The ironthorn is a strange form of plant life, unknown outside the Dry Sea, that has an unusual life cycle. The juvenile form of the plant is an ambulatory, semi-intelligent tumbleweed-like creature called a tumbling mound. When a tumbling mound has consumed enough animal blood, it puts down roots, and grows into a patch of vine-like growths, called a bloodthorn (losing its intelligence in the process). The berries of bloodthorns, in turn, contain seeds that, when planted and sprouted, grow into ironthorn trees. These trees develop masses of thorns that tangle up into balls, are shed from the tree, and become tumbling mounds.
Contents
Bloodthorn
This is a patch of black, desiccated vines, with small-bladed leaves and bright red, succulent berries. Suddenly, several thorn-studded tendrils lash out from the tangled mass.
The bloodthorn is a tough, wiry plant that grows in thick, briarlike patches out in the barren wastelands. The plant subsists entirely on the blood of living creatures by draining it out through 3-inch-long, hollow, needle-sharp spikes on its tendrils.
The berries produce a fragrant odor that appeals to most species, especially in the deserts where bloodthorns grow. If a creature survives a bloodthorn’s attack and steals away a few berries, it discovers its efforts were in vain—the berries are bitter and provide no sustenance.
Combat
A bloodthorn seems to be a normal plant until a living creature comes within the reach of its tendrils. It then lashes out with as many tendrils as possible and drains the victim of blood. A bloodthorn allows scavengers to remove the carcasses, thus keeping the area around the plant free of its consumed prey.
Bloodthorn
Large plant
Init +3; Senses blindsense 60 ft.; Perception +1
Defense
AC 18, touch 12, flat-footed 15 (−1 size, +3 Dex, +6 natural)
hp 30 (4d8+12)
Fort +6, Ref +4, Will +2
Offense
Speed 0 ft.
Melee 4 tendrils +6 (1d8+4 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks blood drain
Statistics
Str 18, Dex 17, Con 15, Int —, Wis 12, Cha 2
Base Atk +3; CMB +8 (+12 grapple); CMD 21 (can’t be tripped)
Morale fearless (n/a)
Ecology
Environment warm deserts
Organization solitary
Special Abilities
Blood Drain (Ex)
A bloodthorn deals 1 step of Constitution damage to a grappled creature in any round when it begins its turn grappling the victim.
If the opponent wins a grapple check, one of the bloodthorn’s tentacles comes loose from the opponent’s body. The resulting wound continues to bleed for 1 point of damage per round, until healed or otherwise stanched.
Grab (Ex)
If a bloodthorn hits an opponent with at least two tendril attacks, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The bloodthorn can grab targets one size larger than itself or smaller.
A bloodthorn receives a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Ironthorn
This twisted shrub has only a few waxy leaves and is covered with wicked, foot-long thorns. Bones and rusted armor protrude from its gnarled limbs.
The ironthorn is a tough, waste-adapted plant that snatches passing creatures and impales them on its thorns to gain nourishment. Typical ironthorns are about the size of apple trees, about 15 feet tall, with thick bark and a few needlelike leaves.
Ironthorn sap is prized as a natural hardening agent, used in making armor and other items. However, the plants are dangerous predators and resistant to damage, making collecting of the sap a tricky proposition.
An ironthorn has only a primitive intelligence, and generally does not move once it has found a suitable rooting spot. Ironthorns do not speak or understand any language.
Combat
An ironthorn waits for a creature to pass within reach of its feeding vines, which look like its other twisted branches until they lash out. With their extended reach, the vines often take prey by surprise.
Once it has grabbed its prey, an ironthorn pulls it deep into its mass of poisonous thorns, where the victim is impaled and left to slowly die. The ironthorn then slowly absorbs the flesh as it rots.
Ironthorn
Large plant
Init +0; Senses blindsense 60 ft.; Perception +10
Defense
AC 24, touch 9, flat-footed 24 (−1 size, +15 natural)
hp 99 (6d8+72)
DR 5/bludgeoning or slashing
Fort +12, Ref +2, Will +3
Resist fire 5
Offense
Speed 10 ft.
