Mandragora
Plant · Crown of Despair
T2d6Minor
Screaming root humanoids, mandragoras paralyze with cries, potions from blood.
Tier 2 · Role Minor · Pool Vigor 2 (+2 overflow) · AC 9 · ATK +3 · Save DC 13 · Dmg 2 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 14 | - | - |
| Mind | 6 | - | - |
| Sense | 16 | - | - |
| Heart | 14 | - | - |
| Cunning | 8 | - | - |
| Fate | 14 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Root Senses
Feels vibrations through soil and air within 30 ft; blind beyond that. Takes 1 extra damage from fire.
Blood Drain
When the mandragora damages a stunned or helpless creature, it drinks deep and regains 1 Vigor.
Maneuvers
Shriek
Creatures within 30 ft that can hear the wail make a Body save (DC 13) or are stunned 1 round. Creatures with plugged ears or deafened are immune.
Tactics
GM tactics
Shrieks to paralyze, then drains blood from helpless victims. Blood is valuable for potions. Wear earplugs when harvesting.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
- A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
- Crits on a natural 20 only.
- Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
- At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
- Total damage reaching 4 kills it outright, and a single blow of 4 or more kills it on the spot.
- Vigor damage is simply damage against a Minor: its whole pool is Vigor.
- Group morale: when its group loses half its number, fled or dead, the rest check morale.
- NPCs never take wounds.