Oh, and I did feel energetic and do the Advanced stats for the Topiary Plant. I did them with standard size advancement and wasn't that pleased with the results, so I did them again with an ability Advancement more akin to a Monstrous Spider: +4 Str and +4 Con per size category but no reduction in Dex, I kept the +4 Con because they have far less HD than an equivalent sized Monstrous Spider and, well, Plants should be tough.
I liked the "Custom Job" results a lot more:
Standard Advancement
Large Spyder Plant
Large Plant
Hit Dice: 3d8+9 (24 hp)
Initiative: +1
Speed: 0 ft. (immobile)
Armor Class: 12 (-1 size, +1 Dex, +2 natural), touch 11, flat-footed 11
Base Attack/Grapple: +2/+8
Attack: 2 tendrils +3 melee (1d6+2 plus poison)
Full Attack: 2 tendrils +3 melee (1d6+2 plus poison)
Space/Reach: 10 ft/0 ft. (5 ft. reach with 60 ft. long spyder-shoots)
Special Attacks: Poison, spyder-shoots
Special Qualities: Low-light vision, plant traits, tremorsense 60 ft.
Saves: Fort +6, Ref +2, Will +1
Abilities: Str 15, Dex 13, Con 16, Int —, Wis 10, Cha 2
Skills: —
Feats: Combat Reflexes (B)
Environment: Warm forests or underground
Organization: Solitary; patch (2-5) or web (6-16)
Challenge Rating: 2
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 4 HD (Large); 5-8 HD (Huge); 9-16 HD (Gargantuan)
Level Adjustment: —
Poison (Ex): Injury, Fortitude DC 14, initial damage 1d6 Str, secondary damage 1d6 Str. The save DC is Constitution-based.
Spyder-Shoots (Ex): Reaches up to 60 feet away from the plant's main body, each shoot has 10 hit points.
Huge Spyder Plant
Huge Plant
Hit Dice: 5d8+25 (47 hp)
Initiative: +0
Speed: 0 ft. (immobile)
Armor Class: 13 (-2 size, +5 natural), touch 8, flat-footed 13
Base Attack/Grapple: +3/+17
Attack: 6 tendrils +7 melee (1d8+6 plus poison)
Full Attack: 6 tendrils +7 melee (1d8+6 plus poison)
Space/Reach: 15 ft/0 ft. (10 ft. reach with 80 ft. long spyder-shoots)
Special Attacks: Poison, spyder-shoots
Special Qualities: Low-light vision, plant traits, tremorsense 60 ft.
Saves: Fort +9, Ref +1, Will +1
Abilities: Str 23, Dex 11, Con 20, Int —, Wis 10, Cha 2
Skills: —
Feats: —
Environment: Warm forests or underground
Organization: Solitary; patch (2-5) or web (6-16)
Challenge Rating: 4
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 6-8 HD (Huge); 9-16 HD (Gargantuan)
Level Adjustment: —
Poison (Ex): Injury, Fortitude DC 17, initial damage 1d8 Str, secondary damage 1d8 Str. The save DC is Constitution-based.
Spyder-Shoots (Ex): Reaches up to 80 feet away from the plant's main body, each shoot has 15 hit points.
Gargantuan Spyder Plant
Gargantuan Plant
Hit Dice: 9d8+63 (103 hp)
Initiative: +0
Speed: 0 ft. (immobile)
Armor Class: 15 (-4 size, +9 natural), touch 6, flat-footed 15
Base Attack/Grapple: +6/+28
Attack: 8 tendrils +12 melee (2d6+10 plus poison)
Full Attack: 8 tendrils +12 melee (2d6+10 plus poison)
Space/Reach: 20 ft/0 ft. (15 ft. reach with 120 ft. long spyder-shoots)
Special Attacks: Poison, spyder-shoots
Special Qualities: Low-light vision, plant traits, tremorsense 60 ft.
Saves: Fort +13, Ref +3, Will +3
Abilities: Str 31, Dex 11, Con 24, Int —, Wis 10, Cha 2
Skills: —
Feats: —
Environment: Warm forests or underground
Organization: Solitary; patch (2-5) or web (6-16)
Challenge Rating: 6
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 10-16 HD (Gargantuan)
Level Adjustment: —
Poison (Ex): Injury, Fortitude DC 21, initial damage 2d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.
