As the Saplings grow much larger then their previous seedling form, they lose their outer protective covering as they reach adolescence. Now they are able to see and hunt for food. They have learned to cast magic as well as further develop their hunting skills. It is not unheard of for a wandering adventurer to disappear while having a run in with a Sapling.
Malboro Sapling (CR 6)
NE Large Plant
Init +6; Senses Low-light vision, scent; Perception +10
AC 20, touch 12; flat-footed 17 (+2 dex, +1 dodge, +8 natural, -1 size)
hp 88  (9d8+54)
Fort +11, Ref +7, Will +4
Immune Lightning, plant traits; Resist Water 5
Weakness Fire and Ice
Speed 20 ft., Climb 20 ft.
Melee Bite +11 (1d6+9)
Ranged Spit +8 (1d4+6 plus paralysis) [1d4 rounds, DC 18] or 2 Vine Tendrils +8 (grab plus feed and pull) [can only feed upon one medium creature per day]
Space 10 ft.; Reach 10 ft.
Special Attacks Poison Breath, Pull, Spit
Spells Known (FC CL 9th, Concentration +11)
1st (DC 13) – Virulence
2nd (DC 14) – Poison
3rd (DC 15) – Bio, Infect
4th (DC 16) – Contagion, Poisonga
Str 22, Dex 15, Con 22, Int 2, Wis 13, Cha 14
Base Atk +6; CMB +12; CMD 22
Feats Blind-Fight, Dodge, Combat Reflexes, Improved Initiative, Skill Focus (Climb)
Skills Climb +16, Perception +10, Stealth +2 (+18 in forests); Racial Modifiers +4 Perception, +16 Stealth in forests
Because a malboro menace blends in with the foliage that is its natural habitat, a DC 20 Perception check (modified for distance) is required to notice it before it attacks for the first time. Any creature with ranks in Survival or Knowledge (nature) can use either of those skills (also modified for distance) instead of Perception to notice the plant.
When a malboro menace grapples a creature with its tendrils, it begins to drain the creature’s bodily fluids through the target’s pores or other body orifices with its tendrils. This feeding deals 1d8 points of damage and 1 point of Strength damage to the target. If the vine tendril is severed or the target breaks the grapple, this feeding ceases until a new grapple is established.
Poison Breath (Ex)
5/day, a malboro sapling can emit a 30-ft.-cone of poison gas. All creatures caught within the cone are affected by Sap and Poison for 1d4+2 rounds for 2d4 and 1d6+2 points of damage per round unless they make a Fortitude save (DC 17).
Sickening Breath (Su)
A malboro sapling can breathe out a foul breath in a 15-ft.-cone. Creatures within the area of effect must make a Fortitude save (DC 15) or suffer a -2 penalty to Attack rolls and skill checks for 1d4 rounds. This is wisdom based save. Blue mages may learn this ability as a 1st level spell (Knowledge: Nature DC 17).
This special attack renders the victim immobile within 30 feet. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a Fortitude saving throw (DC 16). Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown. The duration of the paralysis varies and is included in the creature’s description.