# Putrid Haunt *Medium* *Undead* *Neutral Evil* - **Armor Class:** 13 (natural armor) - **Hit Points:** 44 (8d8 + 8) - **Speed:** walk 20 ft. - **Challenge Rating:** 2 (450 XP) - **Source:** Tome of Beasts 2023, page 296 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 17 (+3) | 8 (-1) | 13 (+1) | 3 (-4) | 11 (+0) | 6 (-2) | - **Skills:** - **Damage Vulnerabilities:** False - **Damage Immunities:** poison - **Damage Resistances:** bludgeoning and piercing from nonmagical attacks - **Condition Immunities:** charmed, exhaustion, poisoned - **Senses:** darkvision 60 ft., passive Perception 10 - **Languages:** understands the languages it knew in life but can’t speak ### Special Abilities - **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.