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# 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 cant 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.