Mandrakes are huge man-eating mangrove trees, created by Aztec magic, tasked with defending a particular aritfact. Upon an artifact’s removal, it comes to life, killing everyone and everything until the artifact is returned to its resting place.
Mandrakes are rarely encountered alone, as the same Aztecs who tasked the plant with defending an artifact also instilled a tradition of hostility to outsiders in their descendants. These native cultists work hard to keep outsiders away from the region, but the mandrake doesn’t take sides — it is as just as likely to eat a native cultist as it will an errant adventurer.
When defeated, a mandrake returns to its original inanimate tree form.
Mandrake (CR 7, HD 16d8+96)
N Huge Plant
Init +3 Spd 20
Senses Low-light Vision (Ex); | Listen +3, Spot +3
AC 16 (FF 16, Touch 7)
hp 168 (Disabled -6/Dying -22/Injury 22)
Saves: Fort +16, Ref +4, Will +6
Regeneration (Ex): 10, Immunity: Mind-Affecting Attacks (Ex), Immunity: Poison (Ex), Immunity: Sleep Effects (Ex), Immunity: Paralysis (Ex), Immunity: Polymorph (Ex), Immunity: Stun (Ex), Immunity: Critical hits (Ex)
Atk +19/+14/+9 base melee, +9/+4/-1 base ranged; Grapple +29; Face 15’x15′; Reach 15′;
+19 Melee (Bite 2d8+9/crit 20/x2) and +14 Melee (2 Tendril 1d6+4/crit 20/x2);
+9 Ranged (6 Tendril drag);
SA: Improved Grab (Ex) , Swallow Whole (Ex) , Paralysis (Ex), Tendrils (Ex), Drag (Ex)
SQ: Racial Traits: Plant,
Abilities STR 28, DEX 9, CON 22, INT 3, WIS 8, CHA 3
Feats: Alertness, Improved Initiative, Improved Sunder, Iron Will, Power Attack, Stealthy.
Skills: Hide + 9, Listen + 3, Move Silently + 4, Spot + 3.
Tendrils (Ex): Most encounters with a mandrake begin when it fires strong tendrils. The creature can have up to six tendrils at once, and they can strike up to 50 feet away (no range increment). If a tendril is severed, the mandrake can extrude a new one on its next turn as a free action.
Drag (Ex): If a mandrake hits with a tendril attack, the tendril latches onto the opponent’s body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 23 Escape Artist check or a DC 19 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. A mandrake can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round. A mandrake has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a mandrake’s tendril does not provoke an attack of opportunity. If the tenril is currently attached to a target, the mandrake takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing a tendril deals no damage to a mandrake.
Improved Grab (Ex): To use this ability, the mandrake must hit with its bite attack. If it gets a hold, it automatically deals bite damage and can try to swallow the opponent. A mandrake that hits with a tendril attack grabs as above. If it gets a hold, it picks up the opponent and transfers it to the mouth as a partial action, automatically dealing bite damage as above.
Swallow Whole/Paralysis (Ex): A mandrake can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside the plant’s mass, the opponent must succeed at a Fortitude save (DC 19) or be paralyzed for 3d6 rounds by the mandrake’s digestive juices, taking 2d6 points of acid damage per round. A new save is required each round inside the plant. A swallowed creature that avoids paralysis can climb out of the mass with a successful grapple check. This returns it to the plant’s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using claws or a Small or Tiny slashing weapon to deal 25 points of damage to the mandrake’s interior (AC 15). Once the creature exits, the plant’s amazing regenerative capacity closes the hole; another swallowed opponent must again cut its own way out. The mandrake’s s interior can hold two Large, four Small, eight Tiny, sixteen Diminutive, or thirty-two Fine or smaller opponents.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Regeneration (Ex): Bludgeoning weapons and acid deal normal damage to a mandrake. A mandrake that loses part of its body mass can regrow it in 1d6 minutes. Holding the severed portion against the mass enables it to reattach instantly.
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