Mandragora

Mandragora (CR 4)
Small plant
Init 14; Senses low-light vision; Notice 19
Defense
AC 17, 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
Vulnerable magical blackness (slowed)
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 Con), shriek
Statistics
Str 15, Dex 18, Con 17, Int 8, Wis 13, Cha 10
Base Atk +3; CMB +4; CMD 18
Combat Maneuvers +4 grapple
Feats Lightning Reflexes, Skill Focus (Perception), Weapon Finesse
Skills Perception +9
Languages Abyssal, Common
SQ camouflage
Ecology
Environment arctic, forest
Organization solitary, pair, or grove (3–12)
Treasure Value none
Special Abilities
Poison (Ex; confusion; Con) Slam—injury; save F-DC 15 (5 poison damage); effect confusion and fatigue; cure no saves but "act normally" result on the confusion behavior table ends the effect.
Shriek (Su; sonic; Con) 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.

A mandragora rises spontaneously from a mandrake root that has drawn nutrition from the corpse or ichor of a demon. A typical mandragora stands at just over 3 feet tall and only weighs 30 pounds. However, its size hides the creature's fantastic strength and brutality. When a mandragora attacks, its fingers grow into whipping, thorny vines nearly 10 feet long, with which it makes its slam attacks.

A mandragora rarely strays far from its lair amid tangled roots or vines, but when it encounters any other creature, it attacks regardless of the odds. However, a mandragora can usually recognize druids and does not attack them or their animal companions unless they attack it first. It has no qualms about attacking a druid's allies.

When mandragora poison is mixed with its thick, gooey, sap-like blood and 1,000 gp worth of alchemical reagents, the resulting fluid can be used as a focus for the scrying spell. The fluid only lasts for the duration of the spell's casting time and resulting effects but the subject of the spell takes a –4 penalty on the save to resist it.

A mandrake root that is growing on or near a demon's corpse or ichor has a 2% chance of awakening as a mandragora within a day of first absorbing the tainted material.


Knowledge (Nature)
DC 14: Mandragora are plant creatures risen from the mystical mandrake root, known to have arcane properties.
DC 19: Mandragora secrete a poison that confuses victims. The shriek of a mandragora is legendary, a nauseating sonic attack.
DC 24: Mandragora are vulnerable to areas of supernatural darkness. They are resistant to acid, cold, and electricity.
DC 29: The nature of mandragora is associated with alchemy, and mandragora blood can be used in scrying spells.

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.