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Here's a link to the mini I use for this monster.
Greenpod maneaters are carnivorous plants that look like giant watermelons
with teeth. Possibly the creation of some mad druid, they hunt on farms
and implant prey with seeds.
When idle or hiding, a greenpod maneater looks like nothing more than an unusually large watermelon starting to rot in some places (this resemblance to a common melon has gained them the nickname "dire watermelon"). When active, they open up a seam through their bodies like a large mouth filled with black sharpened seed-teeth and amble about on small roots. Like many carnivorous plants, they cannot make enough food from sunlight alone, so they must consume other creatures to gain adequate sustenance.
Greenpod maneaters have primitive eyespots near their mouths and can see about as well as a human.
Greenpod maneaters prefer to lie in wait or stalk opponents behind a concealing wall of crop plants, attacking from ambush. They savagely bite until their opponent collapses, then move on to kill other available targets before eating their prey.
Seed Explosion: When slain, a greenpod maneater explodes in a shower of seeds. All creatures within 10 feet of the creature take 1d6 points of bludgeoning damage per hit die of the slain monster (Reflex half, DC 12). Lacking fertile soil or a dead body for the seeds to grow in, it is likely that most of the seeds never sprout.
Seed Implanting: A greenpod maneater that kills a creature eats some of the corpse and plants 1d4 seeds in the remains. These seeds germinate and grow to maturity in one month assuming adequate light and water, and become a new pod of greenpod maneaters. The partial consumption of the corpse by the adult means the corpse cannot be brought back to life with raise dead(more powerful magic such as resurrection) is needed. The growing seedlings consume most of the rest of the meat of the corpse, but not so much as to require a true resurrection to restore it to life (the remains are essentially a skeleton).
Skills: Greenpod maneaters have a +4 racial bonus to Hide and Move Silently Checks. *Their bonus to Hide checks increases to +8 in when in agricultural areas.