Spyder-Shoots (Ex): Reaches up to 120 feet away from the plant's main body, each shoot has 20 hit points.
Custom Advancement
I prefer Strength and Dexterity Advancement with the same steps as a Monstrous Spider, as follows:
Large Spyder Plant
Large Plant
Hit Dice: 3d8+9 (22 hp)
Initiative: +2
Speed: 0 ft. (immobile)
Armor Class: 13 (-1 size, +2 Dex, +2 natural), touch 11, flat-footed 11
Base Attack/Grapple: +2/+6
Attack: 4 tendrils +3 melee (1d6 plus poison)
Full Attack: 4 tendrils +3 melee (1d6 plus poison)
Space/Reach: 10 ft/0 ft. (5 ft. reach with 60 ft. long spyder-shoots)
Special Attacks: Poison, spyder-shoots
Special Qualities: Low-light vision, plant traits, tremorsense 60 ft.
Saves: Fort +6, Ref +3, Will +1
Abilities: Str 11, Dex 15, Con 16, Int —, Wis 10, Cha 2
Skills: —
Feats: Combat Reflexes (B), Weapon Finesse (B)
Environment: Warm forests or underground
Organization: Solitary; patch (2-5) or web (6-16)
Challenge Rating: 2
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 4 HD (Large); 5-8 HD (Huge); 9-16 HD (Gargantuan)
Level Adjustment: —
Poison (Ex): Injury, Fortitude DC 14, initial damage 1d6 Str, secondary damage 1d6 Str. The save DC is Constitution-based.
Spyder-Shoots (Ex): Reaches up to 60 feet away from the plant's main body, each shoot has 10 hit points.
Huge Spyder Plant
Huge Plant
Hit Dice: 5d8+25 (47 hp)
Initiative: +2
Speed: 0 ft. (immobile)
Armor Class: 15 (-2 size, +2 Dex, +5 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+13
Attack: 6 tendrils +3 melee (1d8+2 plus poison)
Full Attack: 6 tendrils +3 melee (1d8+2 plus poison)
Space/Reach: 15 ft/0 ft. (10 ft. reach with 80 ft. long spyder-shoots)
Special Attacks: Poison, spyder-shoots
Special Qualities: Low-light vision, plant traits, tremorsense 60 ft.
Saves: Fort +9, Ref +3, Will +1
Abilities: Str 15, Dex 15, Con 20, Int —, Wis 10, Cha 2
Skills: —
Feats: Combat Reflexes (B), Weapon Finesse (B)
Environment: Warm forests or underground
Organization: Solitary; patch (2-5) or web (6-16)
Challenge Rating: 3
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 6-8 HD (Huge); 9-16 HD (Gargantuan)
Level Adjustment: —
Poison (Ex): Injury, Fortitude DC 17, initial damage 1d8 Str, secondary damage 1d8 Str. The save DC is Constitution-based.
Spyder-Shoots (Ex): Reaches up to 80 feet away from the plant's main body, each shoot has 15 hit points.
Gargantuan Spyder Plant
Gargantuan Plant
Hit Dice: 9d8+63 (103 hp)
Initiative: +2
Speed: 0 ft. (immobile)
Armor Class: 17 (-4 size, +2 Dex, +9 natural), touch 8, flat-footed 15
Base Attack/Grapple: +6/+22
Attack: 8 tendrils +6 melee (2d6+4 plus poison)
Full Attack: 8 tendrils +6 melee (2d6+4 plus poison)
Space/Reach: 20 ft/0 ft. (15 ft. reach with 120 ft. long spyder-shoots)
Special Attacks: Poison, spyder-shoots
Special Qualities: Low-light vision, plant traits, tremorsense 60 ft.
Saves: Fort +13, Ref +5, Will +3
Abilities: Str 19, Dex 15, Con 24, Int —, Wis 10, Cha 2
Skills: —
Feats: Combat Reflexes (B), Weapon Finesse (B)
Environment: Warm forests or underground
Organization: Solitary; patch (2-5) or web (6-16)
Challenge Rating: 5
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 10-16 HD (Gargantuan)
Level Adjustment: —
Poison (Ex): Injury, Fortitude DC 21, initial damage 2d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.
Spyder-Shoots (Ex): Reaches up to 120 feet away from the plant's main body, each shoot has 20 hit points.