Withered
Transformation. When a creature becomes a withered creature, it retains its statistics, except as described below. The creature loses any trait, such as Amphibious, that assumes a living physiology. The creature retains none of its lair actions or legendary actions.
- Add +1 to its Armor Class
- If the creature is size Tiny, it has minimum 2 Hit Dice; Small, 4 Hit Dice; Medium, 6 Hit Dice; Large, 8 Hit Dice; and Huge, 12 Hit Dice.
- Add +4, +2, and +2 to each of Strength, Dexterity, and Constitution without choosing an ability twice.
- Subtract -2, -1, and -1 from each of Intelligence, Wisdom, and Charisma without choosing an ability twice.
- Add Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
- Add Damage Immunities necrotic, poison
- Add Condition Immunities charmed,frightened,paralyzed,poisoned,stunned
- Add darkvision 60 ft.; if the creature already had darkvision, extend it to 120 ft.
- Add trait Shadowmeld. If the creature is in dim light or darkness, it can take the Hide action as a bonus action. Additionally, If an attack misses the creature, the creature can use its reaction to move up to half of its movement speed without provoking attacks of opportunity.
- Add trait Turning Defiance. The hound has advantage on saving throws against effects that turn undead.
- Add the following to any melee attack action the creature has: If the target is a creature, it must succeed on a DC 13 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means.
- Add action Rotten Stench (1/Day). A cloud of noxious gas escapes from the rat's pores. Each creature within 10 feet of the rat must succeed on a DC 13 Constitution saving throw or be poisoned until the end of the creature's next turn.