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.