Germinated MandragoraCreature 3
Source Pathfinder Society Scenario #5-05: The Island of the Vibrant Dead
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 +6;
HP 45
Speed 30 feet (burrow 10 feet, climb 30 feet)
Weaknesses Fire 5
Resistances Bludgeoning 5, Electricity 5
Jaws
+12 (+7, +2) to hit (finesse, unarmed) 2d8+2 PiercingThorny Vine
+12 (+8, +4) to hit (agile, finesse, reach) 2d4+2 SlashingBlood Scent (fey)
A germinated mandragora can smell creatures with blood as an imprecise scent 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.
Vulnerability to Supernatural DarknessWhenever a germinated mandragora begins its turn in an area of magical darkness, it is Slowed 1 on that turn.
Blood Drain
(fey)Requirements The germinated mandragora has a creature Grabbed
Effect The germinated mandragora drains blood from the creature it has grabbed, dealing 1d6 untyped damage. If the creature is a demon, fey, or sorcerer, the germinated mandragora gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a germinated mandragora is Drained 1 until it receives healing of any kind or amount.
Mandragora Venom (poison)Saving Throw DC 19 fortitude
Maximum Duration 6 rounds
Stage 1 1d6 poison damage and Stupefied 1 (1 round)
Stage 2 1d6 poison damage, Confused, and Stupefied 1 (1 round)
Stage 3 2d6 poison damage, Confused, and Stupefied 1 (1 round)
Piercing Shriek
(auditory, mental, primal)Frequency once per day
Effect The germinated 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.
A mandragora looks like a freshly pulled tuber that has grown into the malformed shape of a child with a grotesque face and hideously bloated body. These insidious little plants typically form when a mandrake root is watered with a demon's blood. Upon absorbing the otherworldly properties of the demon's blood, the root animates and is forced to seek out blood to feast from, lest it die of thirst.
Always famished and in search for sustenance, mandragoras live haunted, pained lives and perform vile and desperate acts to acquire the blood they crave. While they prefer magically infused blood such as that of unicorns, fey, or sorcerers, and they can also feed off of potions, alchemical bombs, and other magical elixirs, a mandragora can subsist on the blood of non-magical creatures. They find the flavor of mundane blood to be bland and bitter, and they do not blanch at voicing these complaints to the creatures from which they drink.
While the typical mandragora is the size of a human child, some of these evil plants continue to grow and grow, reaching sizes more comparable to those of giants. Sometimes as they grow, they form additional limbs or rudimentary faces, eventually transforming into truly hideous mockeries of the human form.
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.