Indestructoboy
Mandrake Minon
Tiny plant,
Armor Class: 12
Hit Points: 9 (2d4+4)
Speed:
30 ft
Damage Vulnerabilities: fire
Damage Resistances: piercing
Damage Immunities: poison
Condition Immunities: charmed, poisoned
Senses: Passive Perception 10
Languages: understands creator's languages but does not speak
Proficiency Bonus: +2
Antimagic Susceptability. The mandrake minion is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the mandrake minion must succeed on a Constitution saving throw against the caster’s spell save DC or die.
Actions
Rake. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Once created, the creature is your loyal companion and obeys your commands. On each of your turns, you can use a bonus action to mentally command any mandrake minion you made with this spell if it is within 60 feet of you (if you control multiple creatures, you can
command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures if any are present or follows you if no hostile creatures are present. Once given an order, the creature continues to follow it until its task is complete. The mandrake minion can wield simple weapons and use objects, but it cannot wear armor. It has the mental capabilities of a Humanoid creature with its Intelligence score, allowing it to solve simple problems and preform tasks without detailed instructions from you.