>[!columns|flex no-t] >> [!blank|left clean sban static t-w] >> >[!info|no-i bg-c-black] ### Glyptodon >> >> *Large Beast, Unaligned* >> ![[hDash.svg|left clean sban static]] >> **AC** 16 Natural Armor, 12 While Prone **Initiative** +0 (10) >> **HP** 65 (10d10 + 10) >> **Speed** 30 ft. >> >> | | | M | S | | | M | S | >> | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | >> | S | 16 | +3 | +3 | I | 2 | -4 | -4 | >> | D | 10 | +0 | +0 | W | 12 | +1 | +1 | >> | C | 14 | +2 | +2 | C | 5 | -3 | -3 | >> **Senses** Passive Perception 11 >> **Languages** -- >> **CR** 1/2 (XP 100; PB +2) >> ![[hDash.svg|left clean sban static]] >> %%#creature%% > >> [!blank|no-t] >>#### Traits >>***Stable.*** Whenever an effect knocks the glyptodon prone, it can make a DC 10 Constitution saving throw to avoid being knocked prone. A prone glyptodon is upside down. To stand up, it must succeed on a DC 10 Dexterity check on its turn and then use all its movement for that turn. >> >>#### Actions >>***Bite.*** *Melee Attack Roll:* +3, reach 5 feet. *Hit:* 4 (1d6 + 1) Slashing damage. >> >>***Tail Club.*** *Melee Attack Roll:* +3, reach 5 feet. *Hit:* 4 (1d6 + 1) Bludgeoning damage, and if the target is a Medium or smaller creature, they must succeed on a DC 13 Strength saving throw or be knocked prone.