Killer Shrew

Small beast, unaligned

Armor Class 13
Hit Points 44 (8d6 + 16)
Speed 20 ft., burrow 30 ft.

11 (+0) 16 (+3) 14 (+2) 2 (-4) 10 (+0) 4 (-3)

Skills Stealth +5
Damage Resistances poison
Senses blindsight 30 ft., passive Perception 10
Challenge 2 (450 XP)

Special Traits

  • Energetic. The killer shrew can take the Dash action as a bonus action on each of its turns.
  • Keen Hearing. The killer shrew has advantage on Wisdom (Perception) checks that rely on hearing.


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Section 15: Copyright Notice

Tegel Manor © 2019, Frog God Games, LLC; Authors: Bill Webb & Thom Wilson with additional material by Gabor Lux

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