MANDRAGORA
Tiny Plant
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 30 ft, burrow 20 ft
AC: 15 (+2 size, +3 natural)
Attacks: 2 tentacle slaps +2 melee
Damage: Tentacle slap 1d4
Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft (5 ft with tentacles)
Special Attacks: Improved grab, constrict 1d4
Special Qualities: Plant, light sensitivity, fire resistance 20, tremorsense, SR 15
Saves: Fort +3, Ref +0, Will +0
Abilities: STR , Dex , Con , Int , Wis , Cha
Skills: Hide +8

Climate/Terrain: Temperate and warm forest and marsh
Organization: Solitary or colony (3-18)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral evil
Advancement: 2-3 HD (Tiny)

The mandragora is a vegetable monster that lurks in dark woodlands hunting and hungering for human flesh. This creatures lair in groups in the heavy soil of the forest floor, usually near shrubs or small trees. The mandragoras construct a system of burrows under the ground which enables them to attach themselves to the roots of other plants when no humanoid victims are available.

Mandragoras are vaguely shaped like a humanoid, but no one would confuse them for anything even remotely human. From the bottom of their trunk sprouts a series of small, splayed, hair-like appendages with which it walks, burrows, and takes root. They have two long tentacle-like appendages with which they attack, and a pointed "head" with warty growths that make it seem to have a human-like face. The mandragora's covering is mottled brown and black, and constantly oozes a foul green fluid.

Combat
Mandragoras attack humanoid prey by whipping around their tentacles, which cause laceration damage and can strangle opponents.

Improved Grab (Ex): To use this ability, the mandragora must hit an opponent of up to Medium-size with a tentacle attack. If it gets a hold, it can constrict.

Constrict (Ex): A mandragora deals 1d4 points of damage with a successful grapple check against Medium-size or smaller creatures. Because it seizes its opponent by the neck, a creature in the mandragora�s grasp cannot speak or cast spells with verbal components.

Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

Light Sensitivity (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) stuns the madragora for 1 round. In addition, they suffer a �1 circumstance penalty to all attack rolls, saves, and checks while operating in bright light.

Tremorsense (Ex): Mandragoras can automatically sense the location of anything within 120 feet that is in contact within the ground.

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Used with permission from Creature Catalogue
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