14 (natural armor)
9 (2d6 + 2)
30 ft., burrow 20 ft.
Perception +4
tremorsense 30 ft.
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1/4
The odd sod has advantage on Dexterity (Stealth) checks made to hide in hills or grassland.
If a creature steps on an odd sod they must make a successful DC 12 Wisdom saving throw or begin to lose their way. The creature wanders aimlessly in the wrong direction for 1d4 hours.
Melee Weapon Attack: — +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.