Great Mandrake

Tiny Plant, unaligned. CR 1, AC 11, 44 HP.

Armor class
11
Hit points
44
Challenge
1
Creature type
Plant
Size
Tiny
Alignment
unaligned

Stat block

Cha
12
Con
16
Dex
8
Int
4
Str
14
Wis
11
Speed
Walk: 10
Senses
tremorsense 60 ft. (blind beyond this radius), passive Perception 11
Skills
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.
Languages
Common
Damage immunities
poison
Condition immunities
exhaustion, poisoned

Source and licence

From Creature Codex.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.