b'Putrid Haunt \n'b'  Family:   Hydra  \n'b'  Medium   undead ,  neutral evil  \n'b'  Armor Class  13 (natural armor)  Hit Points  44 (8d8 + 8)  Speed  30 ft., swim 20 ft.\n'b' STATS STR: 17 (+3) DEX:  8 (-1)  CON:  13 (+1)  INT:  3 (-4)  WIS:  11 (+0)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Resistances  bludgeoning and piercing from nonmagical attacks  Damage Immunities  poison  Condition Immunities   charmed ,  exhaustion ,  poisoned   Senses   darkvision  60 ft., passive  Perception  10  Languages  understands the languages it knew in life but can\xe2\x80\x99t speak  Challenge  2 (450 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  False Appearance . While the putrid haunt remains motionless and  prone  in swampy terrain, it is indistinguishable from a pile of muck and moss. \n'b'  Swamp Walk . Difficult terrain composed of mud, shallow water, and water plants doesn\xe2\x80\x99t cost the putrid haunt extra movement. \n'b'  Undead Nature . The putrid haunt doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b'  Slam .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 12 (2d8 + 3) bludgeoning damage plus 5 (2d4) poison damage. \n'b'  Expel Vermin (Recharge 6) . The putrid haunt vomits forth the leeches, stinging insects, and other swamp vermin infesting its innards in a 15-foot cone. Each creature in the area must make a DC 13  Dexterity  saving throw. On a failure, a creature takes 7 (2d6) piercing damage and 7 (2d6) poison damage and is  poisoned  for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t  poisoned . A  poisoned  creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' This shambling corpse has twigs, branches, and other debris intertwined with its body. Its gaping maw crawls with scrabbling vermin. \n'b'  Swamp Undead . Putrid haunts are walking corpses infused with moss, mud, and the detritus of the deep swamp. They are the shambling remains of individuals who, either through mishap or misdeed, died while lost in a vast swampland. Their desperate need to escape the marshland in life transforms into a hatred of all living beings in death. They often gather in places tainted by evil deeds. \n'b'  Mossy Islands . When no potential victims are nearby, putrid haunts sink into the water and muck, where moss and water plants grow over them and vermin inhabit their rotting flesh. When living creatures draw near, the dormant putrid haunt bursts from its watery hiding spot and attacks its prey, stomping foes deep into the muck. There\xe2\x80\x99s no planning and little cunning in their assault, but they move through the marshes more freely than most intruders, and they attack with a single-mindedness that\xe2\x80\x99s easily mistaken for purpose. \n'b'  Harbor Vermin . Putrid haunt corpses create favorable conditions for leeches, insects, and other swamp vermin. They are often hosts or hiding places for large gatherings of such creatures.'