
Human Trap (CR 2)
XP 600
N Medium Plant
Init +1; Senses Blindsight 30 ft., Low-light vision; Perception +1
DEFENSE
AC 16, touch 11; flat-footed 15 (+1 Dex, +5 natural)
hp 26 [40] (4d8+8)
Fort +6, Ref +2, Will +2
Immune Plant traits; Resist earth 5, ice 10
Weakness Fire
OFFENSE
Speed 20 ft.
Melee Slam +6 (1d6+4 plus grab)
Special Attacks Blood Drain, Constrict (1d6+4), Entangle
STATISTICS
Str 16, Dex 12, Con 14, Int -, Wis 13, Cha 9
Base Atk +3; CMB +6 (+10 grapple); CMD 17 (cannot be tripped)
SQ camouflage
SPECIAL ABILITIES
Blood Drain (Su)
Once every 1d4+1 rounds, a human trap can drain the blood from a target within 30 feet. The target must make a Fortitude save (DC 13) or take 1d8 points of shadow damage and the human trap is healed for that much. Blue mages may learn this ability as a 1st level spell (Knowledge: Nature DC 17). The save DC is Wisdom-based.
Camouflage (Ex)
Since a human trap 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.
Entangle (Su)
A human trap 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 13 Reflex). The save DC is Wisdom-based.