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Bruorsivi MandragoraCreature 4

Source Pathfinder Society Scenario #2-03: Catastrophe's Spark
Perception +9 (blood scent, low-light vision)
Languages Abyssal, Common
Skills Acrobatics +8, Athletics +8, Stealth +10
Str +2, Dex +5, Con +3, Int -1, Wis +2, Cha +0

AC 19; Fort +9; Reflex +11; Will +7;
HP 45
Speed 30 feet (burrow 10 feet, climb 30 feet)
Weaknesses Fire 5
Resistances Bludgeoning 5, Piercing 5

Jaws One Action +12 (+7, +2) to hit (finesse) 2d8+2 Piercing
Thorny Vine One Action +12 (+8, +4) to hit (agile, finesse, reach 10) 2d4+2 Slashing

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Blood Scent (Imprecise) 30 feet

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.

Blood Drain One Action

Requirements The mandragora has a creature Grabbed

Effect The mandragora drains blood from the creature it has grabbed, dealing 2d6 damage. If the creature is a demon, fey, or sorcerer, the mandragora gains temporary Hit Points equal to the damage dealt.

A creature that has its blood drained by a mandragora is Drained 1 until it receives healing of any kind or amount.

Bruorsivi Sap Infusion (poison)

Saving Throw DC 19 fortitude

Maximum Duration 6 rounds

Stage 1 1d6 fire damage and Stupefied 1 (1 round)

Stage 2 1d6 fire damage and stupefied 1 (1 round)

Stage 3 2d6 fire damage and stupefied 1 (1 round)

Piercing Shriek One Action (auditory, evocation, 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 One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.

Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.


Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.