b'Malmbjorn \n'b'  Huge   monstrosity ,  unaligned  \n'b'  Armor Class  18 (natural armor) \n'b' Hit Points  218 (19d12 + 95) \n'b' Speed  40 ft., burrow 10 ft., swim 30 ft.\n'b' STATS STR: 24 (+7) DEX:  10 (+0)  CON:  20 (+5)  INT:  3 (\xe2\x80\x934)  WIS:  12 (+1)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con  +10,  Wis  +6 \n'b' Skills   Perception  +6 \n'b' Damage Vulnerabilities  acid \n'b' Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities  cold \n'b' Senses   darkvision  120 ft., passive  Perception  16 \n'b' Languages  \xe2\x80\x94 \n'b' Challenge  15 (13,000 XP) \n'b' Proficiency Bonus  +5 \n'b' SPECIAL TRAITS \n'b'\n'b'  Keen Smell . The malmbjorn has advantage on  Wisdom  ( Perception ) checks that rely on smell. \n'b'  Metal Sense . The malmbjorn can pinpoint, by scent, the location of any Small or larger ferrous metal, such as an iron deposit or steel armor, within 100 feet of it. It can sense the general direction of such metal within 1 mile. \n'b'  Tunneler . The malmbjorn can burrow through solid rock at half its burrow speed and leaves a 15-foot-diameter tunnel in its wake. \n'b'\n'b' ACTIONS \n'b'\n'b'  Mulitattack . The malmbjorn makes one Bite  attack  and two Adamantine Claw attacks. \n'b'  Bite .  Melee Weapon Attack : +12 to hit, reach 10 ft., one target.  Hit : 34 (5d10 + 7) piercing damage, and the target is  grappled  (escape DC 18). Until this grapple ends, the target is  restrained , and the malmbjorn can\xe2\x80\x99t Bite another target. \n'b'  Adamantine Claw .  Melee Weapon Attack : +12 to hit, reach 10 ft., one target.  Hit : 29 (5d8 + 7) slashing damage. This  attack  deals double damage to objects and structures. \n'b'  Metal Volley (Recharge 5\xe2\x80\x936) . The malmbjorn shakes itself, launching shards of metal from its  hide . Each creature within 20 feet of the malmbjorn must make a DC 18  Dexterity  saving throw, taking 45 (13d6) slashing damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Metal Eater . The malmbjorn swallows one Medium or smaller ferrous metal object within 5 feet of it. If the object is being held or worn by a creature, that creature must succeed on a DC 18  Strength  saving throw or the malmbjorn swallows the object. If the creature holding or wearing the object is also  grappled  by the malmbjorn, it has disadvantage on this saving throw. Nonmagical objects are digested and destroyed at the start of the malmbjorn\xe2\x80\x99s next turn. Magic objects remain intact in the malmbjorn\xe2\x80\x99s stomach for 8 hours then are destroyed. Artifacts are never destroyed in this way. \n'b'\n'b' REACTIONS \n'b'\n'b'  Ironhide . When the malmbjorn is hit by a weapon made of metal, fur-like spikes of metal grow out of the malmbjorn\xe2\x80\x99s  hide  until the end of its next turn. While the spikes remain, the malmbjorn\xe2\x80\x99s AC increases 2, and any critical hit against it becomes a normal hit. \n'b'\n'b' ABOUT \n'b' This massive bear bristles with muscles and fury, its  hide  covered with metal scales and spikes. \n'b' Malmbjorns are enormous, mountain?dwelling bears that consume raw ore they dig out of the ground with their metal claws. They have a fondness for refined metals, such as those found in armor and weapons. \n'b'  Prospector\xe2\x80\x99s Dilemma . Because these massive bears dig out dens near metal deposits, the presence of a malmbjorn all but guarantees the presence of substantial deposits nearby. \n'b' However, the creature must be driven away or killed before the deposits can be mined. \n'b' Wealthy miners are rarely strong enough to drive malmbjorn away themselves; they hire experienced adventurers or entire mercenary companies to tackle a malmbjorn. \n'b'  Rending Claws . Malmbjorn claws contain a naturally occurring form of adamantine. With enough time and skill and a smelter, the claws of a single  bear  yield enough adamantine to make a single dagger.'