Melee 2 vine rakes +7 (1d6+4 plus grab)
Space 10 ft.; Reach 15 ft.
Special Attacks impale 2d6+6 plus poison
Statistics
Str 19, Dex 10, Con 25, Int 1, Wis 12, Cha 1
Base Atk +4; CMB +9 (+13 grapple); CMD 19 (can’t be tripped)
Feats Ability Focus (poison), Skill Focus (Perception), Toughness
Skills Perception +10
Morale fearless (n/a)
Ecology
Environment warm deserts
Organization solitary
Special Abilities
Grab (Ex)
If an ironthorn hits with a vine attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The ironthorn can grab targets one size larger than itself or smaller.
If an ironthorn makes a successful grapple check against a grabbed opponent, the victim is pulled deep into the plant’s thorny mass and is subject to the plant’s poison (see below).
An ironthorn receives a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Impale (Ex)
An ironthorn deals 2d6+6 points of piercing damage to a grabbed opponent with a successful grapple check (in addition to any other effects caused by a successful check, including additional damage).
Poison (Ex)
A victim must continue to save against the ironthorn’s poison each minute that it is held in the thorns; a successful save does not end the effect unless the victim escapes or is removed from the ironthorn’s grasp, or the ironthorn is killed.
Impale—injury
save Fort DC 22
frequency 1/minute for 4 minutes
effect Paralysis for 1d4 minutes (initial); then 1 step on the Constitution damage track
cure 1 save (special)
Tumbling mound
This mass of twisted brush looks like a particularly large tumbleweed covered with sharp thorns.
A tumbling mound appears to be a roughly spherical mass of dried brush. In truth, it is actually an intelligent, carnivorous plant that imitates the form of harmless dead vegetation. Its brain and major sensory organs are located in a lump in the center of its body.
Tumbling mounds move about virtually silently, and often go unnoticed due to their similarity to tumbleweeds. They often lurk in clumps of vegetation, then tumble out to attack when their prey is sleeping or otherwise off guard. Travelers tell stories of waking up to find tumbling mounds feeding off their companions, and of taking flight, pursued by seemingly tireless clusters of the thorny monsters.
Combat
A tumbling mound attacks by throwing itself at a target, then driving as many thorns as possible into the victim’s flesh to latch on. It feeds by sucking the victim’s blood through a hollow “feeder” thorn. Tumbling mounds have enough cunning to choose lightly armored foes over those wearing heavier armor.
Tumbling mound
Medium plant
Init +1; Senses blindsense 60 ft.; Perception +4
Defense
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 22 (3d8+9)
Fort +5, Ref +2, Will +1
Resist fire 5
Defense thorns
Offense
Speed 30 ft.
Melee thorn slam +5 (1d8+4 plus grab)
Space 5 ft.; Reach 5 ft.
Special Attacks blood drain
Statistics
Str 16, Dex 12, Con 15, Int 5, Wis 11, Cha 6
Base Atk +2; CMB +5 (+9 grapple); CMD 16 (can’t be tripped)
Feats Skill Focus (Acrobatics), Toughness
Skills Acrobatics +8, Climb +7, Perception +4, Stealth +1 (+9 in undergrowth/vegetation)
Morale fearless (n/a)
Ecology
Environment warm deserts
Organization solitary or cluster (1d4+4)
Special Abilities
Blood Drain (Ex)
A tumbling mound derives its needed moisture from blood. It deals 1 step of Constitution damage to a grappled creature in any round when it begins its turn grappling the victim. Once it has dealt 3 steps of Constitution damage, it releases its grip and tumbles away, sated. If the victim dies before the tumbling mound has drained 3 steps of Constitution damage, the tumbling mound releases its victim and goes in search of a new one.
Grab (Ex)
If a tumbling mound hits with a thorn slam attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The ironthorn can grab targets of any size.
A tumbling mound receives a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Thorns (Ex)
Any creature that strikes a tumbling mound with a natural weapon attack, or grapples the tumbling mound, takes damage equal to the tumbling mound’s thorn slam damage (1d8+4).
Skills
Tumbling mounds have a +8 racial bonus on Stealth checks to hide in dry undergrowth or dead vegetation.