Great Mandrake

Great Mandrake

Tiny plant, unaligned
  • Armor Class 11 (natural armor)
  • Hit Points 44 (8d4+24)
  • Speed 10 ft.
  • STR
    14 (+2)
  • DEX
    8 (-1)
  • CON
    16 (+3)
  • INT
    4 (-3)
  • WIS
    11 (+0)
  • CHA
    12 (+1)
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses tremorsense 60 ft. (blind beyond this radius), passive Perception 11
  • Languages Common
  • Challenge 1 (200 XP)

Actions

  • Multiattack. A great mandrake makes two attacks with its bite. When its shriek is available, it can use the shriek in place of one bite attack.
  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
  • Shriek (Recharge 3-6). Each creature within 60 feet of the mandrake that can hear it must succeed on a DC 13 Constitution saving throw or take 11 (3d6) thunder damage. If a creature fails the saving throw by 5 or more, it is stunned until the end of its next turn. If it fails by 10 or more, it falls unconscious. An unconscious creature can repeat the saving throw at the end of each of its turns, regaining consciousness on a success.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.