b'Burrowling \n'b'  Small   humanoid  ( burrowling ),  lawful neutral  \n'b'  Armor Class  13 \n'b' Hit Points  27 (6d6 + 6) \n'b' Speed  30 ft., burrow 10 ft.\n'b' STATS STR: 10 (+0) DEX:  16 (+3)  CON:  12 (+1)  INT:  9 (-1)  WIS:  12 (+1)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +3 \n'b' Senses   darkvision  60 ft., passive  Perception  13 \n'b' Languages  Common \n'b' Challenge  1/2 (100 XP) \n'b' Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Burrow Awareness . A  burrowling  has advantage on  Wisdom  ( Perception ) checks if at least one other  burrowling  within 10 feet of it isn\xe2\x80\x99t  incapacitated . \n'b'  Pack Tactics . The  burrowling  has advantage on  attack  rolls against a creature if at least one of the  burrowling\xe2\x80\x99s  allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t  incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The  burrowling  makes one Bite  attack  and one Claw  attack . \n'b'  Bite .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 5 (1d4 + 3) piercing damage. \n'b'  Claw .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 5 (1d4 + 3) slashing damage. \n'b'  Sling .  Ranged Weapon Attack : +5 to hit, range 30/120 ft., one target.  Hit : 5 (1d4 + 3) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' These light brown, furred creatures inquisitively survey their surroundings, each comforted by the presence of the others. \n'b'  Friendly Farmers . Burrowlings work together at every task: digging tunnels, foraging, and rearing their young. They are omnivorous, eating roots, berries, insects, and reptiles\xe2\x80\x94and they consider snakes a particular delicacy. The most advanced  burrowling  towns set up rudimentary farms, where they grow the fruits and vegetables they usually find in the wild. \n'b'  Safe Warrens . Some towns have domesticated prairie dogs, which burrowlings train to stand watch alongside their masters. \n'b' Pairs of adults stand watch around the town perimeter and sound a warning when they spot a foe. An alerted town retreats to the safety of its warrens, while the strongest creatures add more tunnels if necessary, and close access from the surface until the threat has passed. In combat, burrowlings stand together in defense of the helpless young and fight with crude slings or their sharp teeth and claws. \n'b'  Die of Loneliness . If separated from its coterie, a  burrowling  becomes despondent, crying for others of its kind. \n'b' A lone  burrowling  usually dies of loneliness within a week, unless it can find its way back to its town or discover another  burrowling  town. Rarely, a solitary creature makes its way to a non- burrowling  settlement where it attempts to assist its new community. This frustrates the creature and those it interacts with as it tries to anticipate what its companions want. It may join an adventuring party in the hope of returning to a settlement. After spending at least six months with a party, the  burrowling  can use its Burrow Awareness with its new allies. Burrowlings live up to 15 years and can have a litter of pups up to twice a year. A  burrowling  pup reaches adulthood in a year.'