Tunneler. The Barroth can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.
Charge. When the Barroth charges a target and then hits it on the same turn, the target takes 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Burrow. The Barroth can burrow as a bonus action to protect itself when there's mud to swim in. If the Barroth charges while burrowing and hits, the target takes an extra d6 damage and must succeed on a DC 15 on a dexterity saving throw or be launch on a random direction.
Coating. By covering itself with mud, it becomes resistant to magic, slashing and piercing attacks for the duration of (1d4) turns, the coating can be remove with bludgeoning and fire attacks.
Description
It will occasionally roll in dirt and mud, possibly to cool off from the hot desert sun. Although docile by default, Barroth becomes extremely territorial when disturbed. It will release an initial warning roar. If that fails, it will continuously attack until the threat is exterminated.
Lair and Lair Actions
Barroths make their lairs in deserts, using their burrowing ability to carve out water and creating a pool of mud where they can rest, hunt and hide.
The mud pool can restrinct the hunter's movement by have when agitated.
Barroth is uniquely adapted to a desert lifestyle, and as such can almost exclusively be found in the Sandy Plains, although it has been known to wander into the Moga Woods occasionally.
Comments