Bruorsivi MandragoraCreature 4
Source Pathfinder Society Scenario #2-03: Catastrophe's Spark
Perception +9 (low light vision, blood scent)
Languages Chthonian, Common
Skills Acrobatics +8, Athletics +8, Stealth +10
Str +2, Dex +5, Con +3, Int -1, Wis +2, Cha +0
AC 19; Fort +9; Reflex +11; Will +7;
HP 45
Speed 30 feet (burrow 10 feet, climb 30 feet)
Weaknesses Fire 5
Resistances Bludgeoning 5, Piercing 5
Jaws
+12 (+7, +2) to hit (finesse, unarmed) 2d8+2 PiercingThorny Vine
+12 (+8, +4) to hit (agile, finesse, reach 10) 2d4+2 SlashingBlood Scent (Imprecise) 30 feet
A mandragora can smell creatures with blood as an imprecise sense at a range of 30 feet, and it can smell demons, fey, and sorcerers with blood as a precise sense at a range of 30 feet.
Blood Drain
Requirements The mandragora has a creature Grabbed
Effect The mandragora drains blood from the creature it has grabbed, dealing 2d6 untyped damage. If the creature is a demon, fey, or sorcerer, the mandragora gains temporary Hit Points equal to the damage dealt.
A creature that has its blood drained by a mandragora is Drained 1 until it receives healing of any kind or amount.
Bruorsivi Sap Infusion (poison)Saving Throw DC 19 fortitude
Maximum Duration 6 rounds
Stage 1 1d6 fire damage and Stupefied 1 (1 round)
Stage 2 1d6 fire damage and stupefied 1 (1 round)
Stage 3 2d6 fire damage and stupefied 1 (1 round)
Piercing Shriek
(auditory, mental, primal)Frequency once per day
Effect The mandragora emits an unsettling shriek. Each non-mandragora creature within 30 feet must attempt a DC 23 will save.
Critical Success The creature is unaffected.
Success The creature is Sickened 1.
Failure The creature is Sickened 2.
Critical Failure The creature is sickened 2 and Slowed 1. As long as the creature remains sickened, this slowed condition value can't be reduced below 1.
Grab
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
PlantVegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.