Amphibious. The ampilus can breathe air and water.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage, and the target is grappled (escape DC 11). The ampilus has two claws, each of which can grapple only one target.
Antenne. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Electrified Rollout (Recharge 4-6). The ampilus retreats into its shell before rolling across the ground at the nearest hostile creature at its speed. The creature must make a DC 14 Dexterity saving throw or take 11 (2d6+2) bludgeoning damage and 6 (1d8+2) lightning damage and (if the target is Medium or smaller) knocked prone on a failed save. But take half as much damage and (if the target is Medium or smaller) not be knocked prone.
Comments