Slightly smaller than a halfling, the mandragore resembles a human hand blackened by decomposition. A hazy image of an eye flickers on its palm. The eye moves as if it was flesh and blood instead of spectral flame. The tips of each finger end in a jagged nail with the same eerie fire flickering above it. The mandragore can amble along atop a squirm of tiny tentacles dangling from its 'wrist'. However, the horror prefers floating, propelled by its malignant will. On the back of the hand is a fang-filled maw complete with blackened tongue.
Enervating Glow. The mandragore's illumination is not the product of some simple flame. The uncanny radiance draws upon the same eldritch force at the Relict's core. That is to say, it is not a light of this sphere and as such those who look upon it find themselves wasting away. By contrast, aberrations and other creatures related to the elder evils find themselves drawn to the glow and they bask in it akin to cats in sunbeams.
Favorite Children. While the tallow refer to The Relict as Mother, in truth the waxen construct doesn't return the affection. To the sinister widow everything she's brought into the world is just a means to her ends. That is, of course, except for the mandragore. The Relict created the first if the anathema's while working on a hand of glory, or rather the mandragore shed the wax-coated criminal's hand like a molting crustacean. The Relict basked in its eerie light and felt an immediate kinship with the horror. Its distorted whispers in her mind offered measured advice and constructive praise.
Mandragore
small aberration, neutral evil
Flight 30ft (Hover)
Str 3 Dex 22 Con 16 Int 16 Wis 10 Cha 18
Condition Immunities poisoned, prone
Damage Immunities fire, poison
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Senses
darkvision 60ft, passive Perception 10.
Illumination:
The mandragore glows with the strength of a candle at a range of 30ft.
Noxious Effulgence:
If a creature starts its turn within 30ft of the mandragore must succeed on a DC 15 Constitution saving throw or take 22 (4d10) necrotic damage and suffer one level of exhaustion. On success the creature takes half as much damage and does not suffer the exhaustion. The creature may choose to avert its gaze, in which case it gains advantage on this saving throw but disadvantage on all attacks it makes this turn. Aberrations and constructs are immune to this effect.
Putrid Regeneration:
At the start of each turn the mandragore heals 10 hit points as long as it is not at 0 hit points and a creature within 30ft has taken necrotic damage since its last turn.Spellcasting:
The mandragore is an 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks), and it needs only semantic components to cast its spells. It has the following warlock spells prepared:Cantrips (at will): chill touch, eldritch blast, mage hand
Spells (4 slots, cast at 5th level): hex, hold monster, hypnotic pattern, misty step
Actions
Bite:
Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 9 (1d4+6) piercing damage. If it is a creature, the target must make a DC 15 Constitution saving throw, become paralyzed for 1 minute on failure. At the end of turn the creature may repeat the saving throw, effect ending on success.
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