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Putrid Haunt 2014

CR 2 undead

Medium undead, Neutral Evil


Armor Class
13 (natural armor)
Hit Points
44 (8d8 + 8)
Speed
20 ft.

STR17 (+3)
DEX8 (-1)
CON13 (+1)
INT3 (-4)
WIS11 (+0)
CHA6 (-2)

Saving Throws
Skills
Resistances
bludgeoning and piercing from nonmagical attacks
Damage Immunities
poison
Condition Immunities
charmed, exhaustion, poisoned
Senses
darkvision 60 ft., passive Perception 10
Languages
understands the languages it knew in life but can't speak
Challenge
2 (450 XP) · Proficiency Bonus +2

False Appearance.

While the putrid haunt remains motionless and prone in swampy terrain, it is indistinguishable from a pile of muck and moss.

Swamp Walk.

Difficult terrain composed of mud, shallow water, and water plants doesn’t cost the putrid haunt extra movement.

Undead Nature.

The putrid haunt doesn’t require air, food, drink, or sleep.

Actions

Slam.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 5 (2d4) poison damage.

Expel Vermin (Recharge 6).

The putrid haunt vomits forth the leeches, stinging insects, and other swamp vermin infesting its innards in a 15-foot cone. Each creature in the area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 7 (2d6) piercing damage and 7 (2d6) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Other versions

Source: Tome of Beasts 1 (2023 Edition) (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details