Mandrakes (3.5e Race)

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Mandrakes are commonly thought to be plant creatures that were created to be an approximation of humanoids, much like a homunculus. However, mandrakes are indeed products of nature, in that they sprung from the lands themselves, vitalized by the sun and the magic in the soil.


Busy mandrakes uproot themselves in the morning and go about their business. Lazy mandrakes sit about all day resting, mostly buried.

Mandrakes dislike being disturbed while resting, which is often, regardless if they need it or not. For plants, they are surprisingly emotional and hot-headed. However, they mellow and relax just as often, simply ignoring others rather than dealing with the fuss.

Folk often describe mandrakes as "terse", "sour" or "grumpy", but that distinction varies from individual to individual.

Physical Description[edit]

Standing a bit shorter and lighter than a man, the mandrake is a rather humanoid-shaped plant. A large tuft of wavy tooth-edged leaves sprouts from the top of its head, in many regards the leaves are worn back in a pony tail of sorts while around humans. While their color stays a deep shade of green, with crimson viens through out the leaf, without staring most humans dont catch that it is indeed not hair, some also wear it to look as if wearing a hat or a head wrap. In many regards, a mandrake is fully humanoid in shape. The mandrake is said to be the prettiest plant humanoid, the mandrake is capable of wearing clothing fitted for a humanoid. Their soft skin is a deep blueish-black or reddish-black, usually stunning anyone who sees them undressed because of their beautiful colored skin. Due to the fact that most mandrakes are male, the females are the most beautiful thing most people will lay eyes on. Their faces are composed of small dark eyes and their mouths are small slits filled with short razor pointed teeth.

While some plants lack muscles and skeletons, the mandrake's anatomy doesn't. They have a highly humanoid body, hard to distinguish from most other humanoids.

In late spring, on the tops of their heads, mandrakes sprout several flower stalks with whitish red flowers. These flowers grow into reddish-purple berries ready for harvest by late fall. A typical mandrake produces from 2 to 8 of the berries (roll 2d4 to determine randomly). The berries are poisonous and are treated as a dose of mandrake's blood poison. Planting a berry and providing it proper care yields a new mandrake sprout that matures in 8 years, and tend to live for thousands after.


Fey often pester mandrakes, especially the playful ones, as they often share the same lands. Humanoids often dislike mandrakes, as they are poisonous.


Mandrakes rarely muster the motivation to fight for good, evil or law, doing what they please. As such, they are most likely Chaotic Neutral, but may be of any alignment.


Mandrakes prefer temperate climates and among them, secluded places to grow and thrive within. Mandrakes are loathe to move when settlers encroach on their lands and usually learn to live with it. This doesn't make them good, or welcome, neighbors.


As mandrakes are wide spread in the types of habitats, climates and locales they reside in, they may vary in appearance greatly from each other. A northern variety of mandrake might have long thin leaves of a blueish green tinge, while a southern variety might have glossy, broad, green leaves. Height and skin tone vary as well. Many "tribes" of mandrake subspecies might even live within a single area.

The differences in these subspecies is entirely cosmetic and in no way alters their in-game stats.


Plants aren't big on religion. Mandrakes are not an exception to this and rarely worship deities. When they do, it is often nature deities or sun deities.


Mandrakes speak a dialect of Sylvan. They also speak Common. Mandrakes are affluent vocalists, but their voices can be more harsh at times than is typical in most conversations.


Mandrakes prefer using classical Sylvan names, albeit shorter ones. They don't carry a lot of importance on names, and will respond to much of anything as long as it isn't an insult. A mandrake might often be simply called Root, Bulb, Tuber or Plant.

Mandrakes are occasionally mistakenly called mandragoras, the appropriate name for their smaller cousin. Immature mandrakes are often confused with those mandragoras.

Racial Traits[edit]

Mandrake Poison[edit]

Harvesting Poison[edit]

Poison may be harvested from a mandrake, dead or alive. Though, a Craft (alchemist) or (poison maker) skill check or a Heal skill check (living mandrake only) DC 20 is required to harvest the poison.

A dead medium-sized mandrake in good condition can produce 4 doses of raw mandrake's fang poison, as well as 8 doses of raw mandrake's blood poison. A separate check is required for each dose.

Harvesting raw mandrake's fang poison from a living mandrake hampers the mandrake's ability to produce poison for 24 hours. Harvesting raw mandrake's blood poison from a living mandrake deals 1 point of Constitution damage to the mandrake.

Raw poison has a short shelf life of only a week and requires the appropriate checks to craft it into the poison that is sold. This shelf life is extended so long as the poison is in the process of being worked from raw poison to salable poison.

Higher Poison DCs[edit]

The DC of the poison often varies from the listed Base Price of 100 gp for a DC 10 poison. Every additional +1 to the poison's DC increases the Base Price by 25 gp. To calculate the value of the poison's market value, use the formula below.

Higher DCs Price = 100 gp + (DC Increase × 25 gp)

Example: DC 15 = 100 gp + (5 × 25 gp) = 100 gp + 125 gp = 225 gp Base Price per dose.

Lower Poison DCs[edit]

DCs lower than the Base DC of 10 require a different formula to calculate price.

Lower DCs Price = 10 gp × DC

Example: DC 7 = 10 gp × 7 = 70 gp Base Price per dose.

Table: Mandrake Poisons
Poison Type Initial Damage Secondary Damage Base Price
Mandrake's Fang Injury DC 10 Blurry Vision, Light Sensitivity Confusion 100 gp
Mandrake's Blood Ingested DC 10 1d2 Con Paralysis 100 gp

Blurry Vision (Ex): The afflicted subject’s vision becomes hazy and blurry as everything appears to shift and waiver. This distortion grants opponents concealment (20% miss chance). Blurry Vision lasts for 1d6+1 hours.

Light Sensitivity (Ex): The afflicted subject becomes dazzled in bright sunlight or within the radius of a daylight spell. Light Sensitivity lasts for 1d6+1 hours.

Confusion (Ex): A confused character’s actions are determined by rolling d% at the beginning of his turn:

d% Action
01–10 Attack mandrake/poison user with melee or ranged weapons (or close with mandrake/poison user if attacking is not possible).
11–20 Act normally.
21–50 Do nothing but babble incoherently.
51–70 Flee away from mandrake/poison user at top possible speed.
71–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).

A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. A confused character does not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked). Lasts for 1d6+1 rounds.

Paralysis (Ex): The afflicted subject's body seizes up. A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares. Lasts for 1d6+1 rounds.

Vital Statistics[edit]

Table: Mandrake Random Starting Ages
Adulthood Simple Moderate Complex
8 years +1d3 +2d3 +3d3
Table: Mandrake Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
30 years 60 years 90 years +4d10 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Mandrake Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5' 8" +2d6 130 lb. × (2d6) lb.
Female 5' +2d6 90 lb. × (2d6) lb.

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