Gray Fungus (CR 5)

Medium Plant
Alignment: Always neutral
Initiative: +5; Senses: low-light vision, Listen +8, and Spot +8
Languages: Telepathy 30 ft.

AC: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Hit Dice: 4d8+15 (33 hp); DR: 3/-
Fort +7, Ref +2, Will +2
Speed: 10 ft.
Space: 5 ft./10 ft.
Base Attack +3; Grapple +5
Attack: Tentacle +5 melee
Full Attack: 4 tentacles +5 melee
Damage: Tentacles 1d4+2 plus poison
Special Attacks/Actions: Control plants, poison, psychic shriek
Abilities: Str 14, Dex 12, Con 16, Int 15, Wis 13, Cha 15
Special Qualities: plant traits
Feats: Improved Initiative; Toughness
Skills: Hide +8, Listen +8, Move Silently +8, and Spot +8
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Climate/Terrain: Underground
Organization: Solitary, pair, patch (3-4), or mixed patch (2-4 gray fungi, 2-4 violet fungi and 3-5 shriekers)
Treasure/Possessions: None

Source: Web

Control Plants (Su): Three times per day, a gray fungus can use control plants as the spell (caster level 15th).

Poison (Ex): Contact or injury, Fortitude DC 15, initial and secondary damage 1d4 Str and 1d4 Con. The save DC is Constitution-based.

A live gray fungus exudes a toxic slime that covers its whole body. The poison affects any creature that is struck by a tentacle or that hits the gray fungus with a natural weapon or an unarmed strike. If scraped off the fungus's body, the slime remains potent for only 1d4 rounds.

Psychic Shriek (Su): A gray fungus can emit a 60-foot burst of psychic energy centered on itself. Though this "shriek" is silent, any creature with an Intelligence score can "hear" it mentally. Any creature within the burst must succeed on a DC 14 Will save or be stunned for 1d2 rounds. The save DC is Charisma-based. Once the gray fungus uses this power, it cannot do so again for 1d4 rounds.

Telepathy (Su): A gray fungus can communicate telepathically with any creature within 30 feet that has an Intelligence score. The creature can respond to the gray fungus if it wishes -- no common language is needed.

Gray fungi often work with shriekers and violet fungi to attract and kill prey. When the shriekers' hellish racket attracts a curious creature, the gray fungus blasts the target with its psychic shriek while the violet fungi move in and try to kill it. Thereafter, all the fungi enjoy the fruits of the hunt.

When in melee combat, a gray fungus attacks with its poisonous tentacles. Its tough, woody hide diverts most blows, making it particularly difficult to destroy.