b'Mandrake \n'b'  Huge   fiend ,  neutral evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  138 (12d12 + 60)  Speed  30 ft.\n'b' STATS STR: 19 (+4) DEX:  17 (+3)  CON:  20 (+5)  INT:  15 (+2)  WIS:  18 (+4)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws  Int +6, Wis +8  Skills  Deception +4, History +6, Insight +8, Perception +8  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks  Condition Immunities  exhaustion, frightened  Senses  darkvision 120 ft., passive Perception 18  Languages  Abyssal, Infernal, telepathy 120 ft.  Challenge  11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Keen Sight . The mandrake has advantage on Wisdom (Perception) checks that rely on vision. In addition, it can see invisible creatures and objects as if they were visible and can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent to it. \n'b'  Magic Resistance . The mandrake has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The mandrake\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The mandrake makes four claw attacks. \n'b'  Claw .  Melee Weapon Attack : +8 to hit, reach 10 ft., one target.  Hit : 17 (3d8 + 4) slashing damage. \n'b'  Wicked Duplicate . The mandrake chooses a humanoid within 120 feet that it can see and ejects a duplicate of the target into an unoccupied space within 30 feet of the mandrake. The duplicate is a creature formed of protoplasm, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the target, but it has half the target\xe2\x80\x99s hit point maximum, is neutral evil, and is formed with nonmagical versions of any equipment the target wears and carries. The duplicated items dissolve into mud 1 round after being separated from the duplicate. Otherwise, the duplicate uses all the statistics of the target. While the mandrake has no mental control over the duplicate, the duplicate is friendly to the mandrake and obeys its commands, acting on its turn in combat. The duplicate lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. The duplicate lasts until it or the mandrake is reduced to 0 hit points, at which point it reverts to a wad of protoplasm and melts away instantly. After the mandrake has duplicated a creature, it cannot duplicate that creature again for 10 days. \n'b'\n'b' ABOUT \n'b' Although the mandrake might be the most humanoid-looking of the fourth-circle fiends, its motives are more alien and malevolent than those of overtly inhuman fiends. A mandrake finds solace in mimicry, wearing the tattered fashion of the civilizations it destroys and adopting many of the civilization\xe2\x80\x99s mannerisms. Although its knowledge bares strange gaps when pressed, this fiend has a remarkable knack for picking up the surface facts of the fashions it mimics. \n'b' The mandrake has an affinity with creatures that mimic others, such as crows. The mandrake rarely speaks except to repeat back words spoken to it, but it is an exceptionally cunning fiend and its schemes are often set in motion with bizarre or inscrutable acts that promote corruption or wickedness weeks or years in the future. \n'b'  Malevolent Mimics . The mandrake\xe2\x80\x99s cloak conceals wads of protoplasm that it emits from sores along its legs. The mandrake can form these wads into copies of people to work its evil will in the world. Unlike the mandrake, which has a twisted and incomplete understanding of humanoid society, these mimics can duplicate the original creature\xe2\x80\x99s mannerisms precisely. Despite their independent appearance, they are inextricably tied to the mandrake and just as wicked in their outlook as their creator. Hostages rescued from a legion led by a mandrake may have one or more duplicates among their midst, intentionally sent back to undermine the legion\xe2\x80\x99s next targets. These duplicates typically serve as saboteurs, framing leaders and significant individuals in as-yet unconquered cities for various acts and infiltrating their homes for information, blackmail, and eventually assassination. \n'b'  Legions . The mandrake often leads fiends of the Acheron, Hades, Pandemonium, and Sheol legion.'