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Mandragora

Creature 4 — plant

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: pathfinder-monster-core-2

Perception +11
Skills acrobatics +10, athletics +10, stealth +12
Str
+2
Dex
+5
Con
+3
Int
-1
Wis
+2
Cha
+0
AC 21 Fort +11 Ref +13 Will +8
HP 60
Resistances bludgeoning 5, electricity 5
Weaknesses fire 5
Speed 30 feet, burrow 10 feet, climb 30 feet

Offense

Melee Jaws +14, Damage 2d8+4 piercing
Melee Thorny Vine +14, Damage 2d4+4 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.
Blood Drain
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 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 — Grab

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