Skip to main content

Gnarlshrew




This ruddy-furred terror erupts without warning from churning earth bearing a fang-filled grin. Its claws tear through skin and bone as well as it rips through the the ground. The gnarlshrew's worst weapon sits between beady, yellow eyes; a conical horn the beast punches through its prey. Once it has a meal skewered, the vole violently shakes it until it expires.


Untamed. Those who survive the gnarlshrew's attack attribute its viciousness to a sadistic, possibly demonic soul. In truth, the horned burrower is little more than an apex predator in mind though its origins lay in infernal rites. Stories hold that the first such creature was produced when a foul wizard attempted to bind the power of a demon to his mortal shell, but didn't realize some of the shrews he'd kept for sacrifices had chewed through their cage. The mammals entered the ritual circle early and were imbued with unearthly size and power. The wizard didn't survive this mishap.


Gnarlshrew

large monstrosity, unaligned

Armor Class 9

Hit Points 110 (13d10 + 36)

Speed 20ft

Burrow 50ft

Str 19 Dex 8 Con 16 Int 4 Wis 14 Cha 7

Saving Throws Str +7

Skills Perception +5, Stealth +2

Damage Resistancesfire, poison; bludgeoning, piercing, and slashing from nonmagical attacks

Sensesdarkvision 60 ft., tremorsense 120 ft., passive Perception 15

Languages-

Challenge 6 (2300 XP)

Magic Resistance.

The gnarlshrew has advantage on saving throws against spells and other magical effects.

Shake.

If the gnralshew starts its turn with a creature skewered via its horn attack it may violently shake the creature back and forth using its bonus action. The creature must succeed on a DC 15 Constitution save or take 20 (6d6) bludgeoning damage and be stunned until the end of its next turn.

Actions

Multiattack.

The gnarlshrew can make 1 horn, 1 bite, or 2 claw attacks as one action.

Horn:

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage. In addition, the creature is skewered (grappled DC 15). The gnarlshrew can only grapple one creature at a time and cannot use its horn attack while grappling this way.

Bite.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) piercing damage.

Claws.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage.

Eruption (Recharge 6).

 If the gnarlshrew begins its turn underground it can erupt underneath a space that contains one or more creatures. Each of those creatures must succeed on a DC 15 Strength save or be knocked prone and take 35 (10d6) bludgeoning damage and be knocked prone. One a successful save, the creature takes only takes half damage, isn't knocked prone, and is pushed 5 feet out of the gnarlshrew'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 gnarlshrew's space.

The gnarlshrew may also choose one creature that failed this save and use its bonus action to make a horn attack against it.

Comments

Popular posts from this blog

Cuirassier Mimic

Hand-crafted by an aberrant soul, the first mimic of this breed was given to the creature's loyal bodyguard to provide both protection... and a second bodyguard as it were. The monstrosity performed exceptionally well, especially when heroes slew the fellow wearing it and the mimic kept the bottom fighting. Thus the cuirassier mimic was passed to the next right-hand-mook, and so on as its bearers passed. This lead to a legend of an immortal servant when in truth, it was just the armor all along. Eventually, its creator was killed, the mimic 'looted', and its spore spread across the realm. Cuirassier Mimic Mimic Medium Monstrosity (shapechanger), neutral Armor Class 18 (natural armor) Hit Points 75 (10d8 + 30) Speed 15 ft Str 19 Dex 10 Con 16 Int 5 Wis 13 Cha 8 Skills Stealth +4 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Percepti

Entry Mimic

This particular strain of mimics was carefully cultivated into being by a drow matron sick of uninvited guests - both of the adventurer and political rival variety. Resistant to pesky bypassing magic and capable of alerting a building's occupants (and other mimics) of interlopers, entry mimics became all the rage... well, until they started eating honored guests and the occasional house pet. The matron quickly lost favor and stepped through one door never to return... as it were. Entry Mimic Medium monstrosity (shapechanger), neutral Armor Class 14 (natural armor) Hit Points 58 (9d8 + 18) Speed 15 ft Str 20 Dex 13 Con 15 Int 5 Wis 14 Cha 8 Saving Throws Str+7 Skills Stealth +5 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Perception 12 Languages understands All but cannot speak Challenge 3 (700 XP) Shape

Soot Foot

Prior to Death claiming the Kingdom, the zombie dubbed Soot Foot was just another of the faceless masses. While he was a chimney sweep of notable skill, no one noted the ash-smeared lad. Surely, he could have made some money it a sideshow with his double-jointed talents but he preferred the quiet life. He perished in the middle of a job, his already pliant joints tearing into compound fractures as he scrambled to find the flesh of the living. The toxins soaked into his rotting skin give him a unique virality that leaves fiery undead in his weak and he never leaves the cinder of his chimney lairs far behind. -Records of the Charnel House Soot Foot Medium undead (zombie), chaotic evil Armor Class 8 Hit Points 45 (6d8 + 18) Speed 20ft Climb 20ft Str 16 Dex 6 Con 16 Int 3 Wis 8 Cha 5 Skills Stealth +2 Damage Resistances fire Condition Immunities exhaustion, poisoned