Large Undead, Neutral Evil
Armor Class 13 (natural armor)
Hit Points 120 (14d10 + 42)
Speed 40 ft., Swim 20 ft., Burrow 20 ft.
STR
18 (+4)
DEX
8 (-1)
CON
16 (+3)
INT
5 (-3)
WIS
5 (-3)
CHA
5 (-3)
Skills Stealth +2
Damage Vulnerabilities Fire, Radiant
Damage Resistances Cold
Damage Immunities Necrotic
Condition Immunities Blinded, Deafened, Exhaustion
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 10
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Actions

Multiattack. The corpse ball makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the corpse ball uses its Engulf on it.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Engulf. The corpse ball engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the ball's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.

Incorporate. The corpse ball Incorporates the corpse of a medium or small creature. Each time a corpse is incorporated the ball heals for 13 hit points (2d10 + 3). If a creature dies while being engulfed by the ball, it can be incorporated as a bonus action. While creatures with sizes less than small can be incorporated, the ball gains no hit points.

Habitat: SwampUnderdark

Twinnings

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