Mandragora

Level 4 / Small / plant

Level4
Armor Class21
Hit Points60
Perception+11
Speed30 feet, Burrow 10 feet, Climb 30 feet
STR+2modifier
DEX+5modifier
CON+3modifier
INT-1modifier
WIS+2modifier
CHA+0modifier
Saving Throws

Fortitude +11, Reflex +13, Will +8

Skills

Acrobatics +10, Athletics +10, Stealth +12

Senses

Low Light Vision

Languages

Chthonian, Common

Resistances

Bludgeoning 5, Electricity 5

Weaknesses

Fire 5

Actions & Abilities

Jaws

Attack +14

Damage: 2d8+4 Piercing

Thorny Vine

Attack +14

Damage: 2d4+4 Slashing

Blood Scent

Passive

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.

Vulnerability to Supernatural Darkness

Passive

Whenever a mandragora begins its turn in an area of magical darkness, it is Slowed 1 on that turn.

Blood Drain

1 action

Requirements The mandragora has a creature or
Effect The mandragora drains blood from the creature it has grabbed or restrained, dealing 2d6[piercing] damage ( save). If the creature is a demon, fey, or sorcerer, the mandragora gains temporary Hit Points equal to the damage dealt for 1 minute. A creature that takes any damage from having its blood drained by a mandragora is Drained 1 until it receives any kind or amount of healing.

Mandragora Venom

Passive

Saving Throw

Maximum Duration 6 rounds

Stage 1 1d6[poison] damage and Stupefied 1 (1 round)

Stage 2 1d6[poison] damage, , and Stupefied 1 (1 round)

Stage 3 2d6[poison] damage, , and Stupefied 1 (1 round)

Piercing Shriek

1 action

Frequency once per day
Effect The mandragora emits an unsettling shriek. Each non-mandragora creature within 30 feet must attempt a 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

1 action

Creature Abilities

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.

Vulnerability to Supernatural Darkness. Whenever a mandragora begins its turn in an area of magical darkness, it is Slowed 1 on that turn.

Blood Drain. Requirements The mandragora has a creature or
Effect The mandragora drains blood from the creature it has grabbed or restrained, dealing 2d6[piercing] damage ( save). If the creature is a demon, fey, or sorcerer, the mandragora gains temporary Hit Points equal to the damage dealt for 1 minute. A creature that takes any damage from having its blood drained by a mandragora is Drained 1 until it receives any kind or amount of healing.

Mandragora Venom. Saving Throw

Maximum Duration 6 rounds

Stage 1 1d6[poison] damage and Stupefied 1 (1 round)

Stage 2 1d6[poison] damage, , and Stupefied 1 (1 round)

Stage 3 2d6[poison] 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 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.

Source, license, and attribution

Source: Pathfinder Monster Core 2 (remaster-core-2026-08-10)

This product is licensed under the ORC License located at the Library of Congress at TX 9-307-067 and available online at various locations. All warranties are disclaimed as set forth therein. Attribution: Pathfinder Monster Core 2 (c) 2025, Paizo Inc.; Authors: Alexander Augunas, Jesse Benner, Joshua Birdsong, Logan Bonner, Jason Bulmahn, James Case, Jessica Catalan, John Compton, Paris Crenshaw, Adam Daigle, Katina Davis, Jesse Decker, Darrin Drader, Felix Dritz, Brian Duckwitz, Robert N. Emerson, Scott Fernandez, Eleanor Ferron, Hexe Fey, Benjamin Fields, Keith Garret, Scott Gladstein, Leo Glass, Matthew Goodall, Alice Grizzle, T.H. Gulliver, Sen H.H.S., Steve Hammond, Tim Hitchcock, Joan Hong, Vanessa Hoskins, James Jacobs, Brian R. James, Michelle Jones, TJ Kahn, Mikko Kallio, Jason Keeley, Joshua Kim, Avi Kool, John Laffan, Lyz Liddell, Luis Loza, Colm Lundberg, Ron Lundeen, Mahpiya, Philippe-Antoine Menard, Jacob W. Michaels, Patchen Mortimer, Dennis Muldoon, Andrew Mullen, Quinn Murphy, Dave Nelson, Jason Nelson, K. Tessa Newton, Tim Nightengale, Samantha Phelan, Randy Price, Stephen Radney-MacFarland, BJ Recio, Jessica Redekop, Mikhail Rekun, Patrick Renie, Alex Riggs, David N. Ross, Simone D. Sallé, Michael Sayre, David Schwartz, Mark Seifter, Chris Sims, Rodney Sloan, Shay Snow, Kendra Leigh Speedling, Amber Stewart, Jeffrey Swank, Tan Shao Han, Russ Taylor, William Thompson, Jason Tondro, Clark Valentine, Ruvaid Virk, Andrew White, Landon Winkler, and Linda Zayas-Palmer. Adaptation: Myth Meister PF2e Remaster Compendium, 2026. If you use this Adapted Licensed Material, please credit Myth Meister. The normalized rules records and rules-reference text in the Myth Meister PF2e Remaster Compendium are Adapted Licensed Material offered under the ORC License. Reserved Material in this product includes the Myth Meister name and logos, application source code, visual design and trade dress, and original campaign content. Pathfinder, Paizo, product logos, artwork, maps, trade dress, setting lore, characters, deities, locations, organizations, events, plots, and other Paizo Reserved Material are not included. Myth Meister is not affiliated with or endorsed by Paizo Inc. Expressly Designated Licensed Material: None.

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