Runarcana

Part 4 · Monsters & Creatures

Swole Squirrel

Swole Squirrel

CategoryElite
CR1

Beast - Fey, Small

HP42 (9d8+2)
AC11
DR
Proficiency+2
Initiative0
Attributes
STR: 14+2
DEX: 100
CON: 12+1
INT: 2-4
WIS: 9-1
CHA: 6-2
Additional
Senses
Keen Smell, Passive Perception 9
Speed
50 feet of walking and 30 feet of climbing
Skills
Insight +6, Perception +6
Languages
Sylvan
Experience
Collective100
Individual38

Saving Throws: Strength +4

Fey Magic (recharge 6). During its turn, the Swole Squirrel can roll 1d4 with its bonus action, gaining an effect based on the value obtained that lasts for up to 1 minute, as listed below:

1. The Swole Squirrel's Slam damage die decreases by one category.

2. The Swole Squirrel's speeds increase by 10 feet.

3. The Swole Squirrel gains +1 to damage rolls.

4. The Swole Squirrel gains 3 (1d4+1) temporary hit points.

Keen Smell. The Swole Squirrel has advantage on Perception checks related to smell.

Bite. Melee Natural Weapon Attack, +4 to hit, 5 ft. reach, one target. On a hit, deals 7 (2d4+2) Piercing damage.

Slam. Melee Natural Weapon Attack, +4 to hit, 5 ft. reach, one target. On a hit, deals 6 (1d8+2) Bludgeoning damage.

The Swole Squirrel has 1 charge of epic actions, and can spend one of these charges to act. Only one action can be used at a time, at the end of another creature's turn. At the start of the Swole Squirrel's turn, the number of charges returns to 1.

The Swole Squirrel can take an action and restore its reaction (if spent).

The Swole Squirrel can repeat a Saving Throw against an effect affecting it.

Cost. When the Swole Squirrel repeats its saving throw this way, it loses 1 hit point.

The Swole Squirrel can spend all or the rest of its movement.

Push. The Swole Squirrel makes a melee attack against the target's AC. If successful, it can choose between:

Knocking the target down, leaving it with the Prone condition.

Pushing the target 10 feet away from the Swole Squirrel.

Runic Pulse: Lazulite Pulse (3 points).