Medium Beast, Unaligned
Armor Class 16 (natural armor)
Hit Points 29 (4d8 + 8)
Speed 25 ft., Burrow 5 ft.
STR
17 (+3)
DEX
16 (+3)
CON
15 (+2)
INT
5 (-3)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws DEX +5
Skills Acrobatics +6, Athletics +6
Condition Immunities Prone
Senses Passive Perception 10
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Curl Up. The Armaroo can turn into a ball increasing its AC to 20, but reducing its speed to 15ft.

Spring Footed. The Armaroo can jump up to 15ft.

Canonball Ram. If the Armaroo moves atleast 15ft towards a creature the Armaroo turns into a ball to attack the creature. They must succeed on a Dexterity Saving Throw DC:14. On a failure they take 1d10 Bludgeoning damage & the Armaroo lands within 10ft of the target without proviking an atack of opportunity. 

Actions

The Armaroo has Multiattack: 1 with its claw & 1 with its tail. It can replace the claw attack with a Canonball Ram.

Claw. Melee Weapon Attack:  +6 to hit, 5ft reach, 9 (2d4+3) Slashing damage.

Tail Whip. Melee Weapon Attack: +6 to hit, 10ft reach, 8 (1d8+3) Bludgeoning damage.

Monster Tags: Misc Creature

Habitat: ForestGrasslandHill

Maximus5

Comments

Posts Quoted:
Reply
Clear All Quotes