jason-oneal/dnd-5e-dataset huggingface dataset:
Question: Describe the Quipper monster in D&D 5e.
Answer: Quipper is a Tiny beast (unaligned).
AC: 13 (dex), HP: 1 (1d4), Speed: swim 40 ft..
Abilities: STR 2 DEX 16 CON 9 INT 1 WIS 7 CHA 2.
Senses: darkvision 60 ft., passive_perception 8. Languages: None. CR: 0.

A quipper is a carnivorous fish with sharp teeth. Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms; the statistics for a swarm of quippers appear later in this appendix. Special Abilities:
**Blood Frenzy:** The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.

**Water Breathing:** The quipper can breathe only underwater.
Actions:
**Bite:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Question: Describe the Rakshasa monster in D&D 5e.
Answer: Rakshasa is a Medium fiend (lawful evil).
AC: 16 (natural), HP: 110 (13d8), Speed: walk 40 ft..
Abilities: STR 14 DEX 17 CON 18 INT 13 WIS 16 CHA 20.
Senses: darkvision 60 ft., passive_perception 13. Languages: Common, Infernal. CR: 13.

Special Abilities:
**Limited Magic Immunity:** The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

**Innate Spellcasting:** The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:

At will: detect thoughts, disguise self, mage hand, minor illusion
3/day each: charm person, detect magic, invisibility, major image, suggestion
1/day each: dominate person, fly, plane shift, true seeing
Actions:
**Multiattack:** The rakshasa makes two claw attacks

**Claw:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.
Question: Describe the Rat monster in D&D 5e.
Answer: Rat is a Tiny beast (unaligned).
AC: 10 (dex), HP: 1 (1d4), Speed: walk 20 ft..
Abilities: STR 2 DEX 11 CON 9 INT 2 WIS 10 CHA 4.
Senses: darkvision 30 ft., passive_perception 10. Languages: None. CR: 0.

Special Abilities:
**Keen Smell:** The rat has advantage on Wisdom (Perception) checks that rely on smell.
Actions:
**Bite:** Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Question: Describe the Raven monster in D&D 5e.
Answer: Raven is a Tiny beast (unaligned).
AC: 12 (dex), HP: 1 (1d4), Speed: walk 10 ft., fly 50 ft..
Abilities: STR 2 DEX 14 CON 8 INT 2 WIS 12 CHA 6.
Senses: passive_perception 13. Languages: None. CR: 0.

Special Abilities:
**Mimicry:** The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
Actions:
**Beak:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Question: Describe the Red Dragon Wyrmling monster in D&D 5e.
Answer: Red Dragon Wyrmling is a Medium dragon (chaotic evil).
AC: 17 (natural), HP: 75 (10d8), Speed: walk 30 ft., climb 30 ft., fly 60 ft..
Abilities: STR 19 DEX 10 CON 17 INT 12 WIS 11 CHA 15.
Senses: blindsight 10 ft., darkvision 60 ft., passive_perception 14. Languages: Draconic. CR: 4.

Actions:
**Bite:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.

**Fire Breath:** The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
Question: Describe the Reef Shark monster in D&D 5e.
Answer: Reef Shark is a Medium beast (unaligned).
AC: 12 (natural), HP: 22 (4d8), Speed: swim 40 ft..
Abilities: STR 14 DEX 13 CON 13 INT 1 WIS 10 CHA 4.
Senses: blindsight 30 ft., passive_perception 12. Languages: None. CR: 0.5.

Smaller than giant sharks and hunter sharks, reef sharks inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long. Special Abilities:
**Pack Tactics:** The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 ft. of the creature and the ally isn't incapacitated.

**Water Breathing:** The shark can breathe only underwater.
Actions:
**Bite:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Question: Describe the Remorhaz monster in D&D 5e.
Answer: Remorhaz is a Huge monstrosity (unaligned).
AC: 17 (natural), HP: 195 (17d12), Speed: walk 30 ft., burrow 20 ft..
Abilities: STR 24 DEX 13 CON 21 INT 4 WIS 10 CHA 5.
Senses: darkvision 60 ft., tremorsense 60 ft., passive_perception 10. Languages: None. CR: 11.

Special Abilities:
**Heated Body:** A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
Actions:
**Bite:** Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can't bite another target.

**Swallow:** The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns.
If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Question: Describe the Rhinoceros monster in D&D 5e.
Answer: Rhinoceros is a Large beast (unaligned).
AC: 11 (natural), HP: 45 (6d10), Speed: walk 40 ft..
Abilities: STR 21 DEX 8 CON 15 INT 2 WIS 12 CHA 6.
Senses: passive_perception 11. Languages: None. CR: 2.

