Walter

Flesh Mound

Large, plant, , unaligned
Armor Class

15

Hit Points

136

Speed

20 ft., swim 20 ft.

Str

18

(+4)
Dex

8

(-1)
Con

16

(+3)
Int

5

(-3)
Wis

10

(+0)
Cha

5

(-3)
Skills

Stealth +2

Damage Resistances

cold, fire

Damage Immunities

lightning

Condition Immunities

blinded, deafened, exhaustion

Senses

blindsight 60 ft. (blind beyond this radius), passive Perception 10

Languages

-

Challenge

5 (1,800 XP)

Proficiency Bonus

+3

Innocent Heart

Walter's infant corpse lies at the heart of the Flesh Mound, crying and afraid. If engulfed, have the player role a d4. On a 2, or 4, they see walter within the flesh and gore. Walter's heart has an AC of 10 and 5 HP. If the heart's HP is reduced to 0 or otherwise cleansed, the Flesh Mound dissolves forever and Walter's Spirit is at peace.

Actions

Slam

Melee Weapon Attack: +7 to hit (17), reach 5 ft., one target. Hit: 2d8 + 4 (13) bludgeoning damage.

Engulf

Melee Weapon Attack: +0 to hit (10), Hit: (1d4) Bludgeoning damage. The flesh mound engulfs a Medium or smaller creature grappled by it. The engulfed target is restrained and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take (1d4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.

Walter