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Mandragora Swarm

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.

Mandragora Swarm CR 13

XP 25,600
CE Fine plant (swarm)
Init +13; Senses low-light vision; Perception +14

DEFENSE

AC 28, touch 28, flat-footed 18 (+9 Dex, +1 dodge, +8 size)
hp 220 (21d8+126); fast healing 10
Fort +19, Ref +18, Will +8
Defensive Abilities swarm traits; Immune plant traits, weapon damage, Resist acid 5, cold 5, electricity 10
Weaknesses vulnerable to darkness

OFFENSE

Speed 30 ft.
Melee swarm +23 (5d6 plus blood drain, distraction, and poison)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 25), shriek

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
Base Atk +15; CMB +16; CMD 27
Feats Ability Focus (Poison), Combat Reflexes, Dodge, Great Fortitude, Improved Great Fortitude, Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Mobility, Skill Focus (Stealth), Toughness
Skills Perception +14, Stealth +45 (+53 in heavy plant growth)
Languages Abyssal, Common
SQ hive mind, vines

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.

Editor's Note

There are a couple inconsistencies with this monster.
  1. Swarm attack should not have an attack modifier as it automatically hits - GMs are advised to ignore the value given
  2. The vines ability is not defined. GMs are advised to ignore this ability