Special Abilities:
**Charge:** If the rhinoceros moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Actions:
**Gore:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Question: Describe the Riding Horse monster in D&D 5e.
Answer: Riding Horse is a Large beast (unaligned).
AC: 10 (dex), HP: 13 (2d10), Speed: walk 60 ft..
Abilities: STR 16 DEX 10 CON 12 INT 2 WIS 11 CHA 7.
Senses: passive_perception 10. Languages: None. CR: 0.25.

Actions:
**Hooves:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Question: Describe the Roc monster in D&D 5e.
Answer: Roc is a Gargantuan monstrosity (unaligned).
AC: 15 (natural), HP: 248 (16d20), Speed: walk 20 ft., fly 120 ft..
Abilities: STR 28 DEX 10 CON 20 INT 3 WIS 10 CHA 9.
Senses: passive_perception 14. Languages: None. CR: 11.

Special Abilities:
**Keen Sight:** The roc has advantage on Wisdom (Perception) checks that rely on sight.
Actions:
**Multiattack:** The roc makes two attacks: one with its beak and one with its talons.

**Beak:** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.

**Talons:** Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.
Question: Describe the Roper monster in D&D 5e.
Answer: Roper is a Large monstrosity (neutral evil).
AC: 20 (natural), HP: 93 (11d10), Speed: walk 10 ft., climb 10 ft..
Abilities: STR 18 DEX 8 CON 17 INT 7 WIS 16 CHA 6.
Senses: darkvision 60 ft., passive_perception 16. Languages: None. CR: 5.

Special Abilities:
**False Appearance:** While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.

**Grasping Tendrils:** The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.

**Spider Climb:** The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions:
**Multiattack:** The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.

**Bite:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.

**Tendril:** Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.

**Reel:** The roper pulls each creature grappled by it up to 25 ft. straight toward it.
Question: Describe the Rug of Smothering monster in D&D 5e.
Answer: Rug of Smothering is a Large construct (unaligned).
AC: 12 (dex), HP: 33 (6d10), Speed: walk 10 ft..
Abilities: STR 17 DEX 14 CON 10 INT 1 WIS 3 CHA 1.
Senses: blindsight 60 ft. (blind beyond this radius), passive_perception 6. Languages: None. CR: 2.

Special Abilities:
**Antimagic Susceptibility:** The rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

**Damage Transfer:** While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.

**False Appearance:** While the rug remains motionless, it is indistinguishable from a normal rug.
Actions:
**Smother:** Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.
Question: Describe the Rust Monster monster in D&D 5e.
Answer: Rust Monster is a Medium monstrosity (unaligned).
AC: 14 (natural), HP: 27 (5d8), Speed: walk 40 ft..
Abilities: STR 13 DEX 12 CON 13 INT 2 WIS 13 CHA 6.
Senses: darkvision 60 ft., passive_perception 11. Languages: None. CR: 0.5.

Special Abilities:
**Iron Scent:** The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.

**Rust Metal:** Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the rust monster is destroyed after dealing damage.
Actions:
**Bite:** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

**Antennae:** The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch.
If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.
Question: Describe the Saber-Toothed Tiger monster in D&D 5e.
Answer: Saber-Toothed Tiger is a Large beast (unaligned).
AC: 12 (dex), HP: 52 (7d10), Speed: walk 40 ft..
Abilities: STR 18 DEX 14 CON 15 INT 3 WIS 12 CHA 8.
Senses: passive_perception 13. Languages: None. CR: 2.

Special Abilities:
**Keen Smell:** The tiger has advantage on Wisdom (Perception) checks that rely on smell.

**Pounce:** If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.
Actions:
**Bite:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

**Claw:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Question: Describe the Sahuagin monster in D&D 5e.
Answer: Sahuagin is a Medium humanoid (lawful evil).
AC: 12 (natural), HP: 22 (4d8), Speed: walk 30 ft., swim 40 ft..
Abilities: STR 13 DEX 11 CON 12 INT 12 WIS 13 CHA 9.
Senses: darkvision 120 ft., passive_perception 15. Languages: Sahuagin. CR: 0.5.

Special Abilities:
**Blood Frenzy:** The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.

**Limited Amphibiousness:** The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

**Shark Telepathy:** The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.
Actions:
**Multiattack:** The sahuagin makes two melee attacks: one with its bite and one with its claws or spear.

**Bite:** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

**Claws:** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.

**Spear:** Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
Question: Describe the Salamander monster in D&D 5e.
Answer: Salamander is a Large elemental (neutral evil).
AC: 15 (natural), HP: 90 (12d10), Speed: walk 30 ft..
Abilities: STR 18 DEX 14 CON 15 INT 11 WIS 10 CHA 12.
Senses: darkvision 60 ft., passive_perception 10. Languages: Ignan. CR: 5.

