Small plant (fungus), neutral evil

Armor Class 11
Hit Points 4 (1d6 + 1)
Speed 30 ft., burrow 15 ft.

11 (+0) 13 (+1) 13 (+1) 8 (-1) 10 (+0) 9 (-1)

Damage Resistances fire
Damage Immunities psychic
Condition Immunities charmed, frightened, stunned, unconscious
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
Languages None
Challenge 1/8 (25 XP)


  • Tentacles. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) bludgeoning damage and the target must make a successful DC 11 Dexterity saving throw or be grappled (escape DC 11).
  • Strangulation. One creature already grappled by the mandragora at the start of the mandragora’s turn takes 4 (1d6 + 1) bludgeoning damage.


The mandragora is a small, vaguely humanoid fungus that prefers to hunt and kill its own carrion rather than scavenging for creatures that are already dead. If the mandragora goes more than three days without fresh meat, it burrows into the ground and attaches to local tree roots, from which it draws sustenance until living prey wanders nearby.

The mandragora stands about four feet tall. Most of the plants have two “arms” and two “legs,” but that isn’t universal. The plant’s chief attack is by strangulation. Once it wraps its arm-roots around a foe’s throat, it hangs on until the prey is dead or the mandragora itself is killed. They tend to strip off all of a slain creature’s clothing and belongings to lighten the body before dragging it away to a quiet spot where it is covered in a thick layer of slime and dissolved at the mandragora’s leisure. The digestive process leaves behind a pile of softened, rubbery bones that are the tell-tale spoor of mandragoras.

Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene

Tome of Horrors 2020, (C) 2020, Necromancer Games

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