Armor Class
16
(natural armor)
Hit Points
9
(2d6 + 2)
Speed
30 ft., burrow 10 ft., climb 30 ft.
STR
13
(+1)
DEX
16
(+3)
CON
13
(+1)
INT
1
(-5)
WIS
3
(-4)
CHA
1
(-5)
Damage Immunities
Poison, Psychic
Condition Immunities
Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses
Blindsight 60 ft. (blind beyond this radius), Tremorsense 60 ft., Passive Perception 6
Languages
--
Challenge
1/8 (25 XP)
Proficiency Bonus
+2
Traits
Antimagic Susceptibility. The tunneler is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Pack Tactics. The tunneler has advantage on an attack roll against a creature if at least one of the kruthik’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Tunneler. The tunneler can burrow through solid rock at half its burrowing speed and leaves a 2½-foot-diameter tunnel in its wake.
Actions
Stab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Description
A small insectoid construct for digging tunnels
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