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AlrauneA curious plant-like creature with a drill horn on its head. Has a mostly red or pink body with dark brown leaves for arms.

Alraune (CR 8)

XP 4,800
N Small Plant (Humanoid)
Init +6; Senses Low-light vision; Perception +15

DEFENSE

AC 24, touch 18, flat-footed 18 (+6 dex, +1 dodge, +6 natural, +1 size)
HP 100 (12d8+32)
Fort +12, Reflex +12, Will +7
Immune plant traits; Resist earth 10, ice 5, lightning 10;
Weakness wind

OFFENSE

Speed 40 ft., Burrow 10 ft., Climb 40 ft.
Melee Bite +17 (1d6+3 plus grab), 2 Slams +16 (1d4+3 plus poison), Gore +11 (1d6+3)
Space 5 ft.; Reach 5 ft. (10 ft. with slam)
Special Attacks Dream Pollen, Ecliptic Howl, Greater Magic Fang, Impale, Photosynthesis, Shriek

STATISTICS

Str 17, Dex 22, Con 19, Int 8, Wis 17, Cha 10
Base Atk +9; CMB +11 (+15 grapple); CMD 27
Feats Dodge, Lightning Reflexes, Mobility, Skill Focus (Perception), Weapon Finesse, Weapon Focus (Bite)
Skills Climb +16, Perception +15, Stealth +21 (+29 in underground); Racial Modifiers +8 Climb, +8 Stealth in underground
Languages Mandragoran

SPECIAL ABILITIES

Poison (Ex)

Slam—injury; save Fort DC 20; frequency 1/round for 4 rounds; effect confusion and fatigue; cure no saves but “act normally” result on the confusion behavior table ends the effect.

Dream Pollen (Su)

An alraune can fill the air with drowsiness within a 15-ft.-radius. Creatures within the area of effect must make a Will save (DC 19) or be inflicted with sleep status for 1d4 rounds. Blue mages may learn this ability as a 2nd level spell(Knowledge: Nature DC 19).

Ecliptic Howl (Su)

Alraune grants nearby allies a magical evasion and accuracy boost. All allies get a +3 morale bonus to Attack rolls and a +3 dodge bonus to Armor Class for 2d4 rounds. The allies must be within 30 feet of Alraune when it uses this ability to receive these bonuses. Blue mages may learn this ability as a 3rd level spell (Knowledge: Nature DC 21).

Greater Bestial Fang (Su)

3/day, an alraune’s enhances itself or an ally with great magical strength within 40 feet. An alraune gives one natural weapon or unarmed strike of the subject a +2 enhancement bonus on attack and damage rolls for 7 hours. The ability can affect a slam attack, fist, bite, or other natural weapon. This bonus does not allow a natural weapon or unarmed strike to bypass damage reduction aside from magic. Alternatively, you may imbue all of the creature’s natural weapons with a +1 enhancement bonus (regardless of your caster level). Blue mages can learn this ability as a 3rd level spell (Knowledge: Nature DC 21).

Impale (Ex)

When charging, an alraune deals double damage with its horn.

Photosynthesis (Su)

An alraune can “drink” in the sunlight, healing itself for 1d6+3 points of damage and gaining Fast Healing 1 for 1d6 rounds. Blue mages may learn this ability as a 1st level spell (Knowledge: Nature DC 17).

Shriek (Su)

Once every 4 turns as a standard action, an alraune can give voice to an unsettling shriek. All creatures within a 30-foot spread of a shrieking alraune must make a DC 20 Will save or become nauseated for 1d4 rounds. This is a sonic, mind-affecting ability. The save DC is Constitution-based. Blue mages may learn this ability as a 2nd level spell (Knowledge: Nature DC 19).

Description

A curiously sentient plant-like creature favoring warm climes, both tropical and arid. The horns on their heads are used for cracking rock-salt, from which they draw the salinity that sustains their life. The vines spreading like a mask from their necks have led to the classification of these creatures as a sub-variety of mandragora. Apparently, however, the distinctive viny ruff is a source of much frustration to the creatures, and they can often be seen clawing at them, looking much like irritated pets clawing at a leash.