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Great Mandrake in Dungeons & Dragons 5e

Great Mandrake

Tiny plant, unaligned
Armor Class 11 (natural armor)
Hit Points 44 (8d4 + 24) 8d4+24
Speed 10ft

STR
14 +2
DEX
8 -1
CON
16 +3
INT
4 -3
WIS
12 +1
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


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) [roll 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) 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


 

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