Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Blood Drain
Circumstance: The mandragora has a creature grabbed;
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.
Ability
Blood Scent
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.
Ability
Mandragora Venom
(poison) Saving Throw DC 21 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and stupefied 1 (1 round); Stage 2 1d6 poison damage, confused, and stupefied 1 (1 round); Stage 3 2d6 poison damage, confused, and stupefied 1 (1 round)
Ability
Piercing Shriek
Frequency: once per day
Effect: The mandragora emits an unsettling shriek. Each non-mandragora creature within 30 feet must attempt a DC 25 Will save. 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.
Ability
Vulnerability to Supernatural Darkness
Whenever a mandragora begins its turn in an area of magical darkness, it is slowed 1 on that turn.
Offense
Melee
Circumstance: combat round (melee)
jaws +14 [+9/+4] (finesse), Damage 2d8+4 piercing plus Grab
Trait
Plant
Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.
Language
Abyssal
Common
Perception
blood scent
low-light vision
Resistance
bludgeoning 5
electricity 5
Weakness
fire 5