Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
Variant mandragora
Ability
Blood Drain
Circumstance: Trigger: An enemy takes damage from the mandragora swarm's Swarmi
The mandragora swarm drains blood from the creature, dealing 9d6 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 2 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 Swarm Venom
(poison) Saving Throw DC 40 Fortitude; Maximum Duration 6 rounds; Stage 1 4d6 poison damage and stupefied 1 (1 round); Stage 2 4d6 poison damage, confused, and stupefied 1 (1 round); Stage 3 6d6 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 40 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
Swarming Bites
Each enemy in the swarm's space takes 7d8 piercing damage (DC 40 basic Reflex save) and is exposed to mandragora swarm venom. A successful save negates the poison exposure.
Ability
Vulnerability to Supernatural Darkness
Whenever a mandragora begins its turn in an area of magical darkness, it is slowed 1 on that turn.
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.
Trait
Swarm
A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.
Immunity
precision
swarm mind
Language
Abyssal
Common
Perception
blood scent
low-light vision
Resistance
bludgeoning 15
electricity 15
piercing 15
slashing 7
Weakness
area damage 15
fire 15
splash damage 15