Stormwater core. 1d10 on a 1-8, this monster has a ball of magical water at its center. When an attack lands on this monster, 1d4 on a 4, the core breaks.
Made of coral. When a coral construct ends its turn not in contact with water or without its stormwater core, it becomes petrified. It remains this way until it regains contact with water.
Burrowing form. This monster has a burrowing form that can only be used while on soft ground (e.g., sand, gravel, mud). While in this form, its walk speed is equivalent to its burrowing speed.
Change form. This monster takes on its burrowing form or exits out of it.
Unarmed strike. +0 to hit, range 2 ft., 1 target. Hit: 8 (4 if in burrowing form) bludgeoning damage.
Ancient crossbow. (can be used 1d8 times; not while in burrowing form) +2 to hit, range 3/40 ft., 1 target. Hit: 2d8 piercing damage.
Water bomb. (can only be used if this monster has its stormwater core) Everything except for this monster in a 5 ft. radius must succeed a Con. saving throw or take 1d8 force damage and become prone. This monster's core breaks.
retreat. take on burrowing form and move 5 ft.
Description
A humanoid pile of coral. It can take on a smaller form to burrow through the ground, looking like a cluster of vertical shelf coral.
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