# Fleshdreg *Huge* *Plant* *neutral good* - **Armor Class:** 15 (natural armor) - **Hit Points:** 115 (10d12+50) - **Speed:** walk 30 ft. - **Challenge Rating:** 5 (1,800 XP) - **Source:** Tome of Beasts 2, page 152 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 19 (+4) | 6 (-2) | 20 (+5) | 13 (+1) | 16 (+3) | 7 (-2) | - **Saving Throws**: Con +8 - **Skills:** insight +6, nature +4 - **Damage Immunities:** acid - **Damage Resistances:** fire - **Condition Immunities:** exhaustion, unconscious - **Senses:** darkvision 60 ft., passive Perception 13 - **Languages:** Common, Deep Speech, Sylvan ### Special Abilities - **Regeneration:** The fleshdreg regains 5 hp at the start of its turn if it has at least 1 hp. If the fleshdreg uses its Disgorge Innards action, this trait doesn't function at the start of its next turn. ### Actions - **Multiattack:** The fleshdreg makes two slam attacks. - **Slam:** Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) bludgeoning damage. - **Rock:** Melee Weapon Attack: +7 to hit, range 60/180 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage. - **Disgorge Innards (Recharge 6):** The fleshdreg expels acidic sludge in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw takes 9 (2d8) acid damage the end of its next turn, unless it or a creature within 5 feet of it takes an action to remove the sludge.