Talus Flow

Large Elemental, neutral evil

Armor Class 13 (natural armor)

Hit Points 102 (12d10+36)

Speed walk +30, climb +10

Challenge 3

STR
17
+3
DEX
10
+0
CON
16
+3
INT
5
-3
WIS
12
+1
CHA
5
-3

Skills perception +1

Damage Vulnerabilities thunder

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses darkvision 30', tremorsense 120', passive Perception 13

Languages Terran

Special Abilities

False Appearance. While motionless indistinguishable from normal pile of rocks pebbles and scree.

Landslide. If it moves at least 15 ft. before entering creature's space creature: DC 13 Dex save or knocked prone. If target is prone talus flow can make one Slam vs. it as a bonus action.

Scree Form. Can enter a hostile creature's space and stop there. Flow can move through a space as narrow as 3 inches wide with o squeezing. Flow's space is difficult terrain. When a creature starts its turn in flow's space it must make DC 13 Dex save or be knocked prone.

Stone Camouflage. Has advantage on Dex (Stealth) checks made to hide in rocky terrain.

Actions

Multiattack. Two Slam attacks. If both attacks hit a Med or smaller target the target is grappled (escape DC 13).

Slam. Melee Weapon Attack: +5 to hit, 5 ft., one target, 10 (2d6+3) bludgeoning damage.

Grind. Grinds its form over one creature in its space or that is grappled by it. Target takes 21 (6d6) bludgeoning damage (DC 13 Dex half). Flow regains hp equal to half the damage taken if creature is not a Construct or Undead.

Source: Tome of Beasts 3 · OGL/Open