Small Beast, Chaotic Neutral
Armor Class 16 (Steel Shell)
Hit Points 7 (2d4 + 2)
Speed 30 ft., +10ft while rolling
STR
3 (-4)
DEX
18 (+4)
CON
10 (+0)
INT
8 (-1)
WIS
8 (-1)
CHA
4 (-3)
Skills Acrobatics +6
Damage Vulnerabilities Acid, Cold, Lightning, Thunder
Senses Darkvision, Passive Perception 9
Languages Common, Undercommon
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Form Buffs. The creatures gain +3 AC when in Shell Form, and get +3 to hit in Offensive Form.

 

Actions

Form Change. The creature can change from forms as bonus actions

Ram (Shell Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 3) [Bludgeoning] damage. 

Spike Throw. RangedWeapon Attack: +5 (+8 in Offensive Form) to hit, range 10/20 ft., 2 targets. Hit: 9 (1d8 + 5) [Piercing] damage. The target rolls a Con saving throw (DC 13) next turn. If failed, they are dealt 1d12 damage due to bleeding. of the target does not have blood, is immune to the previous attack, or passes the Con Saving Throw, this effect does not occur.

Reactions

Survival Instincts. If the creature is damaged, it gains +1 AC while in Shell Form

Description

These creatures are only seen in dark areas, and are well known for there hard, metal-like shells. Although they have a tough outside, they have soft, black bodies on the inside. They also have big, beady eyes that peer out of its shell when in a protective state.

Habitat: Underdark

CrazyStripes

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