Small Monstrosity, Unaligned
Armor Class 13 Natural Armor
Hit Points 18 (4d6 + 4)
Speed 10 ft., Climb 30 ft.
STR
6 (-2)
DEX
16 (+3)
CON
12 (+1)
INT
2 (-4)
WIS
10 (+0)
CHA
6 (-2)
Skills Stealth +5
Senses Darkvision 60 ft., Passive Perception 10
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Amphibious. The Bomber Squib can breathe both air and water.

Camouflage. The Bomber Squib has advantage on Dexterity (Stealth) checks made to hide in forest and jungle environments.

Death Burst. When the Bomber Squib dies, it explodes, releasing acidic sap. Each creature within 5 feet must make a DC 13 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one. Creatures grappled by the Bomber Squib take double damage from this effect.

Tree Strider. The Bomber Squib moves through and climbs trees without impediment.

Soft Body Reflex. When the Bomber Squib takes damage from a melee attack while grappling a creature, the grappled creature takes damage equal to half the total damage dealt to the Squib, rounded down.

Erratic Grapple. If the Bomber Squib grapples a creature with a higher AC than its own, attacks against the Squib use the grappled creature’s AC to calculate hits.

Actions

Strangle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 13). The grappled creature is also blinded and silenced for the duration of the grapple. Upon grappling, the Bomber Squib can attempt to strangle the target at the start of the Squib's next turn. It makes a Strength check contested by the target's Constitution save. On success, the target accrues one level of strangulation. Strangulation levels equal 1 + CON modifier. Each level imposes a -1 penalty on subsequent saves. Exceeding strangulation levels drops a creature to 0 hit points, unable to be healed until the grapple ends.

Charged Burst. While grappling a creature, the Bomber Squib can voluntarily trigger its death burst, killing itself in the process. Each creature within 5 feet must make a DC 13 Dexterity saving throw, taking 14 (4d6) acid damage on a failed save, or half as much damage on a successful one. The grappled creature takes double damage from this effect.

Habitat: Forest

ThatNordicGuy

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