Verminvine (CR 3)

Large Plant
Alignment: Always neutral
Initiative: +1 (Dex); Senses: tremorsense and low-light vision
Languages: Cannot speak, but can recognize a few local words


AC: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Hit Dice: 4d8+8 (26 hp)
Fort +6, Ref +2, Will +1
Speed: 10 ft., climb 10 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +2
Attack: Slam +6 melee
Full Attack: Slam +6 melee
Damage: Slam 1d8+6
Special Attacks/Actions: Constrict 1d8+6, improved grab, insect plague, vineswarm
Abilities: Str 18, Dex 12, Con 15, Int 5, Wis 11, Cha 10
Special Qualities: Plant traits, verminbond
Feats:
Skills: Climb +12
Advancement: 5-8 HD (Large); 9-12 HD (Huge)
Climate/Terrain: Warm forests
Organization: Solitary or patch (2-6), plus 50% chance of 1d4 miscellaneous vermin per plant
Treasure/Possessions: Standard

Source: Web

Improved Grab (Ex): If a verminvine hits an opponent that is at least one size category smaller than itself with a slam attack, it deals normal damage 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 also constricts on the same round. Thereafter, the verminvine has the option to conduct the grapple normally, or simply use its vine tentacle to hold the opponent (-20 penalty on grapple check, but the verminvine is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals slam damage.

Constrict (Ex): With a successful grapple check, a verminvine can crush a grabbed opponent, dealing 1d8+6 points of bludgeoning damage.

Insect Plague (Su): As a full round action, the verminvine can direct its attending swarm of vermin to form a horde of creeping, hopping, and flying insects. This horde forms a cloud of vermin that acts differently than the normal attending vineswarm. First of all, it fills four 5-foot squares; the verminvine can shape the cloud into whatever continuous shape it wishes. The cloud can travel at a speed of 10 feet in any direction (not all of the vermin the swarm can fly, even though a fair portion of the cloud may be made of flying insects), to a limit of 60 feet from the originating verminvine. The cloud returns to the originating verminvine at top speed by the shortest possible route once the latter stops controlling it. This cloud blocks vision, and spellcasting within the cloud is impossible. Each creature inside the cloud takes 1 point of damage at the end of each round spent within it from the bites and stings. Invisibility offers no protection against this effect. In addition, every creature within the cloud must make a Will save (DC 12) each round or flee at its fastest possible speed in a random direction from the cloud; this is an extraordinary fear effect. Heavy smoke drives off the insects, as does fire or high wind. A single torch is ineffective against the insect plague, but any magical fire effect or non-magical fire of at least Medium-size can disperse the cloud. If the plague is dispersed, it retreats to the verminvine.

Tremorsense (Ex): A verminvine can automatically sense the location of any creature or object within 60 feet that is in contact with the ground.

Verminbond (Ex): The odor exuded by a verminvine causes all creatures of the vermin type to interpret the plant as an ally. Any vermin that comes within 15 feet of the verminvine must make a Will save (DC 12) or become attracted to the plant and remain in the immediate area for 1d3 hours before moving on. Each time a verminvine is encountered, there is a 50% chance that it is attended by 1d4 Medium-size vermin (usually giant ants). These vermin are present in addition to the vineswarm, though they act as individual creatures and should be accounted for as such in the encounter.

Vineswarm (Su): The verminvine is constantly surrounded by swarms of biting and stinging insects. Any creature that occupies a square that is threatened by the verminvine is attacked by this swarm, even when the verminvine itself cannot attack or threaten targets. Once a swarm is dispersed, it takes the verminvine 1 hour to attract a new swarm. See vineswarm for more information about a sample swarm.

A verminvine lashes out at any creature that passes near it with its single vine, attempting to hold a creature motionless while its enslaved swarm of vermin kill it. The dead body is then allowed to drop over the mass of the plant, where the thick round leaves slowly absorb nutrients from the decomposing flesh. If faced with creatures that use reach or ranged attacks, the verminvine retaliates with its insect plague ability and tries to force such enemies within reach of its main attack.