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Mandrake Root CR: 1

Tiny plant, unaligned
Armor Class: 11
Hit Points: 18
Speed: 5 ft , burrow: 60 ft

STR

8 -1

DEX

12 +1

CON

13 +1

INT

9 -1

WIS

11 +0

CHA

5 -3

Saving Throws: Dexterity and Constitution
Damage Vulnerabilities: Fire and Cold
Damage Resistances: Poison and Acid
Senses:
  • Tremorsense: 60ft
Languages: --
Challenge Rating: 1

 

  • Healing Soil: While the mandrake is burrowed in the ground, they regenerate 1D8 HP at the start of their turn.
   

Actions

  • Smack: +1 to hit. 1D4-1 damage
  • Screech: As an action, the mandrake will release an unbearably loud screech. All creatures within 60ft of the mandrake must make a DC-12 Constitution save. On a fail, they take 2D10 psychic damage. If they fail by 5 points or more, they become paralyzed for 1D4 hours. The mandrake can not screech if it is burrowed in the ground.

Mandrakes are creatures that look like roots with a body of a tiny human. They are known to slowly scurry through dirt while remaining at the surface. They don't do much on their own, but their true ability is shown when they are uprooted. Once they are uprooted from the soil, they will begin to produce an extremely loud screech. This scream is loud enough and at such a pitch to where the people who listen to it will actually suffer physical and mental pain.   Mandrakes are, however, prized for their special medicinal qualities. When brewed into a special tea or draught, it allows the consumer to be revived from petrification or from some other transformed state.

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