20 (natural armor)
248 (16d20+80)
50 ft., climb 50 ft.
Str +13, Dex +8, Con +10
Perception +11
darkvision 120 ft.
-
16
The squirrel has advantage on Wisdom (Perception) checks that rely on smell.
If the squirrel fails a saving throw, it can choose to succeed instead.
The squirrel makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage.
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage.
Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage.
The squirrel chatters furiously. Each creature within 60 feet of the squirrel and able to hear its chatter must make a DC 18 Constitution saving throw, taking 45 (10d8) thunder damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw, it becomes incapacitated until the end of the squirrel's next turn.
The squirrel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The squirrel regains spent legendary actions at the start of its turn.
The squirrel makes a tail attack.
The squirrel moves up to its speed without provoking opportunity attacks. It can move through another creature's space but must end its movement in an unoccupied space. Each creature in the squirrel's path must succeed on a DC 21 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone.
The squirrel goes into a frenzy, uprooting nearby trees and disrupting the earth around it. Each creature on the ground within 20 feet of the squirrel must make a DC 21 Dexterity saving throw, taking 24 (7d6) bludgeoning damage on a failed save, or half as much damage on a successful one. The ground in that area becomes difficult terrain.