Each of these misshapen plants looks vaguely humanoid, with tiny eyes, leaves for hair, and sharp wooden teeth. Normally a mandragora is the size of a human child, but these are much smaller—the typical mandragora here is only 4 inches high, but there are enough of them to form into swarms.
XP 25,600 DEFENSE
AC 28, touch 28, flat-footed 18 (+9 Dex, +1 dodge, +8 size) OFFENSE
Speed 30 ft. Tactics
A mandragora swarm begins battle by shrieking. It then swarms over as many foes as it can, chewing and draining blood and leaving confused victims in its wake. A mandragora swarm fights to the death. STATISTICS
Str 11, Dex 29, Con 20, Int 8, Wis 13, Cha 10 SPECIAL ABILITIES
Blood Drain (Ex)Whenever a mandragora swarm damages a foe with its swarm damage, it also drains blood, dealing 1d6 points of Strength damage. A mandragora that drains blood from a target with 0 Strength instead deals 2d4 points of Constitution damage. Hive Mind (Ex)The mandragora swarm has one central mind, but retains its immunity to mind-affecting effects due to its plant traits. Poison (Ex)Swarm—injury; save Fort DC 27; frequency 1/round for 6 rounds; effect confused for 1 round; cure 2 consecutive saves. The save DC is Constitution-based. Shriek (Su)Once per day as a standard action, a mandragora swarm can give voice to an unsettling shriek that sounds not unlike the cry of a thousand tiny babies. Any creature within 30 feet of a shrieking mandragora swarm must make a DC 25 Will save or become nauseated for 1d4 rounds. This is a sonic, mind-affecting effect. The save DC is Constitution-based. Vulnerable to Darkness (Ex)A mandragora swarm in an area of darkness loses its fast healing and becomes slowed, as per the spell. |