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Putrid Haunt

Size
Medium
Type
Undead
Challenge Rating
2
Source
Tome of Beasts
Alignment
Neutral-Evil
Armor Class
13
Speeds
30
Walking Speed
30
Strength Score
17
Dexterity Score
8
Constitution Score
13
Intelligence Score
6
Wisdom Score
11
Charisma Score
6
Vision
Darkvision (60ft)
Languages Ref
-
Hit Points
44
Condition Immunities
Charmed, Exhaustion 1, Poisoned
Resistances
Resistant to Non-Magical Damage, Immune to Poison Damage

Medium undead, neutral evil


Armor Class 13 (natural armor)

Hit Points 44 (8d8+8)

Speed 30 ft.


STR
17 (+3)
DEX
8 (−1)
CON
13 (+1)
INT
6 (−2)
WIS
11 (+0)
CHA
6 (−2)

Damage Resistances bludgeoning and piercing from nonmagical attacks

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 10

Languages -

Challenge 2 (450 XP)

Dead Still. Treat a putrid haunt as invisible while it's buried in swamp muck.

Swamp Shamble. Putrid haunts suffer no movement penalties in marshy terrain.

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.

Vomit Leeches (Recharge 6). A putrid haunt can vomit forth the contents of its stomach onto a target within 5 feet. Along with the bile and mud from its stomach, this includes 2d6 undead leeches that attach to the target. A creature takes 1 necrotic damage per leech on it at the start of the creature's turn, and the putrid haunt gains the same number of temporary hit points. As an action, a creature can remove or destroy 1d3 leeches from itself or an adjacent ally.

Description

These shambling corpses have twigs, branches, and other debris intertwined with their bodies, and their gaping maws often crawl with scrabbling vermin.
Swamp Undead. Putrid haunts are walking corpses infused with moss, mud, and the detritus of the deep swamp. They are the shambling remains of individuals who, either through mishap or misdeed, died while lost in a vast swampland. Their desperate need to escape the marshland in life transforms into a hatred of all living beings in death. They often gather in places tainted by evil deeds.
Mossy Islands. When no potential victims are nearby, putrid haunts sink into the water and muck, where moss and water plants grow over them and vermin inhabit their rotting flesh. When living creatures draw near, the dormant putrid haunt bursts from its watery hiding spot and attacks its prey, slamming wildly with its arms and stomping on prone foes to push them deeper into the muck. There’s no planning and little cunning in their assault, but they move through the marshes more freely than most intruders and they attack with a single-mindedness that’s easily mistaken for purpose.
Leech Harbors. Putrid haunts create especially favorable conditions for leeches. They are often hosts or hiding places for large gatherings of leeches.
Undead Nature. A putrid haunt doesn’t require air, food, drink, or sleep.

Stat block from Tome of Beasts (Kobold Press), Open Game Content used under the Open Game License 1.0a. Tome of Beasts. Copyright 2016, Open Design; Authors Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur. It is not Geminaea material. See Legal.