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Mandragora Swarm

Each of these misshapen plants looks vaguely humanoid, with tiny eyes, leaves for hair, and sharp wooden teeth. Normally a mandragora is the size of a human child, but these are much smaller—the typical mandragora here is only 4 inches high, but there are enough of them to form into swarms.

Mandragora Swarm CR 13

XP 25,600
CE Fine plant (swarm)
Init +13; Senses low-light vision; Perception +14

DEFENSE

AC 28, touch 28, flat-footed 18 (+9 Dex, +1 dodge, +8 size)
hp 220 (21d8+126); fast healing 10
Fort +19, Ref +18, Will +8
Defensive Abilities swarm traits; Immune plant traits, weapon damage, Resist acid 5, cold 5, electricity 10
Weaknesses vulnerable to darkness

OFFENSE

Speed 30 ft.
Melee swarm +23 (5d6 plus blood drain, distraction, and poison)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 25), shriek

TACTICS

A mandragora swarm begins battle by shrieking. It then swarms over as many foes as it can, chewing and draining blood and leaving confused victims in its wake. A mandragora swarm fights to the death.

STATISTICS

Str 11, Dex 29, Con 20, Int 8, Wis 13, Cha 10
Base Atk +15; CMB +16; CMD 27
Feats Ability Focus (Poison), Combat Reflexes, Dodge, Great Fortitude, Improved Great Fortitude, Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Mobility, Skill Focus (Stealth), Toughness
Skills Perception +14, Stealth +45 (+53 in heavy plant growth)
Languages Abyssal, Common
SQ hive mind, vines

SPECIAL ABILITIES

Blood Drain (Ex)

Whenever a mandragora swarm damages a foe with its swarm damage, it also drains blood, dealing 1d6 points of Strength damage. A mandragora that drains blood from a target with 0 Strength instead deals 2d4 points of Constitution damage.

Hive Mind (Ex)

The mandragora swarm has one central mind, but retains its immunity to mind-affecting effects due to its plant traits.

Poison (Ex)

Swarm—injury; save Fort DC 27; frequency 1/round for 6 rounds; effect confused for 1 round; cure 2 consecutive saves. The save DC is Constitution-based.

Shriek (Su)

Once per day as a standard action, a mandragora swarm can give voice to an unsettling shriek that sounds not unlike the cry of a thousand tiny babies. Any creature within 30 feet of a shrieking mandragora swarm must make a DC 25 Will save or become nauseated for 1d4 rounds. This is a sonic, mind-affecting effect. The save DC is Constitution-based.

Vulnerable to Darkness (Ex)

A mandragora swarm in an area of darkness loses its fast healing and becomes slowed, as per the spell.

ECOLOGY

Environment cold or temperate forest
Organization swarm
Treasure standard

A normal mandragora resembles a small fat child made from leaves, coiled vines, tree bark, and pallid tubers. Its limbs short and ending in writhing tendrils and twitching roots, while its vestigial head sports little more than a pair of beady yellow eyes and a thorn-filled mouth. These are much smaller—the typical mandragora here is only 4 inches high, but there are enough of them to form into swarms.

The carpets of mandragoras swarm and caper and shriek. Anyone who enters the bloom can’t help but notice the countless tiny cries, not unlike miniature babies.

Section 15: Copyright Notice

Pathfinder 36: Sound of a Thousand Screams. Copyright 2010, Paizo Publishing LLC. Author: Richard Pett