Mandragora

This filthy creature resembles a small, wide-mouthed fat child made from leaves, vines, tree bark, dirt, and pallid tubers.
 

Mandragora (CR 4)

Small Plant
Alignment: Chaotic Evil
Initiative: +4
Senses: Low-Light Vision; Perception +9
  Speed: 40 feet, Burrow 10 feet, Climb 40 feet
Space: 5 feet
 

Defense

Armor Class: 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
Hit Points: 37 (5d8+15)
Saving Throws: Fort +7, Ref +7, Will +2
Immunity: plant traits
Energy Resistance: acid 5, cold 5, electricity 10
Weaknesses: vulnerability to supernatural darkness
 

Offense

Melee: bite +8 (1d6+2 plus Grab), 2 slam +8 (1d4+2 plus poison)
Reach: 5 feet (10 feet with slam)
  Special Attacks: Blood Drain (1d2 Constitution), shriek
 

Statistics

StrDexConIntWisCha
15 (+2) 18 (+4) 17 (+3) 8 (-1) 13 (+1) 10 (+0)
Base Attack Bonus: +3
CMB +4 (+8 Grapple)
CMD 18
  Feats: Lightning Reflexes, Skill Focus (Perception), Weapon Finesse
  Skills: Climb +10, Perception +9, Stealth +14 (+22 in vegetation)
  • Racial Modifiers: +8 Stealth in vegetation
Languages: Abyssal, Common
 

Special Abilities

Poison (Ex)

  • Delivery: Slam-injury
  • Fortitude Save: 15
  • Frequency: 1/round for 4 rounds
  • Initial Effect: Confused and Fatigued
  • Secondary Effect: Confused and Fatigued
  • Saves: See Text

  Mandragora poison cannot be cured by making saving throws, but a roll of "act normally" on the confusion behavior table ends the effects of it (they may resume if the poison is still active and a later save is failed).

Shriek (Su)

Once per day as a standard action, a mandragora can give voice to an unsettling shriek. All creatures within a 30-foot spread of a shrieking mandragora must make a DC 15 Will save or become nauseated for 1d4 rounds. This is a sonic, mind-affecting ability. The save DC is Constitution-based.

Vulnerable to Supernatural Darkness (Ex)

In areas of supernatural darkness (such as those created by deeper darkness, but not by darkness), a mandragora is slowed, as the slow spell.
 

Ecology

Environment: Cold or Temperate Forests
Organization: solitary, pair, or grove (3-12)
Treasure: standard

  A mandragora rises spontaneously from a mandrake root that has drawn nutrition from the corpse or ichor of a demon. A typical mandragora stands at just over 3 feet tall and only weighs 30 pounds. However, its size hides the creature's fantastic strength and brutality. When a mandragora attacks, its fingers grow into whipping, thorny vines nearly 10 feet long, with which it makes its slam attacks.
  A mandragora rarely strays far from its lair amid tangled roots or vines, but when it encounters any other creature, it attacks regardless of the odds. However, a mandragora can usually recognize druids and does not attack them or their animal companions unless they attack it first. It has no qualms about attacking a druid's allies.
  When mandragora poison is mixed with its thick, gooey, sap-like blood and 1,000 gp worth of alchemical reagents, the resulting fluid can be used as a focus for the scrying spell. The fluid only lasts for the duration of the spell's casting time and resulting effects but the subject of the spell takes a -4 penalty on the save to resist it.
  A mandrake root that is growing on or near a demon's corpse or ichor has a 2% chance of awakening as a mandragora within a day of first absorbing the tainted material. A creature that wants to create a mandragora can do so with alchemy; the process requires a day of work, a mandrake root, several pints of ichor or the body of a demon of CR 6 or above, and a successful DC 25 Craft (alchemy) check. The newly created mandragora is hostile, even to its creator.

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