b'Mandrake \n'b'  Family:   Mandrake  \n'b'  Small   plant ,  chaotic evil  \n'b'  Armor Class  16 (natural armor)  Hit Points  32 (5d6 + 15)  Speed  40 ft., burrow 10 ft., climb 40 ft.\n'b' STATS STR: 15 (+2) DEX:  18 (+4)  CON:  17 (+3)  INT:  8 (-1)  WIS:  13 (+1)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dexterity  +6,  Constitution  +5  Skills   Athletics  +4,  Perception  +3,  Stealth  +6  Damage Resistances  acid, cold, electricity  Damage Immunities  poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  poisoned   Senses  darkvision 120 ft., passive  Perception  13  Languages  Abyssal, Common  Challenge  4 (1,100 XP) \n'b' Actions \n'b'   Multiattack . The mandrake makes one Bite  attack  and two Vine attacks. \n'b'  Vine .  Melee Weapon Attack : +6 to hit, reach 10 ft., one target.  Hit : 6 (1d4 + 4) bludgeoning damage, and target must make a DC 15  Constitution  saving throw, taking 10 (3d6) poison damage on a failure, or half as much damage on a success. \n'b'  Bite .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 7 (1d6 + 4) piercing damage, and target must succeed on a DC 15  Constitution  saving throw or the target\xe2\x80\x99s  Constitution  score is reduced by 1d4. The target dies if this reduces its  Constitution  to 0. Otherwise, the reduction lasts until the target finishes a short or  long rest . \n'b'  Shriek  (1/day). The mandrake gives voice to an unsettling shriek. All creatures within a 30-foot radius of a shrieking mandrake must succeed on a DC 15  Wisdom  saving throw or become  poisoned . A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.'