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Wraithvine Offshoot

Creature 4 — plant, wraithvine

SnareCrasherLANDSUBTERRANEANVERTICALplantpoison

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: wardens-of-wildwood-bestiary

Perception +11; darkvision, lifesense (imprecise) 30 feet; blood scent
Languages common, fey
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.
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 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
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

WORKS WELL WITH

AnvilLANDA frontline body absorbs direct attacks while this creature's reach and Grab pick off anyone who strays from formation.
SniperLAND / VERTICALA ranged attacker finishes a target already Confused or Stupefied by the venom without risking a Grab.
WeaverLAND / SUBTERRANEANA control caster stacks additional save-based effects onto a party already reeling from the shriek and poison stages.

PUNISHES

✖ low Fortitude✖ low Will✖ clumping✖ melee reliance
Avoid stacking with another poison-based controller; overlapping Fortitude-draining effects become redundant once a save is already failed.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #201: Pactbreaker.

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