Immense Mandragora
Creature 20 (unique) — plant
Pre-Remaster content. May include legacy alignment.
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 vi
Source: kingmaker-bestiary (Pre-Remaster)
Perception +33
Skills acrobatics +35, athletics +35, stealth +38
Str
+10
Dex
+5
Con
+6
Int
+0
Wis
+7
Cha
+6
AC 43
Fort +34
Ref +31
Will +35
HP 400
Resistances bludgeoning 20, electricity 20
Weaknesses fire 20
Speed 40 feet, burrow 10 feet, climb 40 feet
Offense
Melee Jaws +38, Damage 4d12+18 piercing
Melee Thorny Vine +38, Damage 4d8+18 slashing
Abilities
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.
Apocalyptic Shriek (auditory, mental, primal) — Frequency once per day
Effect The immense mandragora emits a devastating shriek. Each non-mandragora creature within 30-foot emanation{30 feet} must attempt a DC 42 Will save.
**Critical Success** The creature is unaffected.
**Success** The creature is Sickened 1 and takes 8d8 mental damage.
**Failure** The creature is Sickened 2 and takes 16d8 mental damage.
**Critical Failure** The creature is sickened 2, Slowed 1, and takes 150 mental damage. As long as the creature remains sickened, this slowed condition value can't be reduced below 1.
Blood Drain —
Immense Mandragora Venom (poison) — Saving Throw DC 42 Fortitude
Maximum Duration 6 rounds
Stage 1 4d6 poison damage and Stupefied 1 (1 round)
Stage 2 4d6 poison damage, Confused, and stupefied 1 (1 round)
Stage 3 6d6 poison damage, confused, and stupefied 1 (1 round)
Improved Grab — Improved Grab
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