Huge Beast, Unaligned
Armor Class 12
Hit Points 60 (8d12 + 8)
Speed 30 ft., Burrow 20 ft.
STR
19 (+4)
DEX
14 (+2)
CON
12 (+1)
INT
1 (-5)
WIS
10 (+0)
CHA
3 (-4)
Skills Perception +2
Senses Blindsight 10 ft., Passive Perception 12
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Illumination. The ashwinder sheds dim light in a 5 foot radius. Perception checks based on sight made against an above ground ashwinder at night have advantage.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

Description

Growing up to 25 feet in length, Ashwinders are snakes altered by the magical eruption of Mt. Hotenow in 1451 DR. These snakes are subterranean ambush predators that prefer to strike at unwary prey that wander too far into Hotenow’s ash wastes. Once they’ve snared an unlucky victim, the ashwinder will burrow back under the ash, essentially drowning and constricting its prey at the same time. Wary and well-informed travelers may spot ashwinders by looking for their breathing holes, their noses poking out of the ash, or they may identify their presence in a given area by the entrances to their burrows, where ashwinders will rest for weeks between meals.

An ashwinder burrowing with grappled prey moves at half its normal burrowing speed.

Monster Tags: Misc Creature

Habitat: Mountain

SgtWidget

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