Large Plant, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 120 (10d8 + 30)
Speed 30 ft., Climb 30 ft.
STR
20 (+5)
DEX
12 (+1)
CON
16 (+3)
INT
4 (-3)
WIS
14 (+2)
CHA
8 (-1)
Skills Athletics +8, Perception +4, Stealth +4
Damage Vulnerabilities Fire
Damage Resistances Piercing
Condition Immunities Charmed, Frightened
Senses Blindsight 15, Darkvision 60 ft., Passive Perception 14
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Enchanted claws. The Creeping Corpse's claws are magically refined to a devastating sharpness and deals 7 (3d4) extra damage (included in its attacks). 

Plant Camouflage. The Creeping Corpse has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.

Regeneration. The Creeping Corpse regains 10 hit points at the start of its turn if it is in contact with the ground. If the Creeping Corpse takes fire damage, this trait doesn’t function at the start of the Creeping Corpse's next turn. The Creeping Corpse's dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Innate Spellcasting. The Creeping Corpse's innate spellcasting ability is Wisdom (spell save DC 14). The Creeping Corpse's can innately cast the following spells, requiring no material components:

At will: Thorn Whip

3/day each: Entangle, Earth Tremor

1/day each:  Spike Growth

Actions

Multiattack. The Creeping Corpse makes three attacks only one of which can be a bite attack

Claw Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (4d4 + 6) slashing damage.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit:  23 (3d10 + 6) piercing damage

Monster Tags: undeadplant

Habitat: ForestSwamp

zachattack127

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