A roaming creeper. It often appears on battlefields and other areas where a lot of blood is split. At one time, it was rooted in the earth like a normal plant. However, one day blood on the ground leaked into its roots, and the plant developed a thirst for it. Thus began its journey and transformation into a monster that attacks humans and animals for their blood. If you ever come across a fallen animal drained of its blood, a vamplant may not be too far away…
Vamplant (CR 5)
XP 1,600
N Medium Plant
Init +1; Senses Blindsight 30 ft., Low-light vision; Perception +2
DEFENSE
AC 19, touch 11; flat-footed 18 (+1 Dex, +8 natural)
hp 60 [88] (8d8+24)
Fort +9, Ref +3, Will +4
Immune Plant traits; Resist earth 10, ice 10
Weakness Fire
OFFENSE
Speed 20 ft.
Melee Slam +10 (1d8+6 plus grab and drain)
Special Attacks Constrict (1d8+6), Drain, Entangle, Leech
STATISTICS
Str 18, Dex 12, Con 16, Int -, Wis 14, Cha 9
Base Atk +6; CMB +10 (+14 grapple); CMD 21 (cannot be tripped)
Feats Improved Natural Attack (Slam)*
* Bonus Feat
SQ camouflage
SPECIAL ABILITIES
Camouflage (Ex)
Since a vamplant looks like a normal plant when at rest, a DC 20 Perception check is required to notice it before it attacks for the first time. Anyone with ranks in Survival or Knowledge (nature) can use either of those skills instead of Perception to notice the plant.
Drain (Ex)
Whenever vamplant makes a slam attack and successfully hits, it drains half of the damage done to it’s target to itself.
Entangle (Su)
A vamplant can, as a free action, cause plants within 30 feet of it to animate and grasp at foes. This ability is otherwise similar to entangle (DC 15 Reflex) that lasts for 1 round. The save DC is Wisdom-based.
Leech (Su)
Once every 1d6 rounds, a vamplant can leech the blood from a target within 30 feet. The target must make a Fortitude save (DC 15) or take 2d6 points of shadow damage and the vamplant is healed for that much. Blue mages may learn this ability as a 2nd level spell (Knowledge: Nature DC 19). The save DC is Wisdom-based.