Lesser Bruorsivi Mandragora
Level 1Attacks
Abilities
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.
Requirements The mandragora has a creature Grabbed
The mandragora drains blood from the creature it has grabbed, dealing 1d6 untyped 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 1 until it receives healing of any kind or amount.
Saving Throw DC 18 fortitude Maximum Duration 6 rounds Stage 1 1d6 fire damage and Stupefied 1 (1 round) Stage 2 1d6 fire damage and stupefied 1 (1 round) Stage 3 2d6 fire damage and stupefied 1 (1 round)
Frequency once per day Effect The mandragora emits an unsettling shriek. Each non-mandragora creature within 30 feet must attempt a DC 20 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.
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.