Rolling Defense. When the Baldur takes the Dodge action, it rolls up into a ball, increasing its AC by +2 until the start of its next turn.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Roll (Recharge 5–6). The Baldur rolls itself into a ball and moves up to 40 feet in a straight line, passing through creatures and objects no more than one size larger than itself. Each creature in the Baldur's path must succeed on a DC 14 Dexterity saving throw or take 14 (4d6) bludgeoning damage and be knocked prone. The Baldur stops if it hits a creature or object it cannot pass through.
Spit Mini Baldur. The Baldur spits a piece of its hardened shell at a target within 30 feet. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage. This shell comes to life and has 10 Hit Points, 10 AC, and can perform the Bite attack.
Bite (Mini Baldur). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Impenetrable Shell. The Baldur can curl up and is immune to all damage from nonmagical attacks. It has resistance to all damage from magical melee attacks until the start of its next turn
Description
This version of the Baldur from Hollow Knight reflects its near-impenetrable shell, making it immune to nonmagical melee attacks and resistant to magical ones, making it a challenging opponent that requires careful tactics to defeat. Upon defeat the player can harvest its shell for armor materials, worth 100 gp.
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