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Mandragora

Being a vegetative creature that grows in water of high salinity. The vines twisting up from its neck form a distinctive mask. As it screech is quite injurious to Man, chemickals are often spread to prevent these creatures’ growth, yet their vine-masks prevent all but the most lethal of mixtures from actually killing them. Those natural philosophers who have studied their extraordinary powers of reproduction have pressed for an increase in the use of such chemickals.

Mandragora (CR 4)

XP 1,200
N Small Plant (Humanoid)
Init +4; Senses Low-light vision; Perception +9

DEFENSE

AC 17, touch 15, flat-footed 13 (+4 dex, +2 natural, +1 size)
HP 38 (5d8+15)
Fort +7, Reflex +7, Will +2
Immune plant traits; Resist earth 5, ice 5, lightning 10;
Weakness fire

OFFENSE

Speed 40 ft., Burrow 10 ft., Climb 40 ft.
Melee Bite +8 (1d6+2 plus grab), 2 Slams +8 (1d4+2 plus poison)
Space 5 ft.; Reach 5 ft. (10 ft. with slam)
Special Attacks Dream Pollen, Photosynthesis, Shriek

STATISTICS

Str 15, Dex 18, Con 17, Int 8, Wis 13, Cha 10
Base Atk +3; CMB +4 (+8 grapple); CM 18
Feats Lightning Reflexes, Skill Focus (Perception), Weapon Finesse
Skills Climb +10, Perception +9, Stealth +14 (+22 in underground); Racial Modifiers +8 Climb, +8 Stealth in underground
Languages Mandragoran

SPECIAL ABILITIES

Poison (Ex)

Slam—injury; save Fort DC 15; frequency 1/round for 4 rounds; effect confusion and fatigue; cure no saves but “act normally” result on the confusion behavior table ends the effect.

Dream Pollen (Su)

3/day, a mandragora can fill the air with drowsiness within a 15-ft.-radius. Creatures within the area of effect must make a Will save (DC 13) or be inflicted with Sleep status for 1d4 rounds. Blue mages may learn this ability as a 2nd level spell (Knowledge: Nature DC 19).

Photosynthesis (Su)

A mandragora can “drink” in the sunlight, healing itself for 1d6+3 points of damage and gaining Fast Healing 1 for 1d6 rounds. Blue mages may learn this ability as a 1st level spell (Knowledge: Nature DC 17).

Shriek (Su)

Once per day as a standard action, a mandragora can give voice to an unsettling shriek. All creatures within a 30-foot spread of a shrieking mandragora must make a DC 15 Will save or become nauseated for 1d4 rounds. This is a sonic, mind-affecting ability. The save DC is Constitution-based. Blue mages may learn this ability as a 2nd level spell (Knowledge: Nature DC 19).