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Mandragora

Racial TraitsRace Point Cost
TypeHumanoid, plant1
SizeSmall0
Base SpeedSlow-1
Ability Score ModifiersStandard (+2 Dex, +2 Wis, –2 Con)1
LanguagesStandard0
DefenseEnergy Resistance (Earth)1
DefenseHydrated Vitality3
DefenseNatural Armor2
DefensePlant Resistance5
Feat and SkillCamouflage1
MagicalStonesinger1
MagicalLesser Spell-Like Ability1
MovementTerrain Stride (forest)1
OffenseShriek1
OffenseWeapon Familiarity1
SensesLow-Light Vision1
WeaknessTemperature Vulnerability-2
WeaknessElemental Vulnerability (Fire)-2
WeaknessWeakened by Cold-2
OtherBioluminescence1
OtherSunlight Sustenance1
Total15

The enigmatic mandragora were first observed in the aftermath of the Seventh Umbral Era. It is not known whence they came, or if they even existed prior to the Calamity. They resemble a small, wide-mouthed fat child made from leaves, vines, tree bark, dirt, and pallid tubers.

Standard Racial Traits

  • Ability Score Racial Traits: Mandragoras are quick and agile, while also wiser than they look, but their plant-like bodies are frail. They gain +2 Dexterity, +2 Wisdom, and –2 Constitution.
  • Type: Humanoid Plant: Mandragoras are unique creatures, possessing traits of both humanoids and plants. A mandragora is treated as both humanoid and plant for the purposes of effects that target a specific type of creature. Unlike most plants, a mandragora is not immune to mind-affecting effects, poison, paralysis, polymorph, or stunning.
  • Size: Mandragoras are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Base Speed: Mandragoras have a base speed of 20 feet.
  • Languages: Mandragoras begin play speaking Common and Mandragoran. Mandragoras with high Intelligence scores can choose from the following: Draconic, Dwarven, Elvaan, Galkan, Giant, Goblin, and Sylvan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Elemental Resistance: With such an attachment to the earth, mandragoras don’t take as much damage from it. Mandragoras gain resistance 5 against earth damage.
  • Hydrated Vitality: Mandragoras gain fast healing 2 for 1 round anytime they submerge completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Mandragoras can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
  • Natural Armor: Their plant-like nature has gifted mandragoras with a fibrous, stiff skin much like bark. This grants them a +1 natural armor bonus.
  • Plant Resistance: While technically a plant, a mandragora has more in common with most humanoids. They gain a +2 racial bonus on saving throws against mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, and polymorph effects. They are immune to sleep effects.

Feat and Skill Racial Traits

  • Camouflage: Mandragoras gain a +4 racial bonus on Stealth checks while in marshes, jungles, or forested terrains.

Magical Racial Traits

  • In Tune with the Earth: Mandragoras are treated as 1 level higher when casting spells with the earth descriptor. This ability does not give mandragoras early access to level-based powers; it only affects powers that they could already use without this ability.
  • Spell-Like Ability (Su): Mandragoras can use photosynthesis once per day as a spell-like ability (caster level equal to the mandragora’s class level).

Movement Racial Traits

  • Terrain Stride: Mandragoras ignore natural difficult terrain within forests and move at their normal speed within said environments. Magically altered terrain affects them normally.

Offense Racial Traits

  • Shriek: 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 Will save (DC 10 + half of the mandragora’s character level + its Wisdom modifier) or become nauseated for 1d4 rounds. This is a sonic, mind-affecting ability.
  • Weapon Familiarity: Mandragorans treat any weapon with the word “mandragoran” in its name as a martial weapon.

Other Racial Traits

  • Bioluminescence: At will, a mandragora can cause any part of his body to glow, giving off light as a torch.
  • Sunlight Sustenance: A mandragora does not eat food, but must consume water like all living things. As long as it receives at least six hours of sunlight per day, a mandragora requires only 1/4th the water a normal humanoid would. A mandragora deprived of adequate sunlight for more than two days at a time becomes fatigued until it gets at least six hours of sunlight. If it does not get sunlight for more than a week, it becomes exhausted until it gets at least six hours of sunlight. A one hour exposure to a daylight spell will fulfill a mandragora’s daily needs.

Senses Racial Traits

  • Low-Light Vision: Mandragoras can see twice as far as humes in conditions of dim light.

Weakness Racial Traits

  • Temperature Vulnerability: A mandragora has trouble regulating its body temperature. Mandragoras have a –4 penalty to Fortitude saves made against environmental effects.
  • Vulnerable to Fire: Mandragoras take 150% as much damage as normal from fire attacks, unless they are immune to fire via other special defenses. Mandragoras also suffer a -2 penalty on saving throws versus spells and effects that have the fire subschool or deal fire damage and grant the opponents a +2 bonus to caster level checks when attacking with these effects.
  • Weakened by Cold: As the winter slows the growth of trees, it also tires and weakens the mandragora. If a mandragora suffers ice damage, it withers and wilts, needing to make a Fortitude save equal to 10 + the half the damage suffered. Failure to save means the mandragora is staggered for 1 round.

