Hit Dice: 7d12 (45 hp)
Speed: 0 ft (0 squares)
Armor Class: 19 (-2 size, -2 Dexterity, +13 natural), touch 6, flat-footed 19
Base Attack/Grapple: +3/+18
Attack: Slam +9 melee (2d6+7)
Full Attack: 2 Slams +9 melee (2d6+7)
Space/Reach: 15 ft/15 ft
Special Attacks: -
Special Qualities: Damage Reduction 10/slashing, Darkvision 60 ft, Lifesense, Rooted, Undead traits, Vulnerability to Fire
Saves: Fort +3, Ref +1, Will +6
Abilities: Str 25, Dex 6, Con -, Int 1, Wis 10, Cha 1
Skills: Listen +5, Spot +5.
Feats: Cleave, Power Attack, Weapon Focus (Slam)
Environment: Any forest.
Organization: Solitary, pair, or grove (3-12)
Challenge Rating: 3
Alignment: Always Neutral Evil
Advancement: 8-14 HD (Huge), 15-30 HD (Gargantuan), 31+ HD (Colossal)
Level Adjustment: –
The wind rustles through the lifeless limbs of the dead trees. The forest around you seems blighted as if by some dark magic, the trees overhanging the path sinister in the dying light. Suddenly one lashes out at you, its dead wood wrapping around you in a powerful grasp.
A deadwood is an undead tree. What animates a deadwood varies, it can be the intentional creation of a necromancer, blighter, or even druids, they can arise from trees killed by taintHoH growing in the area, result from the accidental crossfire of powerful magic, the presence of a vampiric treant, the burial of undead creatures in their root system or a high concentration of the undead in underground water reservoirs, or various other causes.
A deadwood tree is possessed of a rudimentary intelligence and a hatred of living things. It will instinctively lash out against living creatures that move into its reach, attempting to grasp them and choke the life out of them. It is extremely difficult to tell the difference between a deadwood tree and a dead tree when the deadwood is not moving. A DC 25 Spot check will reveal it is not moving properly in the wind (if any), a DC 20 Knowledge (Nature) or Knowledge (Religion) check will reveal a seemingly unmoving dead tree is a deadwood if one is looking for the signs.
A deadwood tree is unable to move to find its foes, but instead lays in wait absolutely still as only the undead can be. When a living creature wanders into its reach it will lunge out and try to grapple the target trusting to its usually superior reach to prevent responsive attacks of opportunities and then hold a creature against it to keep them from retreating out of its reach. If they are fragile (3 or less hit points) it will simply attack.
Lifesense (Su): A deadwood notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.
Rooted (Ex): A deadwood remains rooted into the ground unable to move. It cannot be forced to move from its space, and if it grapples another creature it pulls that creature into its space instead of entering the other creature’s space. A deadwood that loses this ability gains a land speed of 10 ft and has its CR increased by 1.
Spoiler: New Spell
Level: Clr 3, Sor/Wiz 3, Blighter 3, Thrall of Shub-Niggurath 3
Components: V, S, M
Casting Time: 1 standard action
Targets: One or more dead trees touched
Saving Throw: None
Spell Resistance: No
This spell turns one dead tree per 4 caster levels into a deadwood. The created deadwood remains under your control indefinitely. No matter how many times you use this spell, however, you can control only one deadwood per 2 caster levels. If you exceed this number, all the newly created deadwoods fall under your control, and any excess deadwoods from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any deadwoods you might command by virtue of your power to command or rebuke undead do not count toward the limit.
Material Component: 100 GP worth of black onyx per deadwood created powdered and mixed into nightsoil.