Deadly Gardens root is encountered, each will have its own tendril network These networks not overlap, instead they grow adjacent to one another This expands the blood roots effective hunting grounds since the plants are able cross over and share their tendril networks Thorn Blast (Ex) As a standard action, a blood root can shoot a 30-foot cone of thorns from its maw Any creature in the area of effect takes 3d6 piercing damage and 1d6 bleed A successful DC 16 Reflex save halves the damage and negates the bleed Blood Root The gnarled, woody stem of this plant is topped by a ring of large, pointed petals that surround a thorny maw BLOOD ROOT CR XP 3,200 N Large plant Init +1; Senses low-light vision, tremorsense (within tendril network); Perception +9 DEFENSE The plant creature known as a blood root is actually two symbiotic plants The blood root plant creature itself consists of a mobile hunting stalk which is often referred to as a “root” because of the plant’s burrowing ability and the nourishing heart root which always remains buried The second plant in this symbiotic relationship is the ground cover plant known as the tendril network The tendril network is just a normal plant, not a plant creature However the blood root can sense vibrations through the tendril network giving it tremorsense in the area covered by the tendril network, much like a spider sensing insects stuck in its web The extensive roots of the tendril network also keep the underlying soil soft, allowing the blood root to use earthglide In addition, the tendril network funnels the blood of the blood root’s victims back to the heart root and ensures that there is always enough vegetation in the area for the blood root’s sickening entanglement ability Tangles of blood roots and their tendril networks can grow to cover large areas, especially in more isolated locations AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size) hp 85 (10d8+40) Fort +11, Ref +4, Will +3 DR 5/Slashing; Immune plant traits OFFENSE Speed 15 ft., burrow 30ft., earth glide (within tendril network) Melee bite +11 (1d8+5 plus 1d6 bleed), vines +11 (1d6+5) Space 10 ft.; Reach 10 ft Special Attacks thorn blast Spell-Like Abilities (CL 10th; concentration +12) 1/day—sickening entanglement (DC 14) STATISTICS Str 21, Dex 15, Con 18, Int 9, Wis 10, Cha 14 Base Atk +7; CMB +13; CMD 25 Feats Combat Reflexes, Following Step, Power Attack, Step Up, Step Up and Strike Skills Perception +8, Stealth +9 SQ heart root, tendril network ECOLOGY Environment any temperate Organization Solitary, pair or tangle (3-6) Treasure standard SPECIAL ABILITIES Heart Root (Ex) A blood root plant contains a thick, barrel-like root buried at the center of it’s tendril network If a blood root is killed a new plant will grow from this heart root within week unless it is uprooted and destroyed as well The heart root contains a thick red sap that is derived from the drained blood of the plant’s victims Tendril Network (Ex) A blood root plant includes an extensive network of roots and ground covering vines that cover the blood root’s hunting territory This network is symbiotic plant, but not actually part of the blood root itself While within a tendril network a blood root gains tremorsense and earth glide The tendril network covers a 60 foot radius area, although sometimes this area is not a perfect circle due to the surrounding terrain When more than a single blood 40