Cavelight Moss

Large plant, neutral

Armor Class

15 (natural armor)

Hit Points

95 (10d10 + 40)

Speed

5 ft., climb 5 ft.

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 weapons

Condition Immunities

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

Senses

tremorsense 60 ft., passive Perception 11

Languages

--

Challenge

4 (1100 XP)

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.

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 suffer 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.

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.

large
plant
cr4
tome-of-beasts