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Great Mandrake

Size
Tiny
Type
Plant
Challenge Rating
1
Source
Creature Codex
Alignment
Unaligned
Armor Class
11
Speeds
10
Walking Speed
10
Strength Score
14
Dexterity Score
8
Constitution Score
16
Intelligence Score
4
Wisdom Score
11
Charisma Score
12
Vision
Tremorsense (60ft)
Languages Ref
Common
Hit Points
44
Condition Immunities
Exhaustion 1, Poisoned
Resistances
Immune to Poison Damage
Languages
Aethyrian Common

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.

Stat block from Creature Codex (Kobold Press), Open Game Content used under the Open Game License 1.0a. Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky. It is not Geminaea material. See Legal.