Garchomp (5e Creature)
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Medium dragon, any alignment
Sand Veil. While in sandy terrain, the garchomp has advantage on Dexterity (Stealth) checks, and can take the Hide action as a bonus action.
Tunneler. The garchomp can burrow through solid rock at half its burrow speed and leaves a 6-foot-wide, 3-foot-high tunnel in its wake.
Magic Weapons. The garchomp's weapon attacks are magical.
Multiattack. The garchomp makes two dragon claw attacks.
Dragon Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Dragon Rush. Garchomp moves up to twice its speed into the space of Medium or smaller creature. The creature must succeed on a DC 17 Dexterity saving throw or take 33 (8d6 + 5) slashing damage, is knocked prone, and is pushed 5 feet out of the garchomp's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the garchomp's space.
Rough Skin. If a creature hits the garchomp with a melee attack, it can use its reaction to deal 7 (2d6) slashing damage to the attacker.