Failure to save means the mandragora is staggered for 1 round. If a mandragora suffers ice damage, it withers and wilts, needing to make a Fortitude save equal to 10 + the half the damage suffered. Weakened by Cold: As the winter slows the growth of trees, it also tires and weakens the mandragora.Vulnerable to Fire: Mandragoras take 150% as much damage as normal from fire attacks, unless they are immune to fire via other special defenses.Mandragoras have a – 4 penalty to Fortitude saves made against environmental effects. Temperature Vulnerability: A mandragora has trouble regulating its body temperature.Low- Light Vision: Mandragoras can see twice as far as humes in conditions of dim light.A one hour exposure to a daylight spell will fulfill a mandragora’s daily needs. If it does not get sunlight for more than a week, it becomes exhausted until it gets at least six hours of sunlight. A mandragora deprived of adequate sunlight for more than two days at a time becomes fatigued until it gets at least six hours of sunlight. As long as it receives at least six hours of sunlight per day, a mandragora requires only 1/4th the water a normal humanoid would. Sunlight Sustenance: A mandragora does not eat food, but must consume water like all living things.Bioluminescence: At will, a mandragora can cause any part of his body to glow, giving off light as a torch.This is a sonic, mind- affecting ability. All creatures within a 30- foot spread of a shrieking mandragora must make a Will save (DC 10 + half of the mandragora’s character level + its Wisdom modifier) or become nauseated for 1d4 rounds. Shriek: Once per day as a standard action, a mandragora can give voice to an unsettling shriek.Magically altered terrain affects them normally. Terrain Stride: Mandragoras ignore natural difficult terrain within forests and move at their normal speed within said environments.Spell- Like Ability ( Su): Mandragoras can use photosynthesis once per day as a spell- like ability (caster level equal to the mandragora’s class level).This ability does not give mandragoras early access to level- based powers it only affects powers that they could already use without this ability. In Tune with the Earth: Mandragoras are treated as 1 level higher when casting spells with the earth descriptor.Camouflage: Mandragoras gain a +4 racial bonus on Stealth checks while in marshes or forested terrains.They gain a +2 racial bonus on saving throws against mind- affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, and polymorph effects. Plant Resistance: While technically a plant, a mandragora has more in common with most humanoids.This grants them a +1 natural armor bonus. Natural Armor: Their plant- like nature has gifted mandragoras with a fibrous, stiff skin much like bark.Mandragoras can heal up to 2 hit points per level per day with this ability, after which it ceases to function. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Hydrated Vitality: Mandragoras gain fast healing 2 for 1 round anytime they submerge completely within a body of natural salt water, fresh water, or brackish water.Mandragoras gain resistance 5 against earth damage. Elemental Resistance: With such an attachment to the earth, mandragoras don’t take as much damage from it.See the Linguistics skill page for more information about these languages. Mandragoras with high Intelligence scores can choose from the following: Draconic, Dwarven, Elvaan, Galkan, Giant, Goblin, and Sylvan. Languages: Mandragoras begin play speaking Common and Mandragoran.Base Speed: Mandragoras have a base speed of 20 feet.Size: Mandragoras are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Unlike most plants, a mandragora is not immune to mind- affecting effects, poison, paralysis, polymorph, or stunning. A mandragora is treated as both humanoid and plant for the purposes of effects that target a specific type of creature. Type: Humanoid Plant: Mandragoras are unique creatures, possessing traits of both humanoids and plants.They gain +2 Dexterity, +2 Wisdom, and –2 Constitution. Ability Score Racial Traits: Mandragoras are quick and agile, while also wiser than they look, but their plant- like bodies are frail.They resemble a small, wide- mouthed fat child made from leaves, vines, tree bark, dirt, and pallid tubers. It is not known whence they came, or if they even existed prior to the Calamity. The enigmatic mandragora were first observed in the aftermath of the Seventh Umbral Era.
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