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.
Burrow 50ft
Str 19 Dex 8 Con 16 Int 4 Wis 14 Cha 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)
The gnarlshrew may also choose one creature that failed this save and use its bonus action to make a horn attack against it.
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.
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