| Hit Dice: | 3d8+12 (25 hp) |
| Initiative: | +3 |
| Speed: | 0 ft. (0 squares) |
| Armor Class: | 16 (–1 size, +3 Dex, +4 natural), touch 12, flat-footed 13 |
| Base Attack/Grapple: | +2/+11 |
| Attack: | Tendril +6 melee (1d8+5) |
| Full Attack: | 4 tendrils +6 melee (1d8+5) |
| Space/Reach: | 10 ft./10 ft. |
| Special Attacks: | Blood drain, improved grab |
| Special Qualities: | Plant traits |
| Saves: | Fort +7, Ref +4, Will +2 |
| Abilities: | Str 20, Dex 17, Con 19, Int —, Wis 12, Cha 2 |
| Skills: | — |
| Feats: | — |
| Environment: | Any desert and plains (Abyss, Carceri, Outlands, Pandemonium) |
| Organization: | Solitary |
| Challenge Rating: | 3 |
| Treasure: | None |
| Alignment: | Always neutral |
| Advancement: | 4–6 HD (Large); 7–15 HD (Huge) |
| Level Adjustment: | — |
The bloodthorn is a tough, wiry plant that grows in thick, briarlike patches out in the barren wastelands of the Outlands, Carceri, the Abyss, and Pandemonium. The plant subsists entirely on the blood of living creatures by draining it out through 3-inch-long, hollow, needle-sharp spikes on its tendrils. Bloodthorns appear as black, desiccated vines with small-bladed leaves. Bright red, succulent berries grow on the plant continually.
The berries produce a fragrant odor that appeals to most species, especially in the deserts where bloodthorns grow. If a creature survives a bloodthorn’s attack and steals away a few berries, it discovers its efforts were in vain—the berries are bitter and provide no sustenance.
On rare occasions, a bloodthorn is transplanted onto the Material Plane. Such plants usually die in a few days, but some survive and grow to great size in the wastelands.
A bloodthorn seems to be a normal plant until a living creature comes within the reach of its tendrils. It then lashes out with as many tendrils as possible and drains the victim of blood. A bloodthorn allows scavengers to remove the carcasses, thus keeping the area around the plant free of its consumed prey.
A bloodthorn can be summoned using a summon nature’s ally IV spell.
Blood Drain (Ex): If a bloodthorn grabs an opponent, it begins draining blood. It deals 1d4 points of Constitution damage with each successful grapple check. If the opponent wins a grapple check, one of the bloodthorn’s tentacles comes loose from the opponent’s body. The resulting wound continues to lose blood for 1 additional round.
Improved Grab (Ex): If a bloodthorn hits an opponent that is at least one size category smaller than itself with at least two tendril attacks, it deals normal damage for each tendril and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +11). If it gets a hold, it can use its blood drain ability. Thereafter, the bloodthorn has the option to conduct the grapple normally, or simply use two tendrils to hold the opponent (–20 penalty on grapple check, but the bloodthorn is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals tendril damage and drains blood.
Source: Fiend Folio, page 23. Changes applied as per the D&D® v.3.5 Accessory Update.