Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Pathfinder

Compendium

Type to search for a spell, item, class — anything!

Mandragora

Edit Page Content

A mandragora rises spontaneously from a mandrake root that has drawn nutrition from the corpse or ichor of a demon. A typical mandragora stands at just over 3 feet tall and only weighs 30 pounds. However, its size hides the creature's fantastic strength and brutality. When a mandragora attacks, its fingers grow into whipping, thorny vines nearly 10 feet long, with which it makes its slam attacks.

A mandragora rarely strays far from its lair amid tangled roots or vines, but when it encounters any other creature, it attacks regardless of the odds. However, a mandragora can usually recognize druids and does not attack them or their animal companions unless they attack it first. It has no qualms about attacking a druid's allies.

When mandragora poison is mixed with its thick, gooey, sap-like blood and 1,000 gp worth of alchemical reagents, the resulting fluid can be used as a focus for the scrying spell. The fluid only lasts for the duration of the spell's casting time and resulting effects but the subject of the spell takes a –4 penalty on the save to resist it.

A mandrake root that is growing on or near a demon's corpse or ichor has a 2% chance of awakening as a mandragora within a day of first absorbing the tainted material. A creature that wants to create a mandragora can do so with alchemy; the process requires a day of work, a mandrake root, several pints of ichor or the body of a demon of CR 6 or above, and a successful DC 25 Craft (alchemy) check. The newly created mandragora is hostile, even to its creator.

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.

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.

Vulnerable to Supernatural Darkness (Ex) In areas of supernatural darkness (such as those created by Deeper darkness , but not by Darkness ), a mandragora is slowed, as the Slow Spell.

Attributes

AC
17, Touch 15, Flat-footed 13 (+4 Dex, +2 Natural, +1 Size)
Alignment
Ce
Base Atk
+3
CMB
+4 (+8 Grapple)
CMD
18
CR
CR 4
Cha
10
Con
17
Creature Type
Plant
Dex
18
Environment
Cold Or Temperate Forests
Feats
Lightning Reflexes , Skill Focus ( Perception ), Weapon Finesse
Fort
+7
HP
37 (5d8+15)
Immune
Plant Traits
Init
Ce Small Plant +4
Int
8
Languages
Abyssal, Common
Melee
Bite +8 (1d6+2 Plus Grab ), 2 Slam +8 (1d4+2 Plus Poison )
Organization
Solitary, Pair, Or Grove (3-12)
Racial Modifiers
+8 Stealth In Vegetation
Reach
5 Ft. (10 Ft. With Slam)
Ref
+7
Resist
Acid 5, Cold 5, Electricity 10
Senses
Low-light Vision; Perception +9
Size
Small
Skills
Climb +10, Perception +9, Stealth +14 (+22 In Vegetation)
Space
5 Ft.
Special Attacks
Blood Drain (1d2 Constitution), Shriek
Speed
40 Ft., Burrow 10 Ft., Climb 40 Ft.
Str
15
Treasure
Standard
Weaknesses
Vulnerable To Supernatural Darkness
Will
+2
Wis
13
XP
1,200
Advertisement Create a free account