# Tree, Flesh-mulcher
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >tendrilsMelee/Ranged: +10/+5
> >Secondary: +5/+0
> >Multiattack: +8/+3
> >M/R_PA: +10/+5
> >2nd/PA: +5/+0
> >MA_PA: +8/+3
> >Itterative: 2
> > xDmg:: Str: +5; Str2: +7; StrOH: +2; StrPA: +5; StrPA2H: +7; StrPAOH: +2
> > xDCs:: Str: 20; Dex: 15; Con: 20; Int: 11; Wis: 15; Cha: 12
> > xFeat:: 0/5 (5)
> >
> >
> > xLang:: 0/0 (0)
<div class="grid-container"><div class="MON">Flesh-mulcher Tree</div>
<div class="CR">CR 8 (4,800 XP)</div>
<div class="SOU">Web</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
N Huge Plant
**Init** +0
**Senses** tremorsense 80 ft., low-light vision; **Perception** +13
#### defense
**AC** 21, 8 touch, 21 flat-footed (+13 natural, -2 size)
**hp** 90 (10d8+50)
**Fort** +12, **Refl** +3, **Will** +3
**Feint** 17, **Demoralize** 20
#### offense
**Speed**
**Melee** 4 tendrils +10 (1d8+5 plus grab)
**Ranged** 6 pods +5 (1d6+5)
**Space** 15 ft., **Reach** 15 ft.
**Special Attacks** captivating bark, pods, precise targeting, tentacle regeneration
#### statistics
**Str** 20, **Dex** 10, **Con** 20, **Int** 2, **Wis** 10, **Cha** 4
**BAB** +7, **CMB** +14, **CMD** 24, **TA** +10, **RTA** +5
**Feats** [[_]]<sup>B</sup>
**Languages**
#### special abilities
### Captivating Bark (Su)
The bark of the flesh-mulcher tree boasts swirling color patterns that can bewitch a viewer. Anyone within 20 feet of the tree who sees the trunk must succeed at a DC 12 Will save or become utterly captivated by the pattern. A captivated victim walks toward the flesh-mulcher tree on its next action, taking the most direct route available. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the tree's maw area stands there and offers no resistance to the tree's tendril attacks. However, the creature gets a second Will save (same DC) against the effect once it has sustained some damage from the tree. If the save is successful, that creature cannot be affected again by that flesh-mucler's bark for 24 hours. This is a mind-affecting, pattern and charm effect.
### Pods (Ex)
The tree grows clusters of small and very hard pods, each one measuring about 4 inches long. The tree can throw clusters of six pods at a time at a given opponent, with a maximum range of 80 feet, minimum range of 10 feet, and no range increment. Each pod inflicts 1d6 points of damage. The tree can attack up to eight opponents this way in a round if surrounded: one opponent at each compass point (N, NE, E, etc). The tree can throw up to 120 pods in a day and regrows pods at a rate of six per day. Variant Pods: Pods from some varieties of flesh-mulchers have varying effects. It is not uncommon to find a single tree with several different pod types, but a cluster contains only pods of the same type. Acid Pod: This very rare variant pod contains a small amount of concentrated acid. The effect works exactly as if the tree had thrown a flask of acid). Explosive Pod: This pod explodes on contact, inflicting 1d6 points of fire damage (or cold damage in some climates) to all within 10 feet of the target, as if a small fireball had detonated. All creatures within the area may attempt Reflex saves (DC 20) to avoid half the damage. Explosive pods that miss still explode when they hit the ground, causing damage. See the grenadelike weapons sections in Chapters 7 and 8 of the Player's Handbook for pod miss effects. Poison Pod: This pod breaks on contact, inflicting only 1d2 points of damage. Inside it holds a poison that causes 1d4 points of temporary Wisdom damage (initial and secondary, Fort save DC 20). A given creature can be affected by this poison only twice in a 24-hour period, though all hits by these pods still inflict damage. Creatures with lower Wisdom scores tend to approach the tree to find the source of the attacks. Wisdom returns at a rate of 1 point per day. Seed Pod: This pod contains a seed for another flesh-mulcher tree. These pods serve as the tree's mode of reproduction. Each deals 1d6 points of damage on impact, then breaks open and releases a small seed.
### Precise Targeting (Ex)
Because of its tremorsense and its root network, a flesh-mulcher tree can triangulate the location of a creature within 80 feet of its trunk. This ability gives it a +2 insight bonus on ranged attacks with pods.
### Tentacle Regeneration (Ex)
Foes can attack the tentacles of a flesh-mulcher tree, but only when those appendages are actually holding an opponent. A tentacle has an AC of 22 (touch 9) and can withstand 15 points of damage. The loss of a tentacle does not harm the creature (that is, the damage does not apply against its hit point total), and it regrows the limb within a day.