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

  • Bower Born: Some mandragoras sprout beautiful but delicate hibiscus flowers on their bodies and emit a seductive pheromone. You gain a +2 racial bonus on Diplomacy and Handle Animal checks. This racial trait replaces camouflage.
  • Buoyant: Mandragoras with this racial trait lived by the water. They gain a +4 competence bonus to Swim checks and a 20-foot swim speed. This racial trait replaces camouflage and in tune with the earth.
  • Burned One: Some mandragoras survived a forest fire or being struck by lightning. They gain their choice of fire or lightning resistance 5. Once chosen, this choice cannot be changed. This racial trait replaces plant resistance and vulnerable to fire.
  • Cactuar Kin: Some mandragoras’ ancestors were desert-dwelling cactuars. The whole of their body is covered with small spines. When mandragoras with this racial trait are struck with a natural weapon or unarmed strike, their opponent suffers 1d3 points of piercing damage. Mandragoras also deal this damage to their opponent each round while grappling. This racial trait replaces plant resistance.
  • Claws: Some mandragoras grow sharp rootlike fingers. Mandragoras with this racial trait receive two claw attacks. These are primary natural attacks that deal 1d3 damage. This racial trait replaces shriek.
  • Dark Root: Some mandragoras’ lineage are more closely related to tubers and other root plants than to soaring sequoia or grand oaks. Mandragoras with this racial trait gain darkvision 60 feet and a burrow speed of 15 feet. This racial trait replaces low-light vision and bioluminescence.
  • Edible Mushrooms: Mandragoras who crave the company of animals or aim to be useful in adventuring groups may choose to grow edible mushrooms to feed others. Mandragoras with this racial trait can harvest enough food to sustain a number of Medium creatures up to their Constitution modifier (minimum 1) for 24 hours. They can harvest their mushrooms once per day. This racial trait replaces spell-like ability.
  • Evergreen: Some mandragoras grew up in harsh climates, where the winds were harsh and the cold biting, but that only served to numb those pains. Mandragoras with this racial trait gain their choice of ice or wind resistance 5. Once chosen, this choice cannot be changed. This racial trait replaces plant resistance and weakened by cold.
  • Intoxicating Aroma: Some mandragoras have an incredibly distracting scent. Once per day, as a standard action, a mandragora with this racial trait can emit an intoxicating aroma that causes creatures within 30 feet to be fascinated for 1d4 rounds. Each target creature within range can attempt a Will save (DC = 10 + half the mandragora’s character level + their Charisma modifier) to negate the effect. This racial trait replaces spell-like ability.
  • Malboro Kin: Some mandragoras’ ancestors were the poison-spewing Malboro. Mandragoras with this racial trait have Water Resistance 5, and they exude a powerful stench, causing creatures who share a square with them, have swallowed them whole or creatures with Scent who are within 10 feet, must make a Fortitude save (DC 10 + half of the mandragora’s character level + their Constitution modifier) or become Sickened for 1 round. Creatures who make the save become immune to this ability for 24 hours. This is a poison effect. This racial trait replaces elemental resistance and plant resistance.
  • Natural Magic: Mandragoras with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—detect poison, goodberry (created berries bud from the mandragora’s own body), and purify food and drink. The caster level is equal to the mandragora’s level. The DC for these spells is equal to 10 + the spell’s level + the mandragora’s Charisma bonus. This racial trait replaces spell-like ability.
  • Ochu Kin: Mandragoras grow an array of toxic fungi on their bodies similar to that of Ochus that can be used to protect them from predators. Once per day, as a standard action, mandragoras can release poisonous spores in a 10-foot radius burst centered on themselves. Creatures who inhale the spores must make a Will saving throw (DC 10 + 1/2 the mandragora’s character level + their Constitution modifier) to avoid the psychoactive properties of the spores. Creatures who fail are dazed for 1 round. This is a poison and mind-affecting effect. The cloud remains for 1 round. Creatures who hold their breath can avoid inhaling the spores. Mandragoras are immune to the effects of this poison. This racial trait replaces plant resistance.
  • Pestilent: Some mandragoras’ lineage began in a stagnant swamp. Mandragoras with this racial trait gain immunity against poison and disease. This racial trait replaces plant resistance.
  • Photosynthetic Regrowth: A mandragora with this racial trait recovers lost hit points every hour rather than every day as long as it remains in direct sunlight for the entire hour. This racial trait replaces natural armor.
  • Pithy Toughness: Mandragoras with this racial trait gain Toughness as a bonus feat. This racial trait replaces plant resistance.
  • Protective Sap: An injured mandragora who is at less than half of his maximum hit-point total gains a natural armor bonus of +2, due the tar-like sap oozing from his wounds. This racial trait replace natural armor.
  • Rooted Foot: Mandragoras can stand up from being prone as a swift action instead of a move action. In addition, mandragoras with this racial trait receive a +2 racial bonus to your CMD when resisting bull rush or trip attempts while standing on the ground. This racial trait replace shriek.
  • Stability: Some mandragoras have root-like feet they can use to plant themselves in the earth. As an immediate action, they can root themselves against an attack. Doing so grants them a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground. This racial trait replaces hydrated vitality.
  • Tentacle Attacks: Mandragoras have two tentacle attacks (vines that grow out from the mandragoras) that deal 1d4 points of damage. These attacks are primary natural attacks and have a reach of 10 feet. This extended reach only applies to the mandragora’s tentacle attacks and not to any other attacks she makes. This racial trait replace shriek.
  • Thick Bark: Mandragoras with this racial trait have a thicker skin around their bodies. They gain a +1 racial bonus to Fortitude saves and a +2 save bonus vs. fire spells and effects. This racial trait replaces plant resistance and vulnerable to fire.
  • Verdant Heart: Infused with the druidic magic, mandragoras quickly take to nature-based spells and spellcasting. Mandragora druids treat their Wisdom score as 2 points higher for druid spells and class abilities. Mandragora clerics and druids with the Plant domain use their domain powers and spells at +1 caster level. This doesn’t give the mandragora early access to level-based powers; it affects only powers that could already be used without this trait. This racial trait replaces in tune with the earth and shriek.
  • Writhing Eye: Some mandragoras can grow thin vines that serve as sensory organs. Growing or controlling the vine is a full-round action that provokes attacks of opportunity. The vine can extend up to 15 feet and is small enough to pass through a keyhole. A mandragora can perceive, using all of her senses, within 20 feet of the vine’s tip. This racial trait replaces low-light vision.

