Hangman Tree - Monsters

Hangman Tree
Huge shadow magical beast (plant)
Level 9 Elite Soldier XP 800

HP 200; Bloodied 100Initiative +10
AC 25, Fortitude 22, Reflex 21, Will 20Perception+7
Speed 5Low-light vision
Saving Throws +2; Action Points 1

Traits

Pulling Grab

The tree can attempt to move a grabbed target as part of any action during which the tree also moves. It gains a +4 bonus to the Strength check to do so, and on a success, the tree can move up to its full speed.

Standard Actions

(⚔) Noose VineAt-Will

Attack: Melee 3 (one creature); +12 vs. Reflex

Hit: 2d8 + 3 damage, and the tree grabs the target (escape DC 17). Until the grab ends, the target takes ongoing 5 damage. The grab persists even if the tree is unable to take actions.

Lashing VinesAt-Will

Effect: The tree uses noose vine twice.

Swallow (acid) ✦ Recharge when the tree has no creature swallowed

Attack: Melee 3 (one creature the tree is grabbing); +12 vs. Fortitude

Hit: 4d8 + 12 damage, the grab ends, and the target is swallowed (escape DC 17). While swallowed, the target is removed from play, and it takes ongoing 10 acid damage. When the effect ends or the tree drops to 0 hit points, the target appears in an unoccupied square of its choice adjacent to the tree.

Minor Actions

Alluring Scent (charm) ✦ At-Will (1/round)

Attack: Close burst 5 (enemies in the burst); +12 vs. Will

Hit: The tree pulls the target up to 4 squares.

Deceptive Veil (illusion) ✦ At-Will

Effect: The tree disguises itself to appear as a Huge tree or treant until it uses deceptive veil again or drops to 0 hit points. Other creatures can make a DC 30 Insight check to discern the form is an illusion.

Str 20 (+9)                Dex 18 (+8)                Wis 16 (+7)
Con 20 (+9)                Int 6 (+2)                Cha 9 (+3)

Alignment Evil        Languages Common

Published in Dungeon Magazine 195.