Medium Monstrosity, Unaligned
Armor Class 12 (natural armor)
Hit Points 29 (4d8 + 13)
Speed 30 ft., Climb 5 ft.
STR
17 (+3)
DEX
12 (+1)
CON
14 (+2)
INT
2 (-4)
WIS
11 (+0)
CHA
5 (-3)
Damage Resistances Cold
Senses Passive Perception 10
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Spiky Hide. At the start of each of its turns, the baloth deals 1 piercing damage to any creature grappling it.

Pack Tactics. The baloth has advantage on an attack roll against a creature if at least one of the baloth's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Horn. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6+3) piercing damage.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+3) piercing damage.

Clawed Stomp. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d10+3) slashing damage or bludgeoning damage (pup's choice).

Description

Baloths are perhaps the most distinctive of Zendikar’s beasts. They are muscular, omnivorous hunters covered in horns, spines, and plates of various shapes. Baloth herds occasionally stampede across the Onduan plains—and do so more frequently since the rise of the Eldrazi, as if sharing in Zendikar’s anger.

(Credit: user The_Hidden)

Dragonekillax2

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