# Bonetree >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >vinesMelee/Ranged: +6/+6 > >Secondary: +1/+1 > >Multiattack: +4/+4 > >M/R_PA: +6/+6 > >2nd/PA: +1/+1 > >MA_PA: +4/+4 > >Itterative: 2 > > xDmg:: Str: +0; Str2: +0; StrOH: +0; StrPA: +0; StrPA2H: +0; StrPAOH: +0 > > xDCs:: Str: 15; Dex: 15; Con: 20; Int: 15; Wis: 15; Cha: 11 > > xFeat:: —/0 (0) > > > > > > xLang:: 0/0 (0) <div class="grid-container"><div class="MON">Bonetree</div> <div class="CR">CR 5 (1,600 XP)</div> <div class="SOU">Dragon #280</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> N Huge Plant **Init** +0 **Senses** blindsight 120 ft., tremorsense 60 ft.; **Perception** +0 #### defense **AC** 12, 8 touch, 12 flat-footed (+4 natural, -2 size) **hp** 99 (11d8+55) **Fort** +12, **Refl** +3, **Will** +3 **Feint** —, **Demoralize** — **Resist** fire 10 #### offense **Speed** **Melee** stinging vines +6 (1d4 plus poison) **Space** 15 ft., **Reach** 10 ft. (30 ft. with stinging vines) **Special Attacks** bonegrowth, constitution drain, poison, radioactive flash, stinging vines #### statistics **Str** 10, **Dex** 10, **Con** 20, **Int** —, **Wis** 10, **Cha** 2 **BAB** +8, **CMB** +10, **CMD** 20, **TA** +6, **RTA** +6 **Languages** #### special abilities ### Bonegrowth (Ex) Once a bonetree has drained at least 3 points of Constitution from a victim or victims, it can 'sweat' a foul-smelling mixture of liquefied bone and enzymes from its body as a free action. This layer of sweat hardens into interlocking bony plates granting the bonetree a +4 enhancement bonus to its natural armor. Once a bonetree has drained 6 points of Constitution, it can grow razor sharp bony spurs out of its stinging vines, granting a +4 enhancement bonus to the Bonetree's stinging vine damage. The bony exoskeleton degrades at rate of 1 point of enhancement bonus per hour. ### Constitution Drain (Ex) Once it has paralyzed a victim, the stinging vines can attach to the victim as a standard action. The vines quickly extrude a nest of tiny filaments that worm their way into the flesh of the victim and begin to exude a horrible enzyme that dissolves bone while leaving surrounding tissues intact. This process drains 1 point of Constitution each round. Removing the filaments from an affectedcreature requires an opposed Strength check. Removing paralsys also ends the effect. ### Poison (Ex) Injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage and paralysis for 1 round; cure 2 consecutive saves. The DC save is Constitution-based. ### Radioactive Flash (Ex) A bonetree's trunk is charged with energy. When it is struck forcefully, this energy is released in a flash of blinding light. Each time a bonetree is struck for damage, the attacker must make a Fortitude saving throw (DC 15) or be blinded for 1 round. Those standing at least 30 feet away gain a +4 bonus to this saving throw. The flash's maximum range is 60 feet. Creatures in the vicinity can also avert their gaze from the bonetree to avoid this effect. ### Stinging Vines (Ex) Seconds after a bonetree senses prey, a writhing forest of stinging vines whip out of the numerous holes that dot its trunk. These vines flail about to a range of 30 feet, attacking any creature in range. A bonetree can attack all such creatures in range at the same time, but it can make only one attack roll per target. The bonetree can even attack targets underwater or behind cover (though the AC bonus for the target's cover applies).