Armor Class
7
Hit Points
23
(5d8)
Speed
5 ft.
STR
16
(+3)
DEX
1
(-5)
CON
10
(+0)
INT
1
(-5)
WIS
8
(-1)
CHA
1
(-5)
Damage Vulnerabilities
Fire
Condition Immunities
Blinded, Deafened, Frightened, Paralyzed, Prone, Stunned, Unconscious
Senses
Blindsight 30 ft. (blind beyond this radius), Passive Perception 6
Languages
--
Challenge
1/2 (100 XP)
Proficiency Bonus
+2
Traits
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.
Actions
- Tendrils. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. If the target is a creature, the cavelight moss’s will try to grapple. Until this grapple ends, the target is restrained, and the cavelight moss can’t use its tendrils against another target.
- Strength Drain. Living creatures caught up in cavelight moss’s grapple must make a successful DC 14 Constitution saving throw or gain 1 level of exhaustion. For every level of exhaustion drained, the cavelight moss gains 5 temporary hit points
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