18 (natural armor)
135 (18d10+36)
0 ft., fly 35 ft. (hover)
Int +6, Wis +5, Cha +6
psychic; bludgeoning, piercing, and slashing damage from nonmagical weapons
charmed, deafened, frightened, grappled, prone
blindsight 60 ft., darkvision 60 ft.
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8
Each creature that can see the jungle walker at the start of its turn must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect early on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the jungle walker's Frightful Presence for the next 24 hours.
he jungle walker makes two attacks with its tendrils.
Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 8 (2d4+3) slashing damage plus an additional 7 (2d6) psychic damage.
The jungle walker's piping wail reaches excruciating levels for a brief moment. Each creature within 30 feet of the jungle-walker who can hear it must succeed on a DC 14 Wisdom saving throw or take 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one.
The jungle walker can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The jungle walker regains spent legendary actions at the start of its turn.
The jungle walker makes a tendril attack against an enemy within 120 feet of it, possessing mundane a mundane plant.
The jungle walker makes its Deafening Chimes action, though creatures make their saving throw with advantage.