Armor Class
12
(natural armor)
Hit Points
23
(4d10 + 7)
Speed
40 ft.
STR
17
(+3)
DEX
11
(+0)
CON
12
(+1)
INT
4
(-3)
WIS
12
(+1)
CHA
6
(-2)
Damage Vulnerabilities
Fire
Condition Immunities
Poisoned
Senses
Passive Perception 11
Languages
--
Challenge
1/2 (100 XP)
Proficiency Bonus
+2
Traits
Charge. If the barkhide moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Spiky Hide. At the start of each of its turns, the barkhide deals 3 piercing damage to any creature that is grappling it.
Actions
Horns. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.
Hoves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Comments