Mandragora
Creature 4 — plant
SnareFlankerLANDSUBTERRANEANVERTICALplantpoison
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; low-light-vision; blood scent
Languages chthonian, common
Skills acrobatics +10, athletics +10, stealth +12 (+20 in vegetation)
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 (finesse, unarmed) +14, Damage 2d8+4 piercing plus Grab
Melee Thorny Vine (agile, finesse, reach-10) +14, Damage 2d4+4 slashing plus Mandragora Venom
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)
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.
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 —
WORKS WELL WITH
AnvilLAND / SUBTERRANEAN / VERTICALA frontline body holds priority attention while the mandragora strikes from ambush angles its burrow and climb speeds create.
WeaverLAND / SUBTERRANEAN / VERTICALA caster adding Will-save pressure compounds the fear from the mandragora's shriek into a broader collapse.
PUNISHES
✖ clumping✖ low Will✖ low Fortitude
Avoid stacking with another Snare relying on the same saves; redundant control wastes actions once a target is already debilitated.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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