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Vile Plant Creature

hp 55,
CR 5 XP 1600, Medium Undead, Plant
Init +5 Speed 30 AC 21, Touch 15, flat footed 16 ( No Armour, Shield, heavy steel) 
(+5 Dex, +4 Natural, +2 shield) 
Melee Base Attack 5 CMB 11; CMD 22, 
Single Attack Slam +11 (1d8+9) Full Attack Slam (2) +11 (1d8+9); 
Space 5ft.; Reach 5 
SA Hallucination cloud, Spores, Disease 
SQ Tremorsense, DR 5/bludgeoning, Darkvision 60, Immunity to cold, Undead traits, Plant Traits
Fort +9, Ref +5, Will +2, 
Str 23, Dex 20, Con 0, Int 0, Wis 9, Cha 3

Hallucination Cloud (Ex)

As a standard action once per minute, a basidirond can release a cloud of invisible spores in a 20-foot radius. All creatures within the area must succeed on a DC 16 Fortitude save or be affected by powerful hallucinations as long as they remain in the cloud plus 1d4 rounds after leaving the area. A new save must be made each round a creature remains within the affected area. A hallucination cloud persists for 5 rounds before dispersing—a strong wind causes it to disperse immediately. The save DC is Constitution-based. To determine what hallucination is suffered each round, roll 1d6 and consult the following table.

d6 Hallucination
You're sinking 
in quicksand! Fall prone and spend 1 round flailing your arms and legs as if trying to swim.
Attacked by a swarm of spiders! Spend a full round action to attack the floor near you with your weapon.
An item you hold has turned into a viper! Drop it and flee from the item at top speed for 1 round.
You're suffocating! Stand in place, hold your breath, and clutch at your throat for 1 round.
You've shrunk to 1/10th your normal size! Take no actions for 1 round and monsters won't see you.
You're melting! Grasp hold of yourself in an attempt to hold yourself together, and take no actions for 1 round.
Spores (Ex)

Any creature struck by a slam attack is coated with spores. The creature struck must make a DC 16 Fortitude save or these spores take root in his flesh, and particularly in his lungs. The save DC is Constititon-based. 

Spores: Disease—inhaled; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.