Huge Monstrosity (Lycanthrope, Shapechanger), Chaotic Neutral
Armor Class 19 Natural Armor
Hit Points 195 (17d12 + 85)
Speed 40 ft., Burrow 30 ft.
STR
22 (+6)
DEX
16 (+3)
CON
20 (+5)
INT
10 (+0)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws DEX +7, CON +9, WIS +6
Skills Perception +6, Stealth +7
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Frightened
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 16
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Shapechanger (Hybrid Form Only). The burrowmaw is permanently trapped as a fusion between a werewolf and a bulette. It cannot revert back to a humanoid form or animal form and is considered a monstrosity and a shapechanger.  

Pack Animal. When an ally is within 5 feet of an enemy, the burrowmaw has advantage on attack rolls against that enemy. 

Barbed Quills. When a creature starts its turn within 5 feet of the burrowmaw or hits it with a melee attack, the creature takes 4 (1d8) piercing damage. 

Regeneration. The burrowmaw regains 10 hit points at the start of each turn. If it takes fire damage or damage from a silvered weapon, this trait does not function until the end of its next turn. 

Ambush Predator. When the burrowmaw hits a creature that is surprised with a melee attack on the first round of combat, the target takes an additional 14 (4d6) slashing damage. 

Frenzied Surge (1/day). When the burrowmaw is reduced to half its hit point maximum (97 or below), it enters a frenzied state for 1 minute. In this state the burrowmaw gains the following traits:

  • Movement speed is increased by 10 feet. 
  • Makes an additional claw attack when taking the multiattack action. 
  • Gains resistance to bludgeoning, piercing and slashing damage. 
Actions

Multiattack. The burrowmaw makes three attacks: one with its bite and two with its claws. 

Bite. Melee Weapon Attack: + 10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage. If the target is a creature, it must succeed a DC 16 Constitution saving throw or be cursed with lycanthropy. 

Claw. Melee Weapon Attack: + 10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage. 

Burrowing Lunge (Recharge 5-6). The burrowmaw dives into the ground and erupts at a point it can see within 30 feet. All creatures within 10 feet of the eruption must make a DC 16 Dexterity saving throw or take 22 (4d10) bludgeoning damage and be knocked prone. If the burrowmaw lands within 5 feet of a creature, it may make a bite attack against that creature as part of this action.

Bonus Actions

Tunnel Ambush. If the burrowmaw starts its turn while underground, it can use a bonus action to move up to its burrow speed and remain undetected unless a creature succeeds a DC 18 Wisdom (Perception) check. 

Quill Volley (Recharge 5-6). The burrowmaw launches a barrage of razor-edged quills in a 30-foot cone. All creatures in the cone must make a DC 16 Dexterity saving throw, taking 27 (6d8) piercing damage on a failed save, or half that much damage on a successful one. 

Description

Stealthy and swift, the Burrowmaw are the unnatural union of a werewolf lycanthrope and a bulette. Huge in size and scale these monstrosities are bound within their amalgam hybrid form, unable to return to their humanoid form. The body of the Burrowmaw is lupine like a werewolf, though far larger than most of its kind and is covered in overlapping bulette plate armor which grows down its shoulders, spine and flanks. Matted, course hair grows between the cracks and across much of its chest, back, face and legs. Large, jagged dorsal quills sprout from its back, not unlike the quills of a porcupine, these quills bristle, rattle and even launch out at enemies when the Burrowmaw is enraged. Its face supports a widened, beaked jaw like that of a bulette, with several rows of tusklike teeth. 

Christman

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