Cavelight Moss

Cavelight Moss

Large plant, neutral
  • Armor Class 15 (natural armor)
  • Hit Points 95 (10d10+40)
  • Speed 5 ft., climb 5 ft.
  • STR
    24 (+7)
  • DEX
    10 (+0)
  • CON
    18 (+4)
  • INT
    1 (-5)
  • WIS
    13 (+1)
  • CHA
    5 (-3)
  • Damage Resistances acid, cold, fire; slashing from nonmagical weapons
  • Condition Immunities charmed, deafened, frightened, paralyzed, prone, stunned, unconscious
  • Senses tremorsense 60 ft., passive Perception 11
  • Languages -
  • Challenge 4 (1,100 XP)
  • Luminescence. The chemicals within cavelight moss make the entire creature shed light as a torch. A cavelight moss cannot suppress this effect. It can, however, diminish the light produced to shed illumination as a candle.

Actions

  • Tendrils. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) bludgeoning damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the cavelight moss can't use its tendrils against another target.
  • Strength Drain. Living creatures hit by the cavelight moss's tendril attack or caught up in its grapple must make a successful DC 14 Constitution saving throw or 1 level of exhaustion. Creatures that succeed are immune to that particular cavelight moss's Strength Drain ability for 24 hours. For every level of exhaustion drained, the cavelight moss gains 5 temporary hit points.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.