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Mandragora

Small plant, neutral evil

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

STR DEX CON INT WIS CHA
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
Challenge 1/8 (25 XP)

Actions

  • 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 takes 4 (1d6 + 1) bludgeoning damage.

About

A mandragora rises spontaneously from a mandrake root that has drawn nutrition from the corpse or ichor of a demon. A typical mandragora stands at just over 3 feet tall and only weighs 30 pounds. However, its size hides the creature’s fantastic strength and brutality. When a mandragora attacks, its fingers grow into whipping, thorny vines nearly 10 feet long, with which it makes its slam attacks.

A mandragora rarely strays far from its lair amid tangled roots or vines, but when it encounters any other creature, it attacks regardless of the odds. However, a mandragora can usually recognize druids and does not attack them or their animal companions unless they attack it first. It has no qualms about attacking a druid’s allies.

When mandragora poison is mixed with its thick, gooey, sap-like blood and 1,000 gp worth of alchemical reagents, the resulting fluid can be used as a focus for the scrying spell. The fluid only lasts for the duration of the spell’s casting time and resulting effects but the subject of the spell takes a –4 penalty on the save to resist it.

Section 15: Copyright Notice

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