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Immense Mandragora

This creature did not include a description.

Recall Knowledge - Plant (Nature): DC 50
Unspecific Lore: DC 48
Specific Lore: DC 45

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Immense MandragoraCreature 21

Legacy Content

Unique CE Gargantuan Plant 
Source Kingmaker Adventure Path pg. 450
Variant mandragora
Perception +35; blood scent, low-light visionLanguages Abyssal, Aklo, Common, Sylvan
Skills Acrobatics +37, Athletics +37, Stealth +40 (+48 in vegetation)
Str +10, Dex +5, Con +6, Int +0, Wis +7, Cha +6
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.

AC 45; Fort +36, Ref +33, Will +37
HP 430; Resistances bludgeoning 20, electricity 20; Weaknesses fire 20
Vulnerable to Supernatural Darkness Whenever a mandragora begins its turn in an area of magical darkness, it is slowed 1 on that turn.
Speed 40 feet, burrow 10 feet, climb 40 feet
Melee [one-action] jaws +40 [+35/+30], Damage 4d12+2+18 piercing plus Improved GrabMelee [one-action] thorny vine +40 [+36/+32] (agile, reach 30 feet), Damage 4d8+2+18 slashing plus immense mandragora venomApocalyptic Shriek [one-action] (auditory, evocation, mental, primal) Frequency once per day; Effect The immense mandragora emits a devastating shriek. Each non-mandragora creature within 30 feet must attempt a DC 44 Will save.
Critical Success The creature is unaffected.
Success The creature is sickened 1 and takes 8d8 mental damage.
Failure The creature is sickened 2 and takes 16d8 mental damage.
Critical Failure The creature is sickened 2, slowed 1, and takes 150 mental damage. As long as the creature remains sickened, this slowed condition value can't be reduced below 1.
Blood Drain [one-action] Requirements The immense mandragora has a creature grabbed; Effect The immense mandragora drains blood from the creature it has grabbed, dealing 12d6 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.Immense Mandragora Venom (poison) Saving Throw DC 44 Fortitude; Maximum Duration 6 rounds; Stage 1 4d6 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)