Cavelight Moss
Large plant, neutral
Armor Class
15 (natural armor)
Hit Points
95 (10d10 + 40)
Speed
5 ft., climb 5 ft.
STR
24 (+7)
DEX
10 (+0)
CON
18 (+4)
INT
1 (-5)
WIS
13 (+1)
CHA
5 (-3)
Damage Resistances
acid, cold, fire; slashing from nonmagical weapons
Condition Immunities
charmed, deafened, frightened, paralyzed, prone, stunned, unconscious
Senses
tremorsense 60 ft., passive Perception 11
Languages
--
Challenge
4 (1100 XP)
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.
Strength Drain. Living creatures hit by the cavelight moss’s tendril attack or caught up in its grapple must make a successful DC 14 Constitution saving throw or suffer 1 level of exhaustion. Creatures that succeed are immune to that particular cavelight moss’s Strength Drain ability for 24 hours. For every level of exhaustion drained, the cavelight moss gains 5 temporary hit points.
Actions
Tendrils. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) bludgeoning damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the cavelight moss can’t use its tendrils against another target.