Variant Mandragora Heritages

Although many mandragoras follow the general model of the standard mandragora, many more do not. Those of different lineages may evince dramatically different manifestations of their heritage, both in appearance and in ability. Here are 5 different potential heritages for mandragora PCs. If you choose to use a specific bloodline instead of the general rules for creating a mandragora, you should work with your GM to ensure that your character’s appearance reflects that bloodline.

  • Alternate Spell-Like Ability: While most mandragoras gain Photosynthesis as a spell-like ability, those of the variant heritages listed below gain a different spell-like ability.

Table: Variant Mandragora Heritages

HeritageAbility ModifiersAlternate Spell-Like AbilityDescription
Alraune+2 DEX, +2 INT, -2 WISMagic FangA curiously sentient plant-like creature favoring warm climes, both tropical and arid. The horns on their heads are used for cracking rock-salt, from which they draw the salinity that sustains their life.
Killer Tomato+2 DEX, +2 WIS, -2 INTBlood DrainBeing a mandragora with a head like a red tomato. Hailing from the eastern highlands, changing climates brought them down to the lowlands.
Korrigan+2 DEX, +2 INT, -2 CONEngulfing WindsKorrigans are absolutely inkorrigible to the... uh, kore. They're the real reason you shouldn't garden after the sun goes down.
Pumpkin Head+2 DEX, +2 CHA, -2 CONPumpkin HeadPumpkin Heads live in the manner of men, and exhibits a personality startlingly similar to ours. It is richly expressive, and fond of making hideous faces - this same playfulness illustrated by the pumpkin mask it wears upon its head.
Wild Onion+2 DEX, +2 CHA, -2 WISSickening BreathWild Onions wear its skin in layers, much like to the root of similar name, perhaps for the proffering of protection against the cold.

Racial Feats

The following feats are available to a mandragora character who meets the prerequisites.

Racial Archetypes

The following racial archetypes are available to mandragoras:

Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

  • Archer: Add +1/2 on critical hit confirmation rolls for attacks made with bows or crossbows (maximum bonus of +4). This bonus does not stack with Critical Focus feat.
  • Beastmaster: Add +1/2 to the damage dealt by the beastmaster’s animal companion’s natural attacks.
  • Berserker: Reduce AC penalty when raging by 1/5, to a maximum reduction of 2.
  • Chemist: The chemist gains +1/6 of a new discovery.
  • Chocobo Knight: Add +1 foot to the chocobo knight’s mount’s base speed. This option has no effect unless the chocobo knight has selected it 5 times (or another increment of 5); a speed of 54 feet is effectively a speed of 50 feet, for example. If the chocobo knight ever replaces his mount, the new companion gains this base speed bonus.
  • Druid: Add a +1/2 bonus on concentration checks. This bonus doubles in a forest or swamp terrain.
  • GeomancerAdd +1/2 bonus on Knowledge (nature) skill checks.
  • Gunner: Add +1/6 to the dodge bonus to AC granted by the nimble class feature.
  • Paladin: Add +1/2 hit point to the paladin’s lay on hands ability (whether using it to heal or harm).
  • Thief: Add +1/3 on critical hit confirmation rolls made while using sneak attack (maximum bonus of +5). This does not stack with the Critical Focus feat.
  • White Mage: Add +1/2 hit point to the white mage’s lay on hands ability (whether using it to heal or harm).

Mandragora