Keen Smell. The Kruthik has advantage on wisdom checks (perception) that rely on smell. Pack tactics. The Kruthik has advantage on an attack roll against a creature if at least one other of its allies is within 5 ft of the target, and that ally isnt incapacitated. Tunneler. The Kruthik can burrow through solid rock at half its burrowing speed and leaves a 2 1/2 foot diameter tunnel in its wake. *Weakness* Soft Side. If the Kruthik has been knocked prone, or struck by an Aard sign, it is knocked onto its underside. If a Kruthik has been struck while it is turned over, it takes an additional dice of damage from all damage sources.
Stab. Melee weapon attack: +5 to hit, reach 5 ft, one target, Hit (1d6+3 piercing damage) Spike. Ranged weapon attack: +5 to hit, range 20/60ft, one target, Hit (1d4+3 piercing damage) Multiattack. Adult Kruthiks can make two attacks on its turn.
A Kruthik may use its reaction to attempt to block a hit with its legs while it is knocked over. The Kruthik rolls a 1d6, adding the result to its total armor class for that hit only.
Chitin covered reptiles that hunt in packs. As they burrow through the earth, these creatures leave tunnels, which is often the first sign of evidence they are around. They communicate in a series of hisses and chittering noises, often heard before they strike their target.
Subterranean Warrens. Any area that has a high heat source.