Small Beast, Unaligned
Armor Class 13 (natural armor)
Hit Points 30 (5d6 + 10)
Speed 50 ft.
STR
5 (-3)
DEX
20 (+5)
CON
8 (-1)
INT
10 (+0)
WIS
10 (+0)
CHA
7 (-2)
Skills Perception +3, Stealth +4
Damage Resistances Acid
Condition Immunities Charmed
Senses Passive Perception 13
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Keen Hearing and Smell. The Squirrels have advantage on Perception checks based on hearing and smell. 

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

Rabid Attacks. The squirrels small form and sharpened teeth/claws let them attack quickly and savagely. Every squirrel within the Pack Tactics range gives the ones nearby the ability to attack an extra attack (IE 3 within 5 feet, each one can make three attacks). 

Squishy Insides. When the squirrel dies, its body explodes with the ichor it usually leaks. Damage is 8d6+6, halved if the player makes a DC 16 saving throw. If the target is more than 10 feet away, they automatically pass, and beyond 20 feet they take no damage. 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. 

Gnaw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 3) piercing damage. If successful, the targets ace is reduced by -1 till the target gets the armor repaired at a blacksmith. 

Salivating Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 3) piercing damage. Target takes another 3d6 Acid damage. 

Bonus Actions

Cunning Dash: As a bonus action, the squirrels can dash up to twice their regular movement speed. 

Sharpened Senses: As a bonus action, the squirrel can focus on weak points of enemy armor, increasing their to hit to +6. 

Reactions

Cunning Dodge: Squirrels can halve damage take on hit. 

 

Monster Tags: Misc Creature

Habitat: ForestHill

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