This is a nightmarish plant consisting of a bulbous root and several vine-like tendrils, each ending in hollow, needle-like points. Woody limbs as thick as a human’s leg sprout from the trunk. Its leaves are a vile greenish color, and constantly drip a sticky, foul-smelling sap
Speed 0 ft. (immobile)
Str 16, Dex 10, Con 18, Int 6, Wis 11, Cha 11
A bloodsuckle that grapples a foe can drain blood, dealing 1d4 points of Constitution damage each round that the hold is maintained. Once it has dealt 8 points of Constitution damage, it releases victim so it can use it again later as a food source. Bloodsuckles never kill those they have transformed into hosts unless they are extremely hungry.
A bloodsuckle that strikes a living target with a tendril injects a special poison sap into the victim that requires a DC 18 Will save, or the victim is transformed into a host. This acts as a dominate monster spell (caster level 8th) with no limit on its duration. Immunity or resistance to poison applies normally to this sap. The save DC is Constitution based.
A victim that becomes a host returns to the plant whenever it calls. It is normally used by the bloodsuckle for feeding purposes, but if the plant comes under attack may be summoned for defense. A host with an Intelligence score of 3 or higher that is commanded to act in a manner inconsistent with its alignment (such as attacking allies) is allowed another Will save with a +4 bonus to break the bloodsuckle’s control.
A bloodsuckle automatically senses the location of any hosts within 100 feet.
Once per month, a bloodsuckle can generate a walnut-sized seed that it implants in a host’s body. The host wanders off and 1d4 days later, the seed breaks open growing a new bloodsuckle inside the host. Each day a host remains implanted with this seed, it takes 1d4 points of Constitution damage. When its Constitution reaches 0, the host dies and a new bloodsuckle erupts from the corpse and takes root. A remove disease spell destroys the seedling.
As free action, a bloodsuckle can generate a high-pitched whine that only its hosts can hear. A host that hears this call proceeds immediately at its highest rate of speed and in the most direct route toward the plant. The whine can be heard by a host within 2 miles of the bloodsuckle.