Mandragora
This filthy creature resembles a small, wide-mouthed fat child made from leaves, vines, tree bark, dirt, and pallid tubers.
CR: 4 XP: 1,200
CE Small plant
Init: +4 Senses: low-light vision Perception: +9
Defense
AC: 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
hp: 37 (5d8+15)
Fort: +7 Ref: +7 Will: +2
Resist: acid 5, cold 5, electricity 10
Immune: plant traits
Weaknesses: vulnerable to supernatural darkness
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 Constitution), shriek
Statistics
Str: 15 Dex: 18 Con: 17 Int: 8 Wis: 13 Cha: 10
Base Atk: +3 CMB: +4 (+8 grapple) CMD: 18
Feats: Lightning Reflexes, Skill Focus (Perception), Weapon Finesse
Skills: Climb +10, Perception +9, Stealth +14 (+22 in vegetation) Racial Modifiers +8 Stealth in vegetation
Languages: Abyssal, Common
Ecology
Environment: cold or temperate forests
Organization: solitary, pair, or grove (3–12)
Treasure: standard
Description
Poison (Ex) Slam—injury; save Fort DC 15; frequency 1/round for 4 rounds; effect confusion and fatigue; cure no saves but “act normally”
result on the confusion behavior table ends the effect.
Shriek (Su) 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. This is a sonic, mind-affecting ability. The save DC is Constitution-based.
Vulnerable to Supernatural Darkness (Ex) In areas of supernatural darkness (such as those created by deeper darkness, but not by darkness), a mandragora is slowed, as the slow spell.
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. A creature that wants to create a mandragora can do so with alchemy; the process requires a day of work, a mandrake root, several pints of ichor or the body of a demon of CR 6 or above, and a successful DC 25 Craft (alchemy) check. The newly created mandragora is hostile, even to its creator.
Megafauna, Arsinoitherium This creature is much like a rhino, some six feet tall and ten feet long, with a pair of massive, knife-like horns curving up from its nose.
