The plant beside you moves, despite the lack of wind. Too late you see the malevolent thorns and gaping maw.
Appearing as a huge mass of black and brown plant matter striped with red, this creature sports large batlike wings and red-brown vines and branches. It has a huge maw in its center that opens to reveal sharp teethlike thorny branches covered in blood and pus. Glowing red spots above its mouth give the impression of eyes.
Half Fiend Tanttur
Huge Outsider (Native)
Senses: Listen +15, Spot +16,darkvision 60 ft, low-light vision
AC 19 (-2 size, +1 Dex, +10 natural), touch 9, flat-footed 18
HP 138 HD 12d8+84
HP Adjustments: regeneration 10, Damage reduction 10/magic
Immune to poison, critical hits, all mind-affecting effects
Resistance to acid 10, cold 10, electricity 10, and fire 10
Fort +15 Ref +5 Will +5
Weaknesses: bludgeoning and acid deals normal damage
Speed: 20 ft. (4 squares), fly 20 ft. (average)
Melee 2 claws +18 melee (2d6+11)
bite +16 melee (2d8+5)
2 tendrils +16 melee (1d6+5)
Space/Reach 15 ft./15 ft.
Base Atk +9
Special Actions: Improved grab, paralysis, smite good, spell-like abilities, swallow whole
Spell-Like Abilities: 3/day- darkness, poison (DC 11);1/day- blasphemy (DC 14), contagion (DC 10), desecrate, unholy blight (DC 11). Caster level 12th. The save DCs are Charisma-based.
Improved Grab (Ex): To use this ability, a half-fiend tanttur must hit a creature at least one size smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the opponent in the following round. A half-fiend tanttur can also use its improved grab ability on a tendril attack. If it wins the grapple check, it establishes a hold, picks up the opponent, and transfers it to the mouth as a free action, automatically dealing bite damage.
Smite Good (Su):Once per day the creature can make a normal melee attack to deal an extra 12 points of
damage against a good foe.
Swallow Whole/Paralysis (Ex): A half-fiend tanttur can try to swallow a grabbed opponent by making a successful grapple check. Once inside the plant’s mass, the opponent must succeed on a DC 23 Fortitude save or be paralyzed for 3d6 rounds by the half-fiend tanttur’s digestive juices, taking 2d6 points of acid damage per round. A new save is required each round inside the plant. The save DC is Constitution-based. A swallowed creature that avoids paralysis can climb out of the mass with a successful grapple check. This returns it to the plant’s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the half-fiend tanttur’s interior (AC 14). Once the creature exits, the plant’s regenerative capacity closes the hole; another swallowed opponent must cut its own way out. A Huge half-fiend tanttur’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
Regeneration (Ex): Bludgeoning weapons and acid deal normal damage to a half-fiend tanttur . A half fiend
tanttur that loses part of its body mass can regrow it in 1d6 minutes. Holding the severed portion
against the mass enables it to reattach instantly.
Abilities Str 32, Dex 13, Con 24, Int 8, Wis 8, Cha 5
SQ Damage reduction 10/magic, darkvision 60 ft., immunity to poison, low-light vision, plant traits, regeneration 10, resistance to acid 10, cold 10, electricity 10, and fire 10, spell resistance 22
Feats Alertness, Iron Will, Multiattack, Power Attack, Stealthy
Skills Balance +3, Hide +10, Listen +15, Move Silently +18, Search +6, Spot +16, Survival +6, Swim +18
The half-fiend tanttur is a horrid fusion of advanced tendriculos and fiend. Born of evil magic and filled with blood-lust, a half-fiend tanttur can rear up to a height of 15 feet, and it weighs about 3,700 lbs. Enormous batlike wings spread forth on the side opposing the maw, and, though it rarely flies, it inspires dread and horror when it does.
The creature retains the tendriculos’s ability to regenerate and regrow parts of itself; whole leaves and vines can appear and snake across the creature in mere minutes. To do this, it consumes vast quantities of meat. Thus, anyone with the power to intimidate it and who then provides it with a steady diet of meat can make it a servant of sorts.
Animals and plant creatures fear and hate these creatures, and they avoid any area where it is or has been in the last 24 hours.
Combining its fiendish resistance to harm with hard-hitting power, the half-fiend tanttur is a dangerous foe. It attacks savagely, trying to consume as much flesh as possible. It rarely relies on its spell-like abilities, since it knows they have limited effectiveness. It fights with cunning, and thus it makes a good guardian creature.