20 (natural armor)
52 (5d10+25)
walk 0 ft., fly 60 ft.
Dex +2, Wis +2
Perception +2, Stealth +2
poison
blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
darkvision 60 ft.
4
The living spell has advantage on saving throws against spells and other magical effects.
The living spell doesn't require air, food, drink, or sleep.
Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) force damage. If the target is a Large or smaller creature, the living spell can move it up to 5 feet and move with it, without provoking opportunity attacks.
The living spell attempts to grab a Huge or smaller creature within 5 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be grappled (escape DC 15). Until the grapple ends, the target takes 15 (2d6 + 8) bludgeoning damage at the start of each of its turns. The living spell can grapple only one creature at a time and can't use Force Fist until the grapple ends.