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Great Mandrake 2014

CR 1 plant

Tiny plant, unaligned


Armor Class
11 (natural armor)
Hit Points
44 (8d4+24)
Speed
10 ft.

STR14 (+2)
DEX8 (-1)
CON16 (+3)
INT4 (-3)
WIS11 (+0)
CHA12 (+1)

Saving Throws
Skills
Damage Immunities
poison
Condition Immunities
exhaustion, poisoned
Senses
tremorsense 60 ft., passive Perception 11
Languages
Common
Challenge
1 (200 XP) · Proficiency Bonus +2

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.

Source: Creature Codex (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details