b'Kori \n'b'  Huge   monstrosity ,  unaligned  \n'b'  Armor Class  14 (natural armor)  Hit Points  85 (9d12 + 27)  Speed  30 ft., burrow 20 ft., swim 50 ft.\n'b' STATS STR: 21 (+5) DEX:  9 (-1)  CON:  17 (+3)  INT:  2 (-4)  WIS:  10 (+0)  CHA:  7 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Stealth  +5  Damage Resistances  piercing  Damage Vulnerabilities  poison  Senses  blindsight 30 ft., passive  Perception  10  Languages  \xe2\x80\x94 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Hold Breath . The kori can hold its breath for 30 minutes. \n'b'  Trampling Charge . If the kori moves at least 20 feet straight toward a creature and then hits it with a tail  attack  on the same turn, that target must succeed on a DC 16  Strength  saving throw or be knocked  prone . If the target is  prone , the kori can make one stomp  attack  against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The kori uses its tail and one of the following available  actions : wind javelin or transmute rock to mud. \n'b'  Tail .  Melee Weapon Attack : +8 to hit, reach 10 ft., one target.  Hit : 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16  Strength  saving throw or be knocked  prone . \n'b'  Stomp .  Melee Weapon Attack : +8 to hit, reach 5 ft., one  prone  creature.  Hit : 29 (4d10 + 7) bludgeoning damage. \n'b'  Wind Javelin . The kori coalesces wind into a javelin-like form and spits it at a creature it can see within 100 feet of it. The javelin is considered a magic weapon and deals 15 (3d6 + 5) piercing damage to the target, striking unerringly. The javelin disappears after it hits. \n'b'  Transmute Rock to Mud (1/Day) . So long as the kori is not  poisoned , it can turn rock into mud. This change is permanent but not magical and is affected by natural weather patterns in the area (for example, the mud would dry out quickly in a dry climate). The area affected is centered on the kori and is a 40-foot sphere. The area becomes  difficult terrain  for all creatures except the kori and creatures starting their turn in the muddy area must make a DC 16  Strength  check or become  restrained . Trapped creatures can spend an action to free themselves. \n'b'  Control the Wind (1/Day) . The kori can cast  control weather  with the additional affect that it can move the wind stages by 2 instead of 1 and any damage done to a structure from the wind is doubled. \n'b'\n'b' ABOUT \n'b' This immense beast resembles a giant anteater, though from the tip of its narrow mouth to end of its heavily muscled and scaled alligator-like tail it is nearly 30 feet long and weighs 3 tons. It uses its long dull claws to undercut riverbanks, causing them to collapse and rendering the water murky and turbid. Its fur and scales are varying shades of green, usually lighter on its belly and legs, and a row of reddish spikes runs down the length of its spine and tail. \n'b'  Naturally Destructive . Kori are unintelligent, scarcely more than animals, but they seem to have a natural bent towards destructive behavior. They are wont to knock down trees, claw apart figs and vines, and demolish huts. They seem to find humanoid habitation irritating, and they have an almost preternatural ability to cause natural forces to mimic their hostile moods. When the kori is angered, winds tend to rise into battering gales and soil becomes wet and soggy, causing buildings to collapse and people to drown in the clinging mire. These powers seem to abate when the kori is sick or poisoned, and clever villagers who dare test its might usually do so with poisoned weapons.'