Monster Dossier

Mandragora

Mandragora is a fantasy monster entry from source B2.

Level 4

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.