Talus Flow
Large Elemental, neutral evil
Armor Class 13 (natural armor)
Hit Points 102 (12d10+36)
Speed walk +30, climb +10
Challenge 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