Mandrake
- Size
- Tiny
- Type
- Plant
- Challenge Rating
- 1/2
- Source
- Creature Codex
- Alignment
- Unaligned
- Armor Class
- 8
- Speeds
- 5
- Walking Speed
- 5
- Strength Score
- 10
- Dexterity Score
- 6
- Constitution Score
- 16
- Intelligence Score
- 1
- Wisdom Score
- 9
- Charisma Score
- 12
- Vision
- Tremorsense (60ft)
- Languages Ref
- -
- Hit Points
- 22
- Condition Immunities
- Exhaustion 1, Poisoned
- Resistances
- Immune to Poison Damage
Tiny plant, unaligned
Armor Class 8
Hit Points 22 (4d4+12)
Speed 5 ft.
- STR
- 10 (+0)
- DEX
- 6 (−2)
- CON
- 16 (+3)
- INT
- 1 (−5)
- WIS
- 9 (−1)
- CHA
- 12 (+1)
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses tremorsense 60 ft. (blind beyond this radius), passive Perception 9
Languages -
Challenge 1/2 (100 XP)
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) piercing damage.
Shriek (Recharge 4-6). All creatures within 60 feet of the mandrake that can hear it must succeed on a DC 13 Constitution saving throw or take 5 (2d4) 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.