Hangman Tree (CR 5)
Huge Plant
Alignment: Usually neutral evil
Initiative: -2 (Dex); Senses: blindsight
Languages: some Common
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 (0 and constrict 2d6+12)
Damage:
Special Attacks: 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/Possessions: 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).
Constrict (Ex): A hangman tree deals 2d6+12 damage with a successful grapple check against Large or smaller opponents. Because it seizes its victims by the neck, a creature in the hangman tree's grasp cannot speak or cast spells with verbal components.
Swallow Whole (Ex): A hangman tree can try to swallow a Large size or smaller opponent by making a successful grapple check. The swallowed creature takes 2d6+12 points of crushing damage per round plus 1d6 points of acid damage from the hangman tree's interior. A swallowed creature can cut its way out by using claws or a Small or Tiny weapon to deal 25 points of damage to the interior (AC 20). Once the creature exits, contraction closes the hole; another swallowed opponent must again cut its own way out.
The hangman tree's interior can hold one Large, two Medium-size, four Small, eight Tiny, sixteen Diminutive, or thirty-two Fine or smaller opponents.
Hallucinatory Spores (Ex): A hangman tree can release a cloud of hallucinatory spores that will cause all creatures within 50 feet to make a Will save (DC 18) or believe the tree to be of some ordinary sort. A creature affected will have no interest in attacking the hangman tree for 3d6 minutes, unless the hangman tree attacks first.
Vulnerabilities (Ex): Electrical attacks deal double damage to the hangman tree; cold-based attacks will paralyze the tree for 1 round per caster level; darkness causes it to act as if affected by the slow spell.
Fire Vulnerability (Ex): A hangman tree takes double damage from fire attacks unless the attack allows a save, in which case it takes double damage on a failure and no damage on a successful save.
Blindsight (Ex): Hangman trees have no visual organs but an ascertain all foes within 30 feet using sound, scent, and vibration.
Plant: Immune to poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits or mind-influencing spells or effects.
Skills: A hangman tree receives a +16 racial bonus to Hide checks made in forested areas.
The Hangman Tree first appeared in the 1e MM II (Gary Gygax, 1983).