Small Monstrosity, Neutral
Armor Class 13 Natural Armor
Hit Points 18 (4d6 + 4)
Speed 25 ft., burrow 30 ft.
STR
10 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
6 (-2)
WIS
10 (+0)
CHA
6 (-2)
Damage Immunities Lightning
Senses Tremorsense 30, Passive Perception 10
Languages --
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Sand Rush. The Sandshrew cannot be blinded, restrained, or have its movement impaired by sand, dirt, mud, or other sediments.

Actions

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.

GorsskyVlogs712

Comments

Posts Quoted:
Reply
Clear All Quotes