plant matter and lots of empty space, it is difficult to know where to attack the creature. Any melee or ranged attack with a piercing weapon directed at a plague brush has a 20% miss chance. The blow or missile may pass through the creature's body without harming it. Even a true seeing effect is useless for determining where and how to strike the creature.
A plague brush has only one instinct: roll over things to flatten and kill them. The creature is not precise about accomplishing this goal, though. Once it rolls over an obstacle, it often ignores it thereafter. It's not unusual for a plague brush to tumble through a camp or a community and simply keep on rolling by.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.