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Cavelight Moss 2014

CR 4 plant

Large plant, neutral


Armor Class
15 (natural armor)
Hit Points
95 (10d10+40)
Speed
5 ft., climb 5 ft.

STR24 (+7)
DEX10 (+0)
CON18 (+4)
INT1 (-5)
WIS13 (+1)
CHA5 (-3)

Saving Throws
Skills
Resistances
acid, cold, fire; slashing from nonmagical attacks
Condition Immunities
charmed, deafened, frightened, paralyzed, prone, stunned, unconscious
Senses
tremorsense 60 ft., passive Perception 11
Languages
-
Challenge
4 (1,100 XP) · Proficiency Bonus +2

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.

Environments: Caves, Ruins, Underworld

Other versions

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