All Creatures
Abilities | Monsters | NPCs


Mandragora Swarm

This creature did not include a description.

Recall Knowledge - Plant (Nature): DC 43
Unspecific Lore: DC 41
Specific Lore: DC 38

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 Mandragora SwarmCreature 19

Legacy Content

Rare CE Large Plant Swarm 
Source Kingmaker Adventure Path pg. 430
Variant mandragora
Perception +32; blood scent, low-light vision
Languages Abyssal, Common
Skills Acrobatics +34, Athletics +31, Stealth +36 (+40 in vegetation)
Str +5, Dex +8, Con +6, Int -1, Wis +6, Cha +0
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 44; Fort +32, Ref +36, Will +30
HP 250 (fast healing 15); Immunities precision, swarm mind; Resistances bludgeoning 15, electricity 15, piercing 15, slashing 7; Weaknesses area damage 15, fire 15, splash damage 15
Vulnerability to Supernatural Darkness Whenever a mandragora begins its turn in an area of magical darkness, it is slowed 1 on that turn.
Speed 30 feet, burrow 10 feet, climb 30 feet
Blood Drain [free-action] Trigger An enemy takes damage from the mandragora swarm's Swarming Bites action; Effect 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.Mandragora Swarm Venom (poison) Saving Throw DC 42 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)Piercing Shriek [one-action] (auditory, evocation, mental, primal) Frequency once per day; Effect The mandragora emits an unsettling shriek. Each non-mandragora creature within 30 feet must attempt a DC 42 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.
Swarming Bites [one-action] Each enemy in the swarm's space takes 7d8 piercing damage (DC 42 basic Reflex save) and is exposed to mandragora swarm venom. A successful save negates the poison exposure.