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Mandrake

by Sheldon Morris

Medium fey (shapechanger), chaotic good (50%) or chaotic evil (50%)
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Armour Class 14 in human form (studded leather), 14 in natural form (natural armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft., fly 10 ft. (hover)
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STR|DEX|CON|INT|WIS|CHA
11 (+0)|15 (+2)|13 (+1)|12 (+1)|11 (+0)|14 (+2)
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Skills Sleight of Hand +4, Stealth +4, Perception +2, Deception +4
Senses darkvision 50 ft., passive Perception 12
Languages Common, Sylvan
Challenge 1 (200 XP)
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Magic Resistance. The mandrake has advantage on saving throws against spells and other magical effects.

Rogue Proficiencies. The mandrake has the armor, weapon, and tool proficiencies of a rogue.

Shapechanger. The mandrake can use its action to polymorph into a human, or back to its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Sneak Attack. Once per turn, the mandrake can deal an extra 7 (2d6) damage when it hits a creature with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the drake that isn't incapacitated and the drake doesn't have disadvantage on the attack roll. The attack must use a finesse or a ranges weapon.

Cunning Action. On each of its turns, the mandrake can use a bonus action to take the Dash, Disengage, or Hide action.

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ACTIONS
Multiattack. When in its natural (dragon-like) form, the mandrake makes three melee attacks: two with its claws and one with its bite. When in its human form, the mandrake can make two weapon attacks.

Dagger (Human Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., . one target.
Hit: 4 (1d4 + 2) piercing damage.

Shortbow (Human Form Only). Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.

Claws (Natural Form Only). Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) slashing damage.

Bite (Natural Form Only). Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 3 (1d6) piercing damage.

Invisibility. The mandrake magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the mandrake wears or carries is invisible with it.