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Hangman Tree, Advanced

Advanced Hangman Tree CR 8

XP 4,800
NE Huge plant
Init +5; Senses blindsight 60 ft.; Perception +17


AC 24, touch 9, flat-footed 23 (–1 Dex, +13 natural, –2 size)
hp 100 (8d8+64)
Fort +14, Ref +5, Will +7
Immune plant traits; SR 19
Weaknesses vulnerable to electricity


Speed 10 ft.
Melee 3 vines +13 (1d6+9 plus grab and pull)
Space 15 ft.; Reach 15 ft.
Special Attacks constrict (1d6+9), hallucinatory spores, pull (vine, 5 feet), strangle, swallow whole (2d6+7 acid damage, AC 16, 7 hp), vines


Str 29, Dex 12, Con 27, Int 11, Wis 16, Cha 14
Base Atk +6; CMB +17 (+21 grapple); CMD 28
Feats Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perception)
Skills Perception +17, Stealth +4
Languages Sylvan


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.