Family: Mandrake

Small plant, chaotic evil

Armor Class 16 (natural armor)
Hit Points 32 (5d6 + 15)
Speed 40 ft., burrow 10 ft., climb 40 ft.

15 (+2) 18 (+4) 17 (+3) 8 (-1) 13 (+1) 10 (+0)

Saving Throws Dexterity +6, Constitution +5
Skills Athletics +4, Perception +3, Stealth +6
Damage Resistances acid, cold, electricity
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Abyssal, Common
Challenge 4 (1,100 XP)


  • Multiattack. The mandrake makes one Bite attack and two Vine attacks.
  • Vine. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage, and target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failure, or half as much damage on a success.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and target must succeed on a DC 15 Constitution saving throw or the target’s Constitution score is reduced by 1d4. The target dies if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
  • Shriek (1/day). The mandrake gives voice to an unsettling shriek. All creatures within a 30-foot radius of a shrieking mandrake must succeed on a DC 15 Wisdom saving throw or become poisoned. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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