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Being a mandragora with a head like a red tomato. Hailing from the eastern highlands, changing climates brought them down to the lowlands. Many are the treatise written by natural philosophers attempting to trace the roots of the strange black and white markings covering their bodies, reminiscent of the clothes worn by prisoners.

Deadly Nightshade (CR 14)

XP 38,400
N Small Plant (Humanoid)
Init +9; Senses Low-light vision; Perception +26


AC 33, touch 21, flat-footed 23 (+9 dex, +1 dodge, +12 natural, +1 size)
HP 196 (20d8+120)
Fort +18, Reflex +17, Will +12
Immune plant traits; Resist wind 15, earth 15, lightning 20;
Weakness water


Speed 40 ft., Burrow 10 ft., Climb 40 ft.
Melee Bite +26 (1d10+12/18-20 plus grab), 2 Slams +25 (1d8+6 plus poison)
Space 5 ft.; Reach 5 ft. (10 ft. with slam)
Special Attacks Ecliptic Howl, Eerie Howl, HP Absorb, Large Jaw, Mournful Howl, Shriek, Warsong


Str 22, Dex 28, Con 22, Int 8, Wis 22, Cha 10
Base Atk +15; CMB +23 (+27 grapple); CMD 42
Feats Ability Focus (Eerie Howl), Dodge, Improved Sidestep, Juke, Lightning Reflexes, Mobility, Skill Focus (Perception), Sidestep, Weapon Finesse, Weapon Focus (Bite)
Skills Climb +26, Perception +26, Stealth +32 (+40 in underground); Racial Modifiers +8 Climb, +8 Stealth in underground
Languages Mandragoran


Poison (Ex)

Slam—injury; save Fort DC 26; 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.

Ecliptic Howl (Su)

Deadly nightshade grants nearby allies a magical evasion and accuracy boost. All allies get a +3 morale bonus to Attack rolls and a +3 dodge bonus to Armor Class for 2d4 rounds. The allies must be within 30 feet of wild onion when it uses this ability to receive these bonuses. Blue mages may learn this ability as a 3rd level spell (Knowledge: Nature DC 21).

Eerie Howl (Su)

A deadly nightshade can emit a loud, piercing howl within a 10-ft.-radius. Creatures within the area of effect are inflicted with Disable status (Fortitude save DC 26 to negate) for 1d4 rounds. Blue mages may learn this ability as a 5th level spell (Knowledge: Arcana DC 25).

HP Absorb (Su)

3/day, a deadly nightshade can fire a pulsating green beam at a single target that drains HPs and heals itself. The attack deals 5d6 points of non-elemental damage (Fortitude save DC 26 to negate). Blue mages may learn this ability as a 5th level spell (Knowledge: Religion DC 25).

Large Jaw (Ex)

A deadly nightshade inflicts twice its Strength modifier and threatens a critical hit on a 18-20 with its bite attack.

Mournful Howl (Su)

A deadly nightshade releases a mournful howl. All creatures within a 100-foot spread except evil outsiders must succeed at a Fortitude save DC 26 or become paralyzed for 1d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected by the same spell for 24 hours. Blue mages may learn this ability as a 4th level spell (Knowledge Nature: DC 23).

Shriek (Su)

A deadly nightshade can give voice to an unsettling shriek. All creatures within a 30-foot spread of a shrieking pumpkin must make a DC 26 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).

Warsong (Su)

3/day, a deadly nightshade sings proudly tunes around himself and all his allies within 20 ft. are granted an increase to all physical damage, melee, and ranged by +1 per two caster level (+10). This effect lasts 1 round/two levels (10 rounds). Blue mages may learn this ability as a 9th level spell (Knowledge Nature: DC 33).