mandragora

This filthy creature resembles a small, wide-mouthed fat child made from leaves, vines, tree bark, dirt, and pallid tubers.

Mandragora_____by_BenWootten.jpg

CR 4
XP 1,200

CE Small plant
Init +4; Senses low-light vision; Perception +9

Defense
AC 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
hp 37 (5d8 + 15)
Fort +7, Ref +7, Will +2
Immune plant traits
Resist acid 5, cold 5, electricity 10
Weakness vulnerable to supernatural darkness

Offense
Speed 40 ft., burrow 10 ft., climb 40 ft.
Melee bite +8 (1d6 + 2 plus grab), 2 slam +8 (1d4 + 2 plus poison)
Space 5 ft.; Reach 5 ft. (10 ft. with slam)
Special Attacks blood drain (1d2 Constitution), shriek

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

Special Abilities
Blood Drain (Ex)
The creature drains blood at the end of its turn if it grapples a foe, inflicting Constitution damage.

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.

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mandragora

Reign of Winter Mortis