b'Killer Shrew \n'b'  Small   beast ,  unaligned  \n'b'  Armor Class  13  Hit Points  44 (8d6 + 16)  Speed  20 ft., burrow 30 ft.\n'b' STATS STR: 11 (+0) DEX:  16 (+3)  CON:  14 (+2)  INT:  2 (-4)  WIS:  10 (+0)  CHA:  4 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Stealth  +5  Damage Resistances  poison  Senses   blindsight  30 ft., passive  Perception  10  Languages  \xe2\x80\x93  Challenge  2 (450 XP) \n'b' Special Traits \n'b'   Energetic . The killer shrew can take the  Dash  action as a bonus action on each of its turns. \n'b'  Keen Hearing . The killer shrew has advantage on  Wisdom  ( Perception ) checks that rely on hearing. \n'b'  Actions \n'b'   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.'