Hangman Tree
System: Pathfinder | SRD
Hangman Tree
CR 7
NE
Plant
Huge
Init +3
;
Senses blindsight 60 ft.; Perception +11
Defense
AC 20, touch 7, flat-footed 20 (-1 Dex, +13 natural, -2 size)
hp 84 (8d8+48)
Fort +12
Ref +3
Will +5
Immune plant traits
SR 18
Weaknesses vulnerable to electricity
Offense
Speed 10 ft.
Melee 3 vines +11 (1d6+7 plus grab and pull)
Space 15 ft.
;
Reach 15 ft.
Special Attacks constrict (1d6+7), hallucinatory spores, pull (vine, 5 feet), strangle, swallow whole (2d6+7 bludgeoning damage, AC 16, 8 hp), vines
CMB +15 (+19 grapple)
CMD 24
Statistics
Str 25,
Dex 8,
Con 23,
Int 7,
Wis 12,
Cha 10
Base Atk +6
Feats Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perception)
Skills Perception +11, Stealth -2
Languages Sylvan
Special Abilities
Hallucinatory Spores (Ex) Once per day as a standard action, a hangman tree can release a cloud of spores in a 50-foot-radius spread. Creatures in the area must make a DC 20 Will save or believe the hangman tree to be a perfectly ordinary tree—or at worst, a treant or some other friendly tree-like creature. An affected creature becomes passive for 2d6 minutes and refuses to attack the hangman tree during this time. An affected creature can attempt a new Will save each round that the tree attacks an ally—if a hallucinating creature is attacked by the tree, it gains a +4 bonus on its Will save to see through the hallucination. This is a mind-affecting compulsion effect. The save DC is Constitution-based.
Vines (Ex) A hangman tree's vines are primary attacks that deal bludgeoning damage. When a hangman tree grapples a foe with its vines, the tree does not gain the grappled condition. A hangman tree that uses swallow whole transfers a pinned creature from a vine to inside its trunk.
This sinister tree looms above a field strewn with bones. Numerous leafy vines, their tips looped into nooses, hang from its branches.