Small Monstrosity, Lawful Neutral
Armor Class 14 (natural armor)
Hit Points 110 (20d6 + 40)
Speed 40 ft.
STR
16 (+3)
DEX
12 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
13 (+1)
CHA
11 (+0)
Saving Throws DEX +3, WIS +3
Skills Stealth +3, Survival +3
Senses Darkvision 60 ft., Passive Perception 11
Languages Elvish, Sylvan
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Fey Ancestry. The gruff has advantage on saving throws against being charmed, and magic can’t put it to sleep.

Charge. If the gruff moves at least 15 feet straight toward a target and then hits it with a Ram attack on the same turn, the target takes an extra 10 (3d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pushed back 15 feet and knocked prone.

Actions

Multiattack. The gruff makes three melee attacks: two with its Claws and one with its Hoof attack.

Claw. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Hoof. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the gruff can make another attack with its hoof against it as a bonus action.

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage.

Monster Tags: fey

Dhevi

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