Vampire Rose (CR 4)
Alignment: Always neutral
Initiative: +0; Senses: blindsight
AC: 15 (+1 size, +4 natural), touch 11, flat-footed 15
Hit Dice: 4d8+12 (30 hp)
Fort +7, Ref +1, Will +2
Speed: 5 ft.
Space: 5 ft./10 ft. (with stalk)
Base Attack +3; Grapple -6
Attack: 1 stalk
Full Attack: 1 stalk
Damage: Stalk 1d6+2
Special Attacks/Actions: Improved grab, blood drain
Abilities: Str 14, Dex 10, Con 16, Int -, Wis 13, Cha 10
Special Qualities: Plant, camouflage
Advancement: 5-9 HD (Small); 10-12 HD (Medium-size)
Climate/Terrain: Temperate and warm forest and underground
Organization: Solitary or patch (2-4)
Improved Grab (Ex): To use this ability, the vampire rose must hit with its stalk attack. If it gets a hold, it can drain blood.
Blood Drain (Ex): A vampire rose can suck blood from a living victim with its thorns by making a successful grapple check. If it pins its foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round the pin is maintained.
Camouflage (Ex): Since the vampire rose looks like a normal white rose bush when at rest, it takes a successful Spot check (DC 20) to notice it before it attacks. Anyone with Survival or Knowledge (plants or herbs) can use those skills instead of Spot to notice the plant. Dwarves can use stonecutting to notice the subterranean version.
Blindsight (Ex): Vampire roses have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration.
A vampire rose will wait until its prey comes near, lash out with its thorny stalk, and then drain the blood of its victim. When fully sated (i.e., when it has completely drained its victim of all blood), the vampire rose flushes red.
The Vampire Rose first appeared in B3 Palace of the Silver Princess (Tom Moldvay and Jean Wells, 1981).