CE Medium plant
Init +4; Senses darkvision 60 ft.; Perception +11
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
Fort +10, Ref +4, Will +5
Defensive Abilities plant traits
Speed 30 ft.
Melee bite +10 (2d6+4 plus disease and paralysis) and 2 claws +9 (1d6+4 plus paralysis)
Special Attacks paralysis (1d2 rounds, DC 16, elves are immune to this effect)
Str 18, Dex 16, Con 18, Int 8, Wis 12, Cha 14
Base Atk +3; CMB +6; CMD 20
Skills Acrobatics +4, Climb +6, Perception +11, Stealth +7, Swim +3
blood drain, create host
Felgrou Spore: Bite—injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based.
A humanoid who dies of Felgrou Spore it is as seeded below.
Blood Drain (Ex)
A felgrau 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. felgrau never kill those they have transformed into hosts unless they are extremely hungry.
felgrau can generate a spore seeds in its saliva that it implants in a victims’s body though bite. The host wanders off and 1d4 days later, the seed breaks open growing a new felgrau 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 felgrau emerges from the corpse and takes root. A remove disease spell destroys the seedling.
Felgrau plant is an insidious organism found in dungeons and swamps. the plant can bit and once the it introduces its spores into a system the host will become a ghoul in 1d4 days.
the plants and ghouls sustain themselves on blood and often the ghouls will become caretakers for the host plant and in return the host plant sprays a spore that intoxicates the ghoul.
People have found a away to harvest this spore and sell it as a drug.