Large Elemental, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 85 (9d8 + 45)
Speed 15 ft.
STR
20 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
11 (+0)
WIS
12 (+1)
CHA
11 (+0)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 14
Languages Terran
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

False Appearance. While the crystal badger remains motionless, it is indistinguishable from a normal crystalline rock formation.

Keen Smell. The badger has an advantage on Wisdom (Perception) checks that rely on smell

Rolling Charge. If the crystal badger rolls at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Actions

Multiattack. The badger may make two attacks: two with its claws, or one with its claws and one with slam

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Claws. Magical Melee Weapon Attack: +3 to hit, 5ft., one target. Hit 6 (2d4+1) slashing damage

 

 

Habitat: HillMountainUnderdark

KaizerCon

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