Vampire Cactus
Type: Medium Plant
Hit Dice: 4d8 + 8 (26 hp)
Initiative: +2
Speed: 0 ft.
Armor Class: 15 (+3 Natural, +2 Dex), touch 12, flat-footed 13
Base Attack/Grapple: +3 / +3
Attack Needle +5 ranged (1d2 and Blood Drain)
Full Attack: 12 Needles +5 ranged (1d2 and Blood Drain)
Space/Reach: 5 ft. / 0 ft.
Special Attacks: Barbed Needles, Blood Drain
Special Qualities: Immune to Electricity, Vulnerable to Fire, Leaf Shield
Saves: Fort +6, Ref +3, Will +2
Abilities: Str 10, Dex 14, Con 14, Int --, Wis 12, Cha 1
Skills: None
Feats: None
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Environment: Any Desert
Organization: Solitary
Challenge Rating: 2
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always Neutral
Advancement: Large (5-8 HD)
Flavor text

Descriptive text

Combat
Barbed Needles (Ex): A vampire cactus' needles have a maximum range of 10’. They deal 1d2 damage on striking, and stick in the flesh. If a character spends a full round extracting the needles, a maximum of 3 can be removed, each dealing 1d4 additional points of damage as the needles are ripped from the skin. A successful Heal check, DC 14, negates the damage taken when removing a needle. A separate check is required for each needle removed. A vampire cactus can fire all 12 needles in a single round, but a maximum of 6 can be directed at any single target.

Blood Drain (Ex): A vampire cactus has a thin thread attached to each of its needles, which it uses to drain blood from its victims. When a needle embeds itself in the flesh of a living creature, the vampire cactus immediately starts draining blood from the victim. This deals 1 point of Constitution damage on the round the needle is attached, and 1d2 points of Constitution damage each round thereafter, per attached needle. When the vampire cactus has drained 12 points of Constitution, it is considered satiated. When satiated, it withdraws any extended threads and needles (dealing 1d4 damage for each needle ripped from the skin), and will not attack anything for 2 full days.
The threads have AC 17, 5 hp each, and DR 5 / Slashing.

Leaf Shield (Ex): Attacks against the core of the plant have a 75% chance to hit leaves instead. Leaves have AC 12, 8 hp each, and DR 5 / Slashing or piercing. If all the leaves are destroyed, the core of the plant can be attacked normally. Damage to threads or leaves does not affect the hit point total of the core plant.