15 (natural armor)
95 (10d10+40)
walk 5 ft., climb 5 ft.
acid, cold, fire; slashing from nonmagical weapons
charmed, deafened, frightened, paralyzed, prone, stunned, unconscious
tremorsense 60 ft.
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4
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.
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.
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 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.