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Mandragora SwarmCreature 18


RareCELargePlantSwarm
Source Pathfinder Kingmaker
Perception +30 (blood scent, low-light vision)
Languages Abyssal, Common
Skills Acrobatics +32, Athletics +29, Stealth +34
Str +5, Dex +8, Con +6, Int -1, Wis +6, Cha +0

AC 42; Fort +30; Reflex +34; Will +28;
HP 230 (fast healing 15)
Speed 30 feet (burrow 10 feet, climb 30 feet)
Immunities precision, swarm mind
Weaknesses Area Damage 15, Fire 15, Splash Damage 15
Resistances Bludgeoning 15, Electricity 15, Piercing 15, Slashing 7

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.

Fast Healing 15

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

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 Free Action

Trigger An enemy takes damage from the mandragora swarm's Swarming Bites action


Effect The mandragora swarm drains blood from the creature, dealing 9d6 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.

Mandragora Swarm Venom (poison)

Saving Throw DC 40 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)

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 40 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.

Swarming Bites One Action

Each enemy in the swarm's space takes 7d8 piercing damage (DC 40 basic reflex) and is exposed to mandragora swarm venom. A successful save negates the poison exposure.


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

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

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.