15 (natural armor)
68 (8d10 + 24)
50 ft.
Acrobatics +6, Athletics +7, Perception +6, Stealth +6
poison, thunder
poisoned
darkvision 60 ft.
-
4
The thunder paw has advantage on saving throws against being frightened.
If the thunder paw moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the thunder paw can make one bite attack against it as a bonus action.
The thunder paw has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
—The thunder paw makes one bite attack and one claws attack.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
The thunder paw lets out a loud, low growl. Every creature within 30 ft. must make a successful DC 14 Constitution saving throw or take 10 (3d6) thunder damage.