Cavelight Moss

Large Plant, neutral

Armor Class 15 (natural armor)

Hit Points 95 (10d10+40)

Speed walk +5, climb +5

Challenge 4

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 attacks

Condition Immunities charmed, deafened, frightened, paralyzed, prone, stunned, unconscious

Senses tremorsense 60 ft., passive Perception 11

Languages -

Special Abilities

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.

Source: Tome of Beasts · OGL/Open