Mandragora Swarm
Creature 18 (rare) — plant, swarm
Pre-Remaster content. May include legacy alignment.
SnareCrasherLANDSUBTERRANEANVERTICALplant
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 +30; low-light-vision; blood scent
Languages chthonian, common
Skills acrobatics +32, athletics +29, stealth +34 (+38 in vegetation)
Str
+5
Dex
+8
Con
+6
Int
-1
Wis
+6
Cha
+0
AC 42
Fort +30
Ref +34
Will +28
HP 230 (fast healing 15)
Immunities precision, swarm-mind
Resistances bludgeoning 15, electricity 15, piercing 15, slashing 7
Weaknesses area-damage 15, fire 15, splash-damage 15
Speed 30 feet, burrow 10 feet, climb 30 feet
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.
Fast Healing 15 — A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
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 Swarm Venom (poison) — Saving Throw DC 40 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)
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)
Piercing Shriek (auditory, mental, primal) — Frequency once per day
Effect The mandragora emits an unsettling shriek. Each non-mandragora creature within 30-foot emanation{30 feet} must attempt a DC 40 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.
Effect The mandragora emits an unsettling shriek. Each non-mandragora creature within 30-foot emanation{30 feet} must attempt a DC 40 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.
Swarming Bites — Each enemy in the swarm's space takes 7d8 piercing damage (DC 40 Reflex) and is exposed to mandragora swarm venom. A successful save negates the poison exposure.
WORKS WELL WITH
AnvilLANDA grappler forces enemies into the swarm space where Swarming Bites trigger automatically.
WeaverLANDDifficult terrain or forced-movement spells herd foes into the swarm and cover its area weakness.
ShadeLANDConfused and stupefied enemies are vulnerable to opportunistic strikes from stealth.
PUNISHES
✖ clumping✖ low Fort✖ low Will
Multiple swarms concentrate area-damage vulnerability without diversifying the threat profile.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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