Putrid Haunt
Medium Undead, Neutral Evil
Armor Class 13 (natural armor)
Hit Points 44 (8d8 + 8)
Speed walk +20
Challenge 2
Damage Vulnerabilities False
Damage Resistances bludgeoning and piercing from nonmagical attacks
Damage Immunities poison
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.
Source: Tome of Beasts 2023 · OGL/Open