Lesser Bruorsivi Mandragora

Level 1
Creature· chaoticUncommonSmallLegacy
AC
16
HP
20
Speed
30 ft.
Perception
+7
Fort
+7
Ref
+9
Will
+4
Resistances bludgeoning 5, piercing 5
Languages chthonian, common
Senses low-light-vision
Skills stealth +7, acrobatics +6, athletics +6
Other Speeds burrow 10 ft., climb 30 ft.
Recall Knowledge DC 17 (nature)

Attacks

Melee Jaws +9 (finesse, unarmed), Damage 1d6+3 piercing
Melee Thorny Vine +9 (agile, finesse, reach 10 ft.), Damage 1d4+2 slashing

Abilities

Blood Scent (Imprecise) 30 feetinteraction

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.

Blood Drain

Requirements The mandragora has a creature Grabbed


Effect 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.

Bruorsivi Sap Infusion

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)

Piercing Shriek

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.

Grab