Cradily (3.5e Monster)

This is a very bizarre looking plant, and a massive one as well. It seems to be an ancient creature that time forgot to wipe out, and looks omnivorous to boot.

 (Ex): If a vine attack hits, Cradily may start a grapple as a free action without provoking an attack of opportunity. If more than one vine hits, then every vine after the first grants a +2 bonus to grapple checks. This is a [Grass] effect.

 (Ex): If it succeeds on a grapple check, Cradily may deal automatic vine damage for each vine attached. This is a [Grass] effect.

 (Ex): Once per three rounds, Cradily may spray a 45' cone of acid. It deals 1d6 Acid damage per hit die (Reflex half DC 22), and those who fail their save take a -6 penalty to AC for three rounds. This is a [Poison] effect.

 (Su): Cradily has Fast Healing equal to its hit dice.

 (Su): Once per three rounds, Cradily can telekinetically launch up to 3 chunks of stone within 100 feet. These are launched as ranged attacks at separate targets, and, if at least as large as a Medium character, deal 6d6 damage each. Furthermore, upon activation, Cradily gains a +1 Enhancement Bonus to Natural Armour and to all Ability Scores for the next five minutes. Using this while the bonus is still in effect improves the bonus by 1 (to a maximum of +6 total) and resets the duration - any Cradily of Intelligence 10 or more (including after using this) will figure out to throw random rocks around every minute or so just to keep the bonuses at the maximum. This is a [Rock] effect.

 (Su): Cradily can, as a standard action at will, force one target within 30 feet to make a Will save (Wis-based) or become confused for one minute. This is a [Psychic] effect.

 (Ex): As a melee touch attack, Cradily can tickle a foe with a standard action. The foe must make a DC 17 Will save (Dex-based, +2 racial bonus) or count as dazed for one full round as they squirm and laugh. This is a [Normal] effect.

Electric and Normal attacks are Not Very Effective, taking a -4 Circumstance Penalty to the attack roll or Save DC, and reducing the damage by Cradily's hit dice (10). Cradily is never hindered by natural, non-magical plants. It has Tremorsense out to 30 feet, and is Immune to Critical Hits from anything that is not Super Effective.

Advancement
A Cradily gains further powers as it advances, and receives the following abilities:

 (Ex): At 12 HD, Cradily gains the ability to store sunlight for energy. By spending one minute doing nothing, just staying motionless in a source of sunlight, it can stockpile one level of energy. Up to 3 levels can be stored at once. Alternatively, it can absorb any [Light] effect cast within 30 feet to stockpile a level. This may be spent as a Swift action to restore 20 HP per stockpiled level. This is a [Normal] effect.

 (Ex): At 14 HD, Cradily may fire stockpiled energy as a ranged touch attack out to 50 feet. It deals 1d4 Light damage per HD per stockpiled level. This is a [Normal] effect. In a Contest, using this wins an extra Point per stockpiled level.

 (Ex): At 18 HD, Cradily can spend a stockpiled level to remove any ability damage/drain, negative level or disease from itself. This is a [Normal] effect.