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Mandragora

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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 (312)
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
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