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.