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Wraithvine OffshootCreature 4


SmallPlantWraithvine
Source Pathfinder #201: Pactbreaker
Perception +11 (darkvision, lifesense (imprecise) 30 feet, blood scent)
Languages Common, Fey
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 One Action +14 (+9, +4) to hit (finesse, unarmed) 2d8+4 Piercing
Thorny Vine One Action +14 (+10, +6) to hit (agile, finesse, reach 10) 2d4+4 Slashing

Blood 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 Darkness

Whenever a mandragora begins its turn in an area of magical darkness, it is Slowed 1 on that turn.

Piercing Shriek One Action (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 25 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.

Vitality Drain One Action

Requirements The wraithvine offshoot has a creature Grabbed


Effect The offshoot drains blood or ichor from the creature it has grabbed, dealing 2d6 untyped damage. If the creature has the plant trait, the offshoot gains temporary Hit Points equal to the damage dealt. A creature that has its vitality drained by an offshoot is Drained 1 until it receives healing of any kind or amount.

Wraithvine 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 Stupefied 1 (1 round)

Grab One Action

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

Common

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.

Plant

Vegetable 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.