Tiny Beast, Any Alignment
Armor Class 20 Natural Armor
Hit Points 30 (1d20 + 10)
Speed 30 ft., Burrow 60 ft.
STR
12 (+1)
DEX
12 (+1)
CON
16 (+3)
INT
8 (-1)
WIS
5 (-3)
CHA
10 (+0)
Saving Throws STR +3
Skills Perception +5, Survival +3
Damage Vulnerabilities Fire, Psychic
Damage Resistances Acid, Force; Slashing and Piercing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Exhaustion, Petrified, Prone, Stunned
Senses Darkvision 120 ft, Tremorsense 120 ft, Passive Perception 12
Languages Common Bunglinese
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Heavy. The bungle is so heavy that any attack that would usually knock it back does not. Any attack against it that depends on the target being heavy have advantage. Cannot be launched into the air.

Actions

Drill. MeleeWeapon Attack: +4 to hit, range 5 ft., 1 target. Hit: 5 (1d4 + 1) piercing damage. The Tart=get is pierced by the bungles drill

Smash. MeleeWeapon Attack: +6 to hit, range 10 ft., 1 target. Hit: 12 (1d12) Bludgeoning damage. The bungle smashes into their target.

Bonus Actions

Bury Partway: Buries into the ground for 1 turn. In this state the bungle takes resisted damage from all weapon attacks. Exceptions are Earth Tremor and any fire damage. These do 1d6+1 extra damage. All that is visible is the drill end. As a bonus action you can pull the bungle from the ground by succeding a DC 15 strength check.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Small, bulky, four-legged creatures with a tail containing a drill end. Live in communities and have their own society.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
4/21/2024 5:03:40 PM
3
1
5
Coming Soon

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwamp

OwlGamer_2020

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