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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

Mandragora SwarmCreature 18

Legacy Content

Rare CE Large Plant Swarm 
Source Kingmaker Adventure Path pg. 430
Variant mandragora
Perception +30; blood scent, low-light vision
Languages Abyssal, Common
Skills Acrobatics +32, Athletics +29, Stealth +34 (+38 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 42; Fort +30, Ref +34, Will +28
HP 230 (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 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)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 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.
Swarming Bites [one-action] 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.