When healed, take damage instead. If the mound is brought to 0 HP by healing, the baby Walter can be healed instead of killed, peacefully putting him to rest.
If confronted with powerful reminders of Walter's' life, the Flesh Mound loses its next turn. This works up to 3 times. For example, spending an action to play the Music Box found in the Nursery.
- •Bone Crunch.
Move 4, attack for 1d10+2. On damage: Grappled (dc 10).
- •Engulf (Grappled target).
Attack for 2d10+2. On damage: Engulfed.
At 40 HP, chunks of the mound animate as minions (1d6) equal to the number of PCs. One of them can act each time the Flesh Mound does (once per round each).
The Flesh Mound is Dying! Further damage is ineffective. Inside, the crying corpse of the baby Walter is visible. Put it out of its misery to destroy the Flesh Mound! Until then, use d12s instead of d10s, and the DC to escape Grappled increases to 15.
Engulfed: You take 10 damage at the start of your turn. Your attacks cannot miss and ignore armor. You hear the faint sound of a baby crying...