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Immense MandragoraCreature 20


UniqueCEGargantuanPlant
Source Pathfinder Kingmaker
Perception +33 (blood scent, low-light vision)
Languages Abyssal, Aklo, Common, Sylvan
Skills Acrobatics +10, Athletics +10, Stealth +12
Str +10, Dex +5, Con +6, Int +0, Wis +7, Cha +6

AC 43; Fort +34; Reflex +31; Will +35;
HP 400
Speed 40 feet (burrow 10 feet, climb 40 feet)
Weaknesses Fire 20
Resistances Bludgeoning 20, Electricity 20

Jaws One Action +38 (+33, +28) to hit (finesse) 4d12+18 Piercing
Thorny Vine One Action +38 (+34, +30) to hit (agile, finesse, reach 10) 4d8+18 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 (fey)

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.

Apocalyptic Shriek One Action (auditory, evocation, mental, primal)

Frequency once per day


Effect The immense mandragora emits a devastating shriek. Each non-mandragora creature within 30 feet must attempt a DC 42 will save.


Critical Success The creature is unaffected.

Success The creature is Sickened 1 and takes 8d8 mental damage.

Failure The creature is Sickened 2 and takes 16d8 mental damage.

Critical Failure The creature is sickened 2, Slowed 1, and takes 150 mental Damage. As long as the creature remains sickened, this slowed condition value can't be reduced below 1.

Blood Drain One Action

Requirements The immense mandragora has a creature Grabbed


Effect The immense mandragora drains blood from the creature it has grabbed, dealing 12d6 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 2 until it receives healing of any kind or amount.

Immense Mandragora Venom (poison)

Saving Throw DC 42 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)

Improved Grab Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.


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 vile and desperate acts to acquire the blood they crave. While they prefer magically infused blood such as that of unicorns, fey, or sorcerers, and they can also feed off of potions, alchemical bombs, and other magical elixirs, a mandragora can subsist on the blood of non-magical creatures. They find the flavor of mundane blood to be bland and bitter, and they do not blanch at voicing these complaints to the creatures from which they drink.

While the typical mandragora is the size of a human child, some of these evil plants continue to grow and grow, reaching sizes more comparable to those of giants. Sometimes as they grow, they form additional limbs or rudimentary faces, eventually transforming into truly hideous mockeries of the human form.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Plant

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.