13 (Natural Armor)
136 (16d10 + 48)
walk 40 ft.
Medicine +7, Perception +7
darkvision 60 ft.
Common, Druidic
6
Grorrarr is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following druid spells prepared: • Cantrips (at will): druidcraft, guidance, poison spray, produce flame • 1st level (4 slots): cure wounds, entangle, jump, speak with animals • 2nd level (3 slots): barkskin*, gust of wind, heat metal, spider climb • 3rd level (3 slots): call lightning, dispel magic, plant growth, speak with plants • 4th level (3 slots):, divination, dominate beast, freedom of movement*, ice storm • 5th level (1 slots): awaken, commune with nature, tree stride *Grorrarr casts these spells on itself before combat.
Grorrarr has advantage on Wisdom (Perception) checks that rely on sight or smell.
Moving through nonmagical difficult terrain costs no extra movement for Grorrarr. It can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, Grorrarr has advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
During a short rest, Grorrarr can choose five expended spell slots to recover.
Grorrarr makes two attacks: one with its beak and one with its claws.
Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Twice per day, Grorrarr can use its action to magically assume the shape of a beast. The beast can be CR 1 or less, with a fly or swimming speed. Grorrarr can stay in a beast shape for four hours. This ability otherwise functions as the wild shape ability of the druid class.