>[!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.