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
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
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