Great Mandrake

Tiny Plant, unaligned

Armor Class 11 (natural armor)

Hit Points 44 (8d4+24)

Speed walk +10

Challenge 1

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

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 · OGL/Open