Monster Dossier
Mandragora
Mandragora is a fantasy monster entry from source B2.
Traits
cesmallplant
Rules & statistics
Monster Profile
Perception
11
Senses
- Name
- blood scent
- Name
- low-light vision
Languages
- Languages
- abyssal
- common
Skills
- Acrobatics
- 10
- Athletics
- 10
- Stealth
- Std
- 12
- In vegetation
- 20
Ability Mods
- Str
- 2
- Dex
- 5
- Con
- 3
- Int
- -1
- Wis
- 2
- Cha
- 0
Defenses
- Ac
- 21
- Saving Throws
- Fort
- 11
- Ref
- 13
- Will
- 8
- Hp
- Hp
- 60
- Weaknesses
- Amount
- 5
- Name
- fire
- Resistances
- Amount
- 5
- Name
- bludgeoning
- Amount
- 5
- Name
- electricity
Speed
- Walk
- 30
- Burrow
- 10
- Climb
- 30
Attacks
- Range
- Melee
- Name
- jaws
- Attack
- 14
- Traits
- finesse
- Effects
- Grab
- Damage
- 2d8+4 piercing plus Grab
- Types
- piercing
- Range
- Melee
- Name
- thorny vine
- Attack
- 14
- Traits
- agile
- finesse
- reach
- Effects
- mandragora venom
- Damage
- 2d4+4 slashing plus mandragora venom
- Types
- slashing
Abilities
- Top
- Entries
- A mandragora can smell creatures with blood as an imprecise sense at a range of 30 feet, and it can smell demons, fey, and sorcerers with blood as a precise sense at a range of 30 feet.
- Name
- Blood Scent
- Mid
- Entries
- Whenever a mandragora begins its turn in an area of magical darkness, it is slowed 1 on that turn.
- Name
- Vulnerability to Supernatural Darkness
- Bot
- Activity
- Number
- 1
- Unit
- action
- Requirements
- The mandragora has a creature grabbed
- Entries
- The mandragora drains blood from the creature it has grabbed, dealing 2d6 damage. If the creature is a demon, fey, or sorcerer, the mandragora gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a mandragora is drained 1 until it receives healing of any kind or amount.
- Name
- Blood Drain
- Type
- affliction
- Traits
- poison
- DC
- 21
- Saving Throw
- Fortitude
- Max Duration
- 6 rounds
- Stages
- Stage
- 1
- Entry
- 1d6 poison damage and stupefied 1
- Duration
- 1 round
- Stage
- 2
- Entry
- 1d6 poison damage, confused, and stupefied 1
- Duration
- 1 round
- Stage
- 3
- Entry
- 2d6 poison damage, confused, and stupefied 1
- Duration
- 1 round
- Name
- Mandragora Venom
- Activity
- Number
- 1
- Unit
- action
- Traits
- auditory
- evocation
- mental
- primal
- Entries
- Frequency once per day; The mandragora emits an unsettling shriek.
- Each non-mandragora creature within 30 feet must attempt a 25 Will save.
- Type
- successDegree
- Entries
- Critical Success
- The creature is unaffected.
- Success
- The creature is sickened 1.
- Failure
- The creature is sickened 2.
- Critical Failure
- The creature is sickened 2 and slowed 1. As long as the creature remains sickened, this slowed condition value can't be reduced below 1.
- Name
- Piercing Shriek
Background
Lore
No lore provided.