Darktree

What seemed to be a normal cypress tree moments ago begins to slash and claw with its thick, woody limbs. A terrible maw opens along one side of its trunk, lined with wicked teeth.
Huge Plant
Hit Dice: 10d8+50 (95 hp)
Initiative: –1
Speed: 10 ft. (2 squares)
Armor Class: 20 (–1 Dex, –2 size, +13 natural), touch 7, flatfooted 20
Base Attack/Grapple: +7/+24
Attack: Claw +15 melee (1d8+9) or bite +14 melee (2d6+13)
Full Attack: 2 claws +15 melee (1d8+9) or bite +14 melee (2d6+13)
Space/Reach: 15 ft/15 ft. (5 ft. for bite)
Special Attacks: Blood drain, confusion, improved grab
Special Qualities: Low-light vision, plant traits, resistance to fire 15, vulnerability to cold
Saves: Fort +14, Ref +2, Will +3
Abilities: Str 28, Dex 8, Con 21, Int 5, Wis 10, Cha 7
Skills: Listen +13
Feats: Combat Reflexes, Great Fortitude, Power Attack, Weapon Focus (claws)
Environment: Warm forests
Organization: Solitary, Grove (5-15)
Challenge Rating: 7, Grove: 15
Treasure: None
Alignment: Usually neutral evil
Advancement: 11–16 HD (Huge); 17–30 HD (Gargantuan)
Level Adjustment: —
Native to the Isle of Man’s Folly, dark trees drink the blood of humans and other intelligent creatures that wander into their native jungles. Created by the corrupting influence of Hvaan, these formerly normal treants are now decidedly demonic in nature and are the only known source of Demonwood (see below) on Solinar. Dark trees resemble cypress trees, but their bark is darker, and little moss grows on them. Usual specimens are about 18 to 20 feet in height, with a span of branches 40 feet across, but dark trees can grow to twice this size. They weigh as much as a normal tree. Two deep black eyes, which are almost impossible to find unless one knows precisely where to look, are set above a dark tree’s maw. These creatures resemble the treants they originated from, but anyone who sees a dark tree can hardly ignore the palpable hatred and evil emanating from it. Dark trees do not speak.
COMBAT
Dark trees prefer intelligent prey and delight in tormenting their victims before the kill. They attack with their two arms, trying to draw victims toward their gaping maws to bite and drink blood.
Blood Drain (Ex): A dark tree can feast on the blood of its victims by making a successful grapple check. If it has a creature grappled, it can make a grapple check to deal bite damage and drain blood, dealing 1d4 points of Constitution damage to the creature.
Improved Grab (Ex): To use this ability, a dark tree must hit a single target with both of its claw attacks. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can begin to drain blood.
Confusion (Sp): As a free action once per round, a dark tree can use confusion on one victim within 50 feet (Will DC 12 negates). In combat, this has the same effect as the confusion spell cast by a 10th-level sorcerer. Occasionally, victims of the dark tree’s confusion ability end up wandering deep into the surrounding wilderness, becoming hopelessly lost. More often than not, a dark tree takes advantage of a victim’s confused state and drains it of its blood.
DEMONWOOD [NEW MATERIAL]
Demonwood is the material only harvest-able from Dark Trees. It has all the properties of Darkwood, with the following changes:
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Used in making a weapon such as aclub, quarterstaff, or other weapon of atleast 75% wood, Demonwood grants a+1 Chaotic damage to Lawful creatures.
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Used in making shields of at least 75%wood, Demonwood grants a +1situational Armor Class bonus vs. Attacks made by those with a Lawful alignment.