Alluring Pheromones. The maneater exudes a sweet smelling scent within a 100 foot radius. Any creature that smells it must make a DC10 Wisdom saving throw. On a failed save the creature is charmed by the maneater. A creature charmed by the maneater must use all of its movement to move towards the maneater in the most direct path, though its avoids anything that would be obviously harmful. If a charmed creature is damaged by the maneater it is no longer charmed, and other allied creatures can use their action to attempt to break an affected creature from the charm, forcing the creature to make another DC10 Wisdom saving throw.
False Appearance. While the maneater remains motionless, it appears to be a regular plant.
Multiattack. The maneater makes two slam attacks and a bite attack.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) bludgeoning damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) piercing damage and 4 (1d6) acid damage. (If the bite attack is against a Medium or smaller target, the target is grappled (escape DC 14), and the maneater uses its Swallow on it.
Swallow. The maneater swallows a Medium or smaller creature grappled by it. The swallowed target is blinded, restrained, it has total cover against attacks and other effects outside the maneater, and it takes 24 (6d6) acid damage at the start of its turn. The maneater can only swallow one creature at a time, and while a creature is being swallowed the maneater cannot use its bite attack.
If the maneater takes 20 damage or more on a single turn from a creature inside it, the maneater must succeed a DC17 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the maneater. If the maneater dies, a swallowed creature is no longer restrained by it, and lays prone in any space the maneater resided before it died.
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