Sand Rush. The Sandshrew cannot be blinded, restrained, or have its movement impaired by sand, dirt, mud, or other sediments.
Scratch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Damage Curl. As a bonus action, the Sandshrew can curl into a ball to protect itself. Until it uncurls, it gains a +1 bonus to AC, it has advantage on Strength and Constitution saving throws, its burrowing speed becomes a rolling speed, and attacks of opportunity against the Sandshrew are made with disadvantage while it's rolling. While curled, it can only use its rolling speed on its turn, it can't take reactions, and only the actions it can take are Rollout and a bonus action to uncurl itself.
Rollout. Melee Weapon Attack:
+3 to hit, reach 5 ft., one target. Hit: 4 (1d6 +1) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. Each time that the Sandshrew consecutively deals hits with this attack, it deals a cumulative extra die of damage, up to a maximum of 18 (5d6 + 1) damage on the fifth consecutive hit. The Sandshrew doesn't need to attack the same target each time to accumulate extra damage dice. All accumulated dice are lost if the Sandshrew does not hit with Rollout on its turn.
Comments