Walter
15
136
20 ft., swim 20 ft.
18
8
16
5
10
5
Stealth +2
cold, fire
lightning
blinded, deafened, exhaustion
blindsight 60 ft. (blind beyond this radius), passive Perception 10
-
5 (1,800 XP)
+3
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.
Melee Weapon Attack: +7 to hit (17), reach 5 ft., one target. Hit: 2d8 + 4 (13) bludgeoning damage.
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.