Blood Bramble

System: Pathfinder | SRD

Blood Bramble CR 10
XP 9600
Init +13 ; Senses low-light vision, tremorsense 30 ft.; Perception +14
Defense
AC 24, touch 18, flat-footed 15 (+9 Dex, +6 natural, –1 size)
hp 126 (12d8+72)
Fort +14, Ref +13, Will +8
DR 10/slashing
Immune plant traits
Weaknesses vulnerable to fire
Offense
Speed 40 ft., climb 40 ft.
Melee 4 vines +17 (1d8+6/19–20 plus bleed)
Space 10 ft., ; Reach 10 ft.
Special Attacks bleed (1d6), bramble incursion, swift trip
CMB +16 CMD 35 (can’t be tripped)
Statistics
Str 22,, Dex 28,, Con 22,, Int 3,, Wis 15,, Cha 9
Base Atk +9
Feats Improved Critical (vine) , Improved Initiative , Iron Will , Skill Focus (Perception), Skill Focus (Stealth) , Weapon Finesse
Skills Climb +14, Perception +14, Stealth +17
Languages Aklo (cannot speak)
SQ freeze (as berry bush)
Special Abilities
Bramble Incursion (Ex) Like a swarm, a blood bramble can move into areas occupied by other creatures. Its brambles weave quickly across the ground, wounding and tripping creatures sharing the same space. Moving into another creature’s space is a move action that provokes attacks of opportunity. Creatures sharing a space with a blood bramble are considered to be moving in difficult terrain. Each time a creature takes a move or standard action within the blood bramble’s space, it must first succeed at a DC 25 Reflex save or take 1d8 points of piercing damage from the sharp thorns. The save DC is Dexterity-based.
Swift Trip (Ex) Whenever a blood bramble occupies the same space as another creature, it can attempt a special trip combat maneuver check as a swift action. The check affects all creatures that share the blood bramble’s space and does not provoke attacks of opportunity. Any targets knocked prone by the trip combat maneuver take 1d8 points of piercing damage from falling into the sharp thorns.
Vines (Ex) A blood bramble’s vines constitute a primary natural attack that deals piercing damage.

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