Slack 'n' Hash

Mandrake Root (Adolescent)

Mandrake Root (Adolescent)
Small Plant
Hit Dice: 6d8+6 (33 hp)
Initiative: +1 (Dex)
Speed: 15 ft. (3 squares)
Armour Class: 16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15
Base Attack / Grapple:+4/—
Attack: Bite +7 melee (1d4+3)
Full Attack: Bite +7 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disorient, shout, sing
Special Qualities: Damage reduction 5/magic, low-light vision, plant traits, tremorsense 30 ft.
Saves: Fort +3, Ref +3, Will +1
Abilities:Str —, Dex 13, Con 12, Int 6, Wis 8, Cha 14.
Skills: Listen +3, Perform (sing) +7
Feats: Ability Focus (disorient, shout, sing)

Environment: Any land
Organisation: Solitary or string (2-5)
Challenge Rating: 6
Treasure: None
Alignment: Usually neutral
Advancement: 7-8 HD (Small)
Level Adjustment:

As mandrakes continue to grow, they develop greater and more subtle control over their voices, and their appetites become a serious threat to humans and their livelihood. They have developed from opportunistic scavengers to predators, and gorge themselves on whatever meal comes their way.

Adolescent mandrake roots are not much taller than their immature predecessors, but have longer limbs and larger fangs. Their green skin is covered with lumpy growths and feels oily to the touch. They are capable of unearthing themselves and roaming, but appear gangly and have an awkward gait, their arms flailing uselessly.

Adolescent mandrakes can still photosynthesise, but at night they live by hunting. Their diet consists mainly of rodents and insects, but occasionally they are able to catch deer. Some adolescent mandrakes are lucky enough to find farms and quickly grow to adulthood by systematically devouring the livestock. Some adolescent mandrakes have a limited command of Common or Sylvan, depending on their environment.

Combat

The adolescent mandrake root has a lethal array of vocal weapons. It prefers to use other powers before resorting to its lethal shout, since the effects of this ability can render opponents deaf and thus immune to charming or disorientation. The mandrake root's songs cannot penetrate a field of silence.

Disorient (Sp): The adolescent mandrake's discordant voice can bewilder the listener's mind. Three times per day per day it can sing a particularly awful song whose effects force all within 20 feet to succeed on a DC 17 Will save or be confused. This is a sonic, mind-affecting effect that is otherwise identical to the confusion spell (6th-level caster). This ability does not work on deaf characters, and a bard's countersong ability allows affected creatures to attempt a new Will save. The save DC is Charisma-based.

Shout (Sp): Five times per day, the mandrake root can emit a sudden, ear-splitting yell in a cone up to 25 feet long. Any creature within the area is deafened for 2d6 rounds and takes 2d6 points of sonic damage. A successful Fortitude save (DC 16) negates the deafness and reduces the damage by half. The save DC is Charisma-based.

Sing (Sp): The mandrake's call can beguile the unwary. Whoever hears it must succeed on a DC 16 Will save or be charmed by the mandrake. This is a sonic, mind-affecting charm effect that is otherwise identical to charm person (6th-level caster). A bard's countersong ability allows the charmed creature to attempt a new Will save. The save DC is Charisma-based.


Last modified: 26/11/08. All material ©2003-8 its creators.

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