Frost moles primarily eat meat and supplement their diets with plants that eke out an existence in arctic climates. Though they can overpower prey with their claws, they prefer to ensnare their victims in pits they dig as traps. Since frost moles build their warrens near farms where they can grab more docile livestock, their lairs present a nuisance to those who work the land during the short growing seasons. Creatures capable of taming frost moles find them extremely valuable. Frost mole masters train the moles to excavate treacherous pits around their lairs, protecting the masters from intruders.
Frost Mole
Small beast, unalignedArmor Class 14 (natural armor)
Hit Points 71 (11d6 + 33)
Speed 30 ft., burrow 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 15 (+2) | 16 (+3) | 3 (-4) | 13 (+1) | 6 (-2) |
Skills Athletics +5, Perception +3, Stealth +4
Damage Resistances cold
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 13
Languages —
Challenge 3 (700 XP)
Keen Smell. The frost mole has advantage on Wisdom (Perception) checks that rely on smell.
Snow Burrower. The frost mole can burrow through nonmagical snow and ice in addition to sand, earth, and mud.
Snow Camouflage. The frost mole has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Snow Pit. If the frost mole moves at least 20 feet straight toward a creature, it can dig a 5-foot-diameter, 20-foot-deep pit beneath the creature. If the target is Medium or smaller, it must succeed on a DC 13 Dexterity saving throw or fall into the pit and land prone, taking falling damage as normal. If the target is Large or larger, it must succeed on a DC 13 Dexterity saving throw or be restrained. If the target is prone or restrained, the mole can make one claw attack against it as a bonus action.
Actions
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage.