Mantrap (CR 3)
Alignment: Always neutral
AC: 14 (+4 natural), touch 10, flat-footed 14
Hit Dice: 4d8+20 (50 hp)
Fort +9, Ref +2, Will +0
Space: 5 ft./5 ft.
Base Attack +8; Grapple +8
Attack: Slam +8 melee
Full Attack: Slam +8 melee
Damage: Varies (min. 1)
Special Attacks/Actions: Entrapment, acid
Abilities: Str 20, Dex 10, Con 20, Int -, Wis 10, Cha 20
Special Qualities: Fascination, plant traits
Advancement: 5-6 HD (Large), 7-8 HD (Huge), 9-10 HD (Gargantuan)
Climate/Terrain: Warm forests or hills
This insidious relative of the much smaller Venus flytrap attracts prey by scent, entrapping and dissolving its victims in acidic secretions. It is a gigantic bush with towering stalks of purple blossoms, and huge green leaves at ground level.
During daylight hours the mantrap releases pollen continuously; all creatures who approach to within 60 feet must make a successful saving throw vs. poison or become attracted to the odor. Those attracted proceed to the body and voluntarily climb into one of the 1d4 + 1 leaf traps on the plant. Once entered, a leaf trap closes, firmly entrapping the victim (no chance of escape). The victim cannot be pulled free until the plant is destroyed. Its acidic secretions destroy the victim quickly, inflicting damage per round equal to the victim's AC (discounting Dexterity bonuses). Regardless of the adjusted AC, the victim takes at least 1 point of damage per round. Items exposed to the acid must roll a saving throw once per round against the effects; all metal items receive a +2 bonus.
The fascination with the mantrap is so strong that, once a being is enthralled, it takes 24 hours for the effect to wear off. The fumes from burning the plant counteract the effect. Because of its powerful attractive ability, the nectar of mantrap flowers is an ingredient in a philter of love.