Huge Beast, Neutral
Armor Class 16 (Natural Armor)
Hit Points 147 (24d12 + 6)
Speed 40 ft., Burrow 40 ft.
STR
22 (+6)
DEX
16 (+3)
CON
18 (+4)
INT
2 (-4)
WIS
8 (-1)
CHA
6 (-2)
Damage Vulnerabilities Fire
Damage Resistances Lightning, Piercing
Senses Tremorsense 40 ft., Passive Perception 8
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Siege Monster. The Barroth deals double damage to objects and structures.

Charge/Plow. If the Barroth moves at least 20 feet straight toward a target and then hits it with a Uppercut on the same turn, the target takes an extra 6 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 25 feet in the air and knocked prone.

Muddy Armor. When the Barroth burrows underground, it collects muddy earth across its hide, creating a shell of earthen armor for protection. While armored in this way, the Barroth gains a +2 bonus to AC, and its fire vulnerability is replaced with fire resistance. If a creature takes 45 damage or more in a single turn, the Barroth must succeed on a DC 17 Constitution saving throw or lose the armor.

Actions

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 27 (4d10 + 14) [damage type] damage. 

Uppercut. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d10 + 4) bludgeoning damage.

Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., every target in range. Hit: 18 (3d8 + 12) bludgeoning damage.

Mud Fling (Only when armored). Each creature within a 10-foot radius must succeed on a DC 13 Dexterity saving throw or be restrained by mud as the Barroth shakes off globs of wet earth. A restrained creature may make a DC 15 Strength saving throw at the beginning of its next turn in order to escape. Upon taking damage, a restrained creature is automatically freed from the mud’s grasp.

Roar (Recharge 5 – 6). The Barroth emits an thunderous roar throughout the area. Each creature within 10 feet of the Barroth must make a DC 23 Wisdom saving throw. On a failed save, the creature may either move or take an action on its next turn, but not both.

Habitat: DesertSwamp

Luddi

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