| Mod | Save | ||
|---|---|---|---|
| STR | 17 | +3 | +5 |
| DEX | 14 | +2 | +2 |
| CON | 16 | +3 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 4 | −3 | −3 |
| WIS | 10 | +0 | +0 |
| CHA | 6 | −2 | −2 |
Tunneler. The pangolin can burrow through solid rock at half its Burrowing Speed and leaves behind a 3-foot-diameter tunnel when it burrows. Tiny and Small creatures can move through it normally, and Medium and Large creatures can squeeze through it. This tunnel collapses after 10 minutes.
Fiery Claws. Melee Weapon Attack: +5, reach 10 ft. Hit: 10 (2d6 + 3) Slashing damage plus 3 (1d6) Fire damage.
Erupt (1/Day). If the pangolin is burrowing within 10 feet of the surface, it can erupt from the ground (without spending movement) into a space that contains one or more creatures. Dexterity Saving Throw: DC 13, each creature within 10 feet of the pangolin (Disadvantage for a creature directly above the pangolin when it emerges). Failure: 14 (4d6) Bludgeoning damage, and the target is knocked Prone. Success: Half damage, and the target is pushed 5 feet to an unoccupied space of its choice.
Wrecking Ball (1/Day). The pangolin moves up to twice its Walking Speed in a straight line without provoking Opportunity Attacks. While doing so, it can enter Large or smaller creatures’ spaces. Dexterity Saving Throw: DC 13, a creature whose space the pangolin enters during this movement. Failure: 7 (2d6) Bludgeoning damage plus 7 (2d6) Fire damage. If the pangolin enters the space of a structure or object that isn’t being worn or carried, it takes twice as much damage.
Ash Blow. Trigger: A creature the pangolin can sense moves within 5 feet of them. Response -- Dexterity Saving Throw: DC 13, the triggering creature. Failure: The target is Blinded until the start of its next turn.
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