Large Aberration, Unaligned
AC 17 Natural Armor    Initiative +3 (13)
HP 149 (14d10 + 56)
Speed 40 ft., Burrow 50 ft.
Mod Save
STR 22 +6 +6
DEX 16 +3 +7
CON 18 +4 +8
Mod Save
INT 26 +8 +8
WIS 17 +3 +3
CHA 6 −2 +2
Skills Investigation +3, Perception +6, Stealth +9
Senses Blindsight 60; Passive Perception 18
Languages None
CR 11 (XP 7,200; PB +4)
Traits

Ambush Prey. Bob can spend 1 minute digging himself into sand or other ground debris. He can lie in wait until detecting prey. When a creature comes within range, he can erupt from the ground as part of a charge action. when dug in, he has improved cover adding a +10 to stealth checks. 

Pounce. If Bob moves at least 20 feet straight toward a creature and then hits it with a peck attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, Bob can make one claw attack against it as a bonus action.

Sensitive Beak. Bob has advantage on Intelligence (Investigation) and Wisdom (Perception) checks when attempting to locate anything buried in the ground.

Standing Leap. Bob long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Multiattack. Bob makes one Peck attack, one Claw attack, and a Stinger attack. If unable to use stinger replace with another melee attack.

Boulder Toss (Requires Boulder). Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. Hit: 17 (3d10 + 6) bludgeoning damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage or 19 (3d8 + 6) bludgeoning damage while it has a boulder.

Peck. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) piercing damage.

Stinger. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.

Viral Discharge. Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target. Hit: 10 (3d6) necrotic damage and the target gains 1 frenzy charge.

Crystalline Spray (Recharge 5–6). Bob can unleash a spray of pressurized liquid in a 45-foot cone. Creatures in the area must make a DC17 DEX save. On a failed save each creature hit by this liquid starts to crystalize on their bodies, causing them to have a -2 to their AC. If a creature has these crystals on their body for 2 rounds they begin to glow as they detonate. dealing 18 (4d8) piercing damage and 18 (4d8) bludgeoning damage to the covered creature. A creature can use a full action to remove the crystals.

Bonus Actions

Dig. (Recharge 5–6). Bob digs into the ground, pulling out a small sized boulder that it wields in its claws. It will carry around the boulder until it takes thunder damage; is blinded, stunned, or paralyzed; or uses its boulder toss attack.

Plant Geode. Bob plants a geode in a square within reach of his stinger. This geode can be moved through but is considered difficult terrain. At the start of Bob's next turn, the geode explodes. Each creature within that area must succeed on a DC17 DEX save, taking 10 (3d6) piercing damage and 10 (3d6) bludgeoning damage on a failure, or half as much on a success. This makes Bob unable to use his stinger until the geode explodes. 

Reactions

Parry. The Bob adds 3 to its AC against one melee attack that would hit it. To do so, the Bob must see the attacker and be wielding a boulder.

Monster Tags: Sidekickpet

BoulderSmash

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