MandragoraCreature 4
Perception +11 (low light vision, blood scent)
Languages Chthonian, Common
Skills Acrobatics +10, Athletics +10, Stealth +12
Str +2, Dex +5, Con +3, Int -1, Wis +2, Cha +0
AC 21; Fort +11; Reflex +13; Will +8;
HP 60
Speed 30 feet (burrow 10 feet, climb 30 feet)
Weaknesses Fire 5
Resistances Bludgeoning 5, Electricity 5
Jaws
+14 (+9, +4) to hit (finesse, unarmed) 2d8+4 PiercingThorny Vine
+14 (+10, +6) to hit (agile, finesse, reach 10) 2d4+4 SlashingBlood Scent
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.
Vulnerability to Supernatural DarknessWhenever a mandragora begins its turn in an area of magical darkness, it is Slowed 1 on that turn.
Blood Drain
Requirements The mandragora has a creature Grabbed or Restrained
Effect The mandragora drains blood from the creature it has grabbed or restrained, dealing 2d6 piercing damage (DC 21 fortitude save). If the creature is a demon, fey, or sorcerer, the mandragora gains temporary Hit Points equal to the damage dealt for 1 minute. A creature that takes any damage from having its blood drained by a mandragora is Drained 1 until it receives any kind or amount of healing.
Mandragora Venom (poison)Saving Throw DC 21 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 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.
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. Though mandragoras prefer magically infused blood such as that of unicorns, fey, or sorcerers, and they can subsist on potions, alchemical bombs, and magical elixirs, they'll settle for the blood of non-magical creatures as a last resort. They find the flavor of mundane blood to be bland and bitter, and they don't blanch at voicing these complaints to the creatures on whom they feed.
While the typical mandragora is the size of a human child, some continue to grow and grow, even reaching sizes comparable to giants. Sometimes as they get larger, they form additional limbs or rudimentary faces, eventually transforming into truly hideous mockeries of the human form.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
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.