Mine Creeper (3.5e Monster)

Suddenly behind you there is a loud HSSSSSSSSSSSSSSSSSSS...

Creepers are a bizarre mobile plant which appears to be a green stalk upon four stumpy root-legs, and a vaguely humanoid face on the top of its stalk stuck in perpetual frown. It reproduces through spores growing upon corpses it usually produces upon its explosive death. An ambush predator, creepers are only a threat when unseen, and by then its too late. Some druids use creepers are living traps and land mines protecting an area. In spite of their green bodies creepers no not appear to require sunlight to survive, and a great deal are found in underground mines posing hazard to miners everywhere.

Creepers do not speak, but they understand sylvan and druidic.

Combat
Creepers stay hidden for long periods of time pretending to be immobile plants, until a viable living prey comes near. It will hide and creep closer to its target, then charge and explode in sudden ambush. It rarely uses its slam attack, choosing to detonate at nearest opportunity. However it is intelligent enough to try and get as many people as possible in its explosion, and will use limited tactics.

Camouflage (Ex): Creepers always have maximum ranks in Hide and Move Silently.

Explode (Ex): Creepers self-destruct by mixing two chemicals within their body, and the resulting explosion may kill anyone standing close, and covers the newly made corpse in seeds. Even those who survive will be hampered as the seeds attempt to grow anyway. The explosion deals 2d6 points of damage per HD in a 20 ft. radius with a DC 14 Reflex save for half. Explode is a standard action, but it can be made at the end of a charge attack, in which case it gains +2 to the DC. The save is Constitution-based.

Seed (Ex): Those who took any damage from Explode must make a DC 14 Fortitude save or take 1 point of Con damage and become fatigued for 24 hours, save negates. The saving throw occurs each day until the victim makes two consecutive saves to negate the seeds growing within them. Remove Disease can also remove the seeds. Corpses who are seeded generate 1d4 small sized creepers which rapidly scatter and grow up. The save is Constitution-based.

Combat
Great Creepers are creepers who were mutated and came out stronger. They have the following changes.

Explode (Ex): The explosion is a DC 21 Reflex save for half. The save is Constitution-based.

Seed (Ex): Seeding is a DC 21 Fortitude save or take 1d6 points of Con damage and become exhausted for 24 hours. The save is Constitution-based.