Medium Or Small Beast, Typically Lawful Neutral
Armor Class 18 Natural armor
Hit Points 15 (1d12 + 6)
Speed 45 ft., Burrow 35 ft.
STR
8 (-1)
DEX
19 (+4)
CON
21 (+5)
INT
8 (-1)
WIS
7 (-2)
CHA
12 (+1)
Saving Throws CON +8
Skills Religion +17
Damage Resistances Bludgeoning, Piercing, and Slashing from Mundane Attacks
Condition Immunities Exhaustion, Frightened, Paralyzed
Senses Darkvision 100ft in dim light, Truesight, Passive Perception 14
Languages Deep Speech Learnt from the enslavement by mind flayers, they typically communicate in deep speech, Thieves' Cant --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Pack Tactics. The ball of hair has advantage on an attack roll against a creature if at least one of the ball's allies is within 5 feet of the creature and the ally isn't incapacitated.

Magic Resistance. The ball of hair has advantage on saving throws against spells and other magical effects.

Shedding. Creatures within 10 feet of the ball of hair have disadvantage on all skill checks and saving throws.

Pounce. If the ball of hair moves at least 15 feet straight toward a creature and then hits it with a spiky ball attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the ball can make one spiky hair attack against it as a bonus action.

Actions

Spiky Hair. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 − 1) piercing damage.

Chew. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Projectile Fibers. Ranged Weapon Attack: +4 to hit, range 60 ft./220 ft., one target. Hit: 12 (1d12+6) piercing damage.

Description

Balls usually travel in packs of six. They tend to roam places where hair is shed.

Monster Tags: Misc Creature

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUnderwaterUrban

ZehenSeldare

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