| Mod | Save | ||
|---|---|---|---|
| STR | 17 | +3 | +3 |
| DEX | 12 | +1 | +1 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 2 | −4 | −4 |
| WIS | 13 | +1 | +1 |
| CHA | 5 | −3 | −3 |
Blind Burrower. The Tremorshell is immune to the blinded condition.
Stone Delver. The Tremorshell can burrow through nonmagical earth, sand, and soft stone without slowing down.
Pack Tactics. The Tremorshell has advantage on an attack roll against a creature if at least one of the Tremorshell’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Heated Carapace. A creature that touches the Tremorshell or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. When doused with water or cold damage, their AC is lowered by 2 and it no longer does extra fire damage.
Multiattack. The Tremorshell makes two attacks: one with its Claw and one with its Tail.
Burrowing Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 11 (2d6 + 4) Slashing damage plus 7 (2d6) fire damage.
Tail Slam. Melee Attack Roll: +5, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 7 (2d6) fire damage.
Rolling Bash. Only while curled. If the Tremorshell moves at least 20 feet straight toward a creature and then enters its space, that creature must succeed on a DC 14 Dexterity saving throw or take 22 (4d8 + 4) bludgeoning damage plus 10 (3d6) fire damage. and be knocked prone. On a successful save, the creature takes half as much damage and is not knocked prone.
Curl up. As a bonus action, the Tremorshell curls into a ball or uncurls. While curled, its AC becomes 18, its speed becomes 30 feet, it cannot use Multiattack, and it can use Rolling Bash.
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