Treeleg Strangler (CR 8)

Huge Aberration
Alignment: Always neutral
Initiative: +3 (-1 Dex, +4 Improved Initiative); Senses: blindsight

AC: 16 (-2 size, -1 Dex, +9 natural), touch 7, flat-footed 16
Hit Dice: 10d8+50 (95 hp)
Fort +8, Ref +2, Will +9
Speed: 30 ft.
Space: 15 ft./10 ft.
Base Attack +7; Grapple +11
Attack: 2 claws +12 melee, 8 tendrils +10 melee
Full Attack: 2 claws +12 melee, 8 tendrils +10 melee
Damage: Claw 2d6+7, tendril 1d4+3
Special Attacks/Actions: Improved grab, constrict, radiation manipulation, strangulation
Abilities: Str 24, Dex 8, Con 20, Int 2, Wis 11, Cha 11
Special Qualities: camouflage, fire resistance 20
Feats: Improved Initaitive; Multiattack
Skills: Hide +8 and Move Silently +14
Advancement: 11-16 HD (Huge); 17-30 HD (Gargantuan)
Climate/Terrain: Warm marsh
Organization: Solitary
Treasure/Possessions: Standard

Source: Dragon #280

Improved Grab (Ex): To use this ability, the treeleg strangler must hit with its tendril attack. Each tendril can make a separate grapple attack, so victims often find themselves forced to break the holds of 2, 3 or even 4 tendrils before they can get free of the creature. Once a strangler has a victim grappled, it begins to strangle the creature (see below). Sometimes, however, it tries to pin the creature (see Pinnig an Opponent) if there are pools of shallow water nearby so as to drown the creature and end the fight quickly. (The DM can assume that there is a 50% chance that the grappled character is standing in such a pool. See Drowning.)

A tendril's AC is 16, and a successful hit against a tendril that deals at least 8 points of damage severs it. A treeleg strangler can regrow severed tendrils in an hour.

Strangulation (Ex): If a treeleg strangler manages to grab a victim with its tendrils, it begins to strangle the victim. This attack is a constricting attack that deals 2d6+7 points of damage.

Radiation Manipulation (Ex): A treeleg strangler can store radioactive energy in its body. As a free action, the strangler can use this energy to wither and sicken creatures within 30 feet. Each round, all living creatures in this area must make a Fortitude saving throw (DC 20) or suffer 1d3 points of temporary Constitution damage. The treeleg strangler can maintain this area of radioactivity for 1d4 rounds before exhausting its energy, after which it must wait for one day before using the power again.

Blindsight (Ex): A strangler has no visual organs, but it can ascertain all foes within 120 feet using sound-, scent-, and vibration-detecting organs. Stranglers can even detect other creatures in water within range.

Camouflage (Ex): It takes a successful Spot check (DC 20) to recognize the strangler as a creature instead of as four tree trunks.