Giant Hamster
Huge monstrosity, chaotic evil
Armor Class
16 (natural armor)
Hit Points
189 (18d12 + 72)
Speed
40 ft., burrow 20 ft.
STR
22 (+6)
DEX
12 (+1)
CON
19 (+4)
INT
11 (+0)
WIS
14 (+2)
CHA
8 (-1)
Damage Immunities
poison
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities
charmed, exhaustion, frightened
Senses
darkvision 60 ft., passive Perception 12
Skills
Survival +7
Languages
--
Challenge
15 (13,000 XP)
Magic Resistance. The giant hamster has advantage on saving throws against spells and other magical effects.
Radioactive Aura. Creatures who enter or begin their turn within 10 feet of the giant hamster take 7 (2d6) necrotic damage and must make a successful DC 15 Constitution saving throw or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the saving throw is successful, or the effect ends for it, the creature is immune to being poisoned by the giant hamster’s aura for 24 hours, but not to further necrotic damage. Siege Monster. The giant hamster deals double damage to objects and structures.
Actions
Multiattack. The giant hamster makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage and the target is grappled (escape DC 17).
Until this grapple ends, the target is restrained and the hamster can’t bite another target.
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) slashing damage.
Energy Ray (Recharge 5–6). The giant hamster fires a ray of energy from its eyes in a 60-foot line that is 5 feet wide. Creatures in the area must succeed on a DC 15 Constitution saving throw or take 54 (12d8) necrotic damage and be sickened for 1 minute. While sickened, a creature reduces its maximum hit points by 5 at the start of each of its turns. Magic such as lesser restoration can cure the sickened effect early.
Swallow. One grappled creature must make a DC 17 Strength saving throw or it is swallowed and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the hamster, and it takes 14 (4d6) acid damage and 14 (4d6) necrotic damage at the start of each of the hamster’s turns. If the hamster takes 25 damage or more on a single turn from a creature inside it, the hamster must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of it. If the hamster dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.