Medium Monstrosity, Chaotic Evil
Armor Class 13 (hide armour)
Hit Points 44 (6d8 + 18)
Speed 35 ft.
STR
15 (+2)
DEX
12 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
16 (+3)
CHA
9 (-1)
Skills Perception +5, Religion +2, Survival +5
Senses Darkvision 60 ft, Passive Perception 15
Languages Common, Druidic
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Blood sent. If a creature in 1 mile has less than all its hit points the shaman knows the basic direction to go to get to that creature.

Charge. If the shaman moves at least 20ft straight toward a target and the hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.

Spellcasting. The shaman is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared:

Cantrips: primal rage, produce flame, thorn whip
1st level (4 slots): earth tremor, entangle, fog clouds, healing word
2nd level (3 slots): enhance ability, heat metal, moonbeam

Actions

Multiattack. The shaman make two attacks with its quarterstaff.

Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. 

Quarterstaff. Melee Weapon Attack: +4 to hit, range 5 ft., # target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if wielded with two hands.

Devolve. The shaman targets one creature it can see within, it must succeed on a DC 13 Intelligence saving throw or have their Intelligence score reduced to 3. The creature can’t cast spells, activate magic items or communicate in any intelligible way. It can identify friends and threats and has disadvantage on saving throws against the frightened effect, this lasts until the start of the shaman’s next turn.

Starlessneutron

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