Medium Beast, Typically Neutral Evil
Armor Class 16 (natural armor)
Hit Points 20 (3d8 + 1)
Speed 30 ft., Swim 15 ft., Burrow 30 ft.
STR
13 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
4 (-3)
WIS
11 (+0)
CHA
3 (-4)
Skills Stealth +4
Damage Resistances Lightning
Senses Blindsight 20 ft., Passive Perception 10
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Amphibious. The ampilus can breathe air and water.

Actions

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.

Habitat: CoastalDesert

Dragonekillax2

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