Hit Dice: 8d8+8 (42hp)
Initiative: -1 (-1 Dex)
AC: 12 (+1 size,-1 Dex, +2 natural)
Attacks: 6 Tentacles +7 (+6 Base, +0 Str, +1 size)
Damage:6 Tentacles 1d6
Face/Reach: 5 ft.x 5 ft./5 ft.
Special Attack: Spikes, Sleep gas, acid
Special Qualities: Plant,
Special Abilities: Blink,
Saves: Fort +7, Ref +1, Will +0
Abilities: Str 10, Dex 9, Con 13, Int 1, Wis 6, Cha 12
Climate/Terrain: Temperate Forest
Organization: Single or pair.
Challenge Rating: 9
Advancement: HD:9-12(Medium), 13-16(Huge)
The sleeper puff is a large plant that lives in remote wooded area's. They normally make their "lair" near water ways or pond that are highly traveled. The sleeper puff then fulls itself with air and injects a fine mist of a highly potent sleep potion into it. (The potion is toxic if used at full strength and has been used as poison.) Then as it prey gets close the Sleeper puff will blink behind itand releases the sleep gas and knocks the animal out. The Sleeper puff then settles over the downed prey and blinks it back to it's lair, where a mouth like opening attaches to it and starts to digest it outside the plants body. As the plant sprays the digestive fluids onto the prey the prey dissolves and is sucked into plant as food. If for some reason the prey is not completely knocked out the Sleeper puff will attack with its thorns and vines unless the prey is totally un effected by the gas then it will blink to a safe place and hide or flee. The vines are normally used as tethers while the Sleeper puff is still or sometimes used to stop or even steer by grabing object as they move past but they do serve as good weapons when needed. The Sleeper puff is often prized for the effect that most humanoids get from drinking a tea made from the dried and ground organ that makes the sleeping potion. The tea gives the drinker a hightly euphoric feeling and is used both as a recreational drink and as a seditive for surgery or other painful medical practices. The rest of the plant is sweet and can be eaten with out any side effect if washed first to remove any residue from the sleep gas. Un washed there is a 50% chance of having the same effect as breathing the gas.
The Sleeper puff often will try to avoid combat if at all possible. First by blinking to a safer area and then flying away. If pressed into a fight the Sleeper puff will first fire spike like thorns at the nearest foe before closing with it. It will then try to use its vines to grapple. If it can hit with 4 of it's 6 vines it can attempt to spray its foe with it digestive acids. On the rare occation the Sleeper puff actually hunts prey for food it will blink in and attack with the vines then blink away to a safe place to fight. After it has blinked away it will use its gas to knock out the prey and then feed on it.
Spikes (Ex): The Sleeper puff has short thorns that spread out over its body that can be shot like 3" darts doing 1d4 each. The Sleeper puff can fire only 3 per round for a total of 18 at a range or 60 feet.
Sleep gas (Ex):The sleep gas the Sleepr puff uses is a highly effective one. The target gets a Will save at a DC 15 or fall asleep for 1d8 rounds. The range of the gas is only 15 feet after which it desepates.
Tentacles (Ex):The Sleeper puff has 6 strong vines that it uses to grap food and steer but mostly keep from floating away while hunting.
Acid (Ex):The digestive acid of the Sleeper puff does 2d6 per round until a Fort save is made with a DC of 15. After which time no other damage is taken. The acid is sprayed on the prey while pressed to the plants mouth but it does not have enough pressure to be used as a ranged weapon.
Blink (Su):The Sleeper puff can vanish and reappear up to 180 feet away 3 times a day.
Plant:Immune to min-influencing effects, poison, sleep, paralysis,stunning and polymorphing. not subject to critical hits.
Flight:Exactly how the Sleeper puff flies is unknown. Some think it is magic while other think it somehow makes a lighter then air gas inside. So far no one has captured one alive to find out.