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Mandragora

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

Mandragora 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
Weaknesses
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

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.