b'Giant Hamster \n'b'  Huge   monstrosity ,  chaotic evil  \n'b'  Armor Class  16 (natural armor)  Hit Points  189 (18d12 + 72)  Speed  40 ft., burrow 20 ft.\n'b' STATS STR: 22 (+6) DEX:  12 (+1)  CON:  19 (+4)  INT:  11 (+0)  WIS:  14 (+2)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Survival  +7  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical weapons  Damage Immunities  poison  Condition Immunities   charmed ,  exhaustion ,  frightened   Senses   darkvision  60 ft., passive  Perception  12  Languages  \xe2\x80\x93  Challenge  15 (13,000 XP) \n'b' Special Traits \n'b'   Magic Resistance . The giant hamster has advantage on saving throws against spells and other magical effects. \n'b'  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\xe2\x80\x99s aura for 24 hours, but not to further necrotic damage. \n'b'  Siege Monster . The giant hamster deals double damage to objects and structures. \n'b'  Actions \n'b'   Multiattack . The giant hamster makes one bite attack and two claw attacks. \n'b'  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\xe2\x80\x99t bite another target. \n'b'  Claw .  Melee Weapon Attack : +11 to hit, reach 10 ft., one target.  Hit : 16 (3d6 + 6) slashing damage. \n'b'  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. \n'b'  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\xe2\x80\x99s 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 . \n'b'  About \n'b' A green aura surrounds this enormous creature, which resembles nothing other than a bloodthirsty hamster. Its eyes blaze with monstrous hunger. \n'b' None know the origin of this terrifying creature, save that its coming brings nothing but sickness and death. Creatures who encounter the giant hamster are chased until they collapse from  exhaustion , after which they are devoured. Even if a creature decides to fight the hamster dead on, the hamster\xe2\x80\x99s very existence weakens the defenders. \n'b' No matter how many humanoids the giant hamster eats, its hunger is never sated. It seeks specifically bipedal prey, but will not turn away a free meal if it is a beast or even a fiend or undead. Towns and cities are not free of the giant hamster\xe2\x80\x99s predations. In fact, it often seeks out these conglomerations of morsels as easy targets. \n'b' Eventually, it moves on after all the townsfolk have either been devoured or fled.'