14 (natural armor)
45 (6d10 + 12)
walk 10 ft.
poison, psychic
blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone
blindsight 30 ft. (blind beyond this radius)
1
+2
If the library is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the library move or act, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the library is animate.
The library makes two attacks
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and if the target is a creature, it is grappled (escape DC 12).