Special Abilities:
**Heated Body:** A creature that touches the salamander or hits it with a melee attack while within 5 ft. of it takes 7 (2d6) fire damage.

**Heated Weapons:** Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).
Actions:
**Multiattack:** The salamander makes two attacks: one with its spear and one with its tail.

**Spear:** Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

**Tail:** Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.
Question: Describe the Satyr monster in D&D 5e.
Answer: Satyr is a Medium fey (chaotic neutral).
AC: 14 (armor), HP: 31 (7d8), Speed: walk 40 ft..
Abilities: STR 12 DEX 16 CON 11 INT 12 WIS 10 CHA 14.
Senses: passive_perception 12. Languages: Common, Elvish, Sylvan. CR: 0.5.

Special Abilities:
**Magic Resistance:** The satyr has advantage on saving throws against spells and other magical effects.
Actions:
**Ram:** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.

**Shortsword:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1 d6 + 3) piercing damage.

**Shortbow:** Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Question: Describe the Scorpion monster in D&D 5e.
Answer: Scorpion is a Tiny beast (unaligned).
AC: 11 (natural), HP: 1 (1d4), Speed: walk 10 ft..
Abilities: STR 2 DEX 11 CON 8 INT 1 WIS 8 CHA 2.
Senses: blindsight 10 ft., passive_perception 9. Languages: None. CR: 0.

Actions:
**Sting:** Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.
Question: Describe the Scout monster in D&D 5e.
Answer: Scout is a Medium humanoid (any alignment).
AC: 13 (armor), HP: 16 (3d8), Speed: walk 30 ft..
Abilities: STR 11 DEX 14 CON 12 INT 11 WIS 13 CHA 11.
Senses: passive_perception 15. Languages: any one language (usually Common). CR: 0.5.

Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance. Special Abilities:
**Keen Hearing and Sight:** The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions:
**Multiattack:** The scout makes two melee attacks or two ranged attacks.

**Shortsword:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

**Longbow:** Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Question: Describe the Sea Hag monster in D&D 5e.
Answer: Sea Hag is a Medium fey (chaotic evil).
AC: 14 (natural), HP: 52 (7d8), Speed: walk 30 ft., swim 40 ft..
Abilities: STR 16 DEX 13 CON 16 INT 12 WIS 12 CHA 13.
Senses: darkvision 60 ft., passive_perception 11. Languages: Aquan, Common, Giant. CR: 2.

Special Abilities:
**Amphibious:** The hag can breathe air and water.

**Horrific Appearance:** Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect 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 hag's Horrific Appearance for the next 24 hours.
Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.
Actions:
**Claws:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

**Death Glare:** The hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.

**Illusory Appearance:** The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.
Question: Describe the Sea Horse monster in D&D 5e.
Answer: Sea Horse is a Tiny beast (unaligned).
AC: 11 (dex), HP: 1 (1d4), Speed: swim 20 ft..
Abilities: STR 1 DEX 12 CON 8 INT 1 WIS 10 CHA 2.
Senses: passive_perception 10. Languages: None. CR: 0.

Special Abilities:
**Water Breathing:** The sea horse can breathe only underwater.
Question: Describe the Shadow monster in D&D 5e.
Answer: Shadow is a Medium undead (chaotic evil).
AC: 12 (dex), HP: 16 (3d8), Speed: walk 40 ft..
Abilities: STR 6 DEX 14 CON 13 INT 6 WIS 10 CHA 8.
Senses: darkvision 60 ft., passive_perception 10. Languages: None. CR: 0.5.

Special Abilities:
**Amorphous:** The shadow can move through a space as narrow as 1 inch wide without squeezing.

**Shadow Stealth:** While in dim light or darkness, the shadow can take the Hide action as a bonus action. Its stealth bonus is also improved to +6.

**Sunlight Weakness:** While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.
Actions:
**Strength Drain:** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.
Question: Describe the Shambling Mound monster in D&D 5e.
Answer: Shambling Mound is a Large plant (unaligned).
AC: 15 (natural), HP: 136 (16d10), Speed: walk 20 ft., swim 20 ft..
Abilities: STR 18 DEX 8 CON 16 INT 5 WIS 10 CHA 5.
Senses: blindsight 60 ft. (blind beyond this radius), passive_perception 10. Languages: None. CR: 5.

Special Abilities:
**Lightning Absorption:** Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.
Actions:
**Multiattack:** The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it.

**Slam:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

**Engulf:** The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.