Huge Monstrosity, Unaligned
Armor Class 14 (natural armor)
Hit Points 93 (10d12 + 22)
Speed 40 ft., Climb 30 ft.
STR
21 (+5)
DEX
10 (+0)
CON
16 (+3)
INT
2 (-4)
WIS
11 (+0)
CHA
5 (-3)
Damage Resistances Cold
Senses Darkvision 35 ft, Passive Perception 11
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Trampling Charge. If the baloth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the baloth can make one stomp attack against it as a bonus action.

Spiky Hide. At the start of each of its turns, the baloth deals 3 (1d6) 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

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (3d8+5) piercing damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d8+5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (5d4+5) slashing damage.

Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft., one prone target. Hit: 15 (2d8+5) bludgeoning damage.

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

Comments

Posts Quoted:
Reply
Clear All Quotes