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.
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