🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

MandragoraCreature 4


CESmallPlant
Source Pathfinder Bestiary 2
Perception +11 (blood scent, low-light vision)
Languages Abyssal, Common
Skills Acrobatics +10, Athletics +10, Stealth +12
Str +2, Dex +5, Con +3, Int -1, Wis +2, Cha +0

AC 21; Fort +11; Reflex +13; Will +8;
HP 60
Speed 30 feet (burrow 10 feet, climb 30 feet)
Weaknesses Fire 5
Resistances Bludgeoning 5, Electricity 5

Jaws One Action +14 (+9, +4) to hit (finesse) 2d8+4 Piercing
Thorny Vine One Action +14 (+10, +6) to hit (agile, finesse, reach 10) 2d4+4 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.

Blood Drain One Action (fey)

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.

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)

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 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.

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.


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

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.