Orcwort (CR 20)

Colossal Plant
Alignment: Always neutral
Initiative: +2 (-2 Dex, +4 Improved Initiative); Senses: woodsense
Languages: telepathy

AC: 12 (-8 size, -2 Dex, +12 natural), touch 0, flat-footed 12
Hit Dice: 32d8+288 (432 hp); DR: 5/-
Fort +27, Ref +8, Will +15
Speed: 10 ft.
Space: 30 ft./25 ft.
Base Attack +24; Grapple +36
Attack: 6 slams +30 melee
Full Attack: 6 slams +30 melee
Damage: Slam 4d6+14
Special Attacks/Actions: Entangling roots, improved grab, paralysis, swallow whole
Abilities: Str 39, Dex 7, Con 29, Int 10, Wis 16, Cha 8
Special Qualities: plant traits
Feats: Awesome Blow; Blind-fight; Cleave; Endurance; Great Cleave; Improved Bull Rush; Improved Initiative; Improved Sunder; Iron Will; Power Attack; Stealthy
Skills: Hide +19 and Move Silently +35
Advancement: 33-64 HD (Colossal)
Climate/Terrain: Temperate or warm plains, hills, and marsh
Organization: Crop (1 orcwort plus 5-20 wortlings)
Treasure: None

Source: Monster Manual II

An orcwort is a walking, blood-thirsty terror that prefers to make its home on the fringe of a populated area. This giant plant wanders by night until it finds an appropriate spot to settle, then sinks some of its roots into the ground, making it seem that an immense tree has grown up in the spot overnight. Over the course of the next week, the orcwort produces five to twenty pods that, when mature, break open to release mobile fruits called wortlings. The parent plant then sends out its wortlings in hunting parties to bring back warm-blooded sustenance - usually live-stock and humanoids.

An orcwort is capable of devouring the entire population of a small village in a single feeding. Once it has stripped an area of warm-blooded animal life, it moves on in search of other population centers.

An orcwort looks like a gigantic, woody pitcher plant draped in thick creeper vines. It is crowned with a canopy of bramble-like branches and green, bushy foliage. Dormant wortling pods hang from the orcwort's branches, resembling round, oversized prunes.