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

Frame Mimic

Rattling from the shadows, a gaggle of rat-gnawed bones march forward eager to slay the living. One of them lags behind, looking a bit more solid than the rest. You know your mace should have broken the leading skeletons to pieces. Yet, it merely cracked bones instead of shattering them. Tentacles lash out from the slower skeleton, adhering to you and pulling you closer to the maw manifesting from its ribcage. This is the frame mimic. The spawn of the ossuary mimic, this monstrosity also feels a kinship to the undead - specifically animated skeletons. It adopts a group of such horrors and its very presence temporarily empowers them. This is why the skeletons keep it around instead of hacking it to pieces as they would any other living thing. On top of that, frame mimics develop a supernatural stubbornness that can only be called boneheaded. So powerful is this force of will, that it mends their wounds as they plough forward against deadly spells. Frame Mimic Medium Monstrosit...

Brocade Mimic

The masked bard in gaudy attire was strumming away when the bar fight started. It kept playing even as chairs broke and mugs flew. Not one strum was missed even when blood was spilled. Then someone grew sick of the racket and stuck a hand ax into the bard's neck...with a wooden thunk. The fancy vest exploded with teeth, tentacles, and eyes. Then there was the color spray... The first brocade mimic lurked in the rafters of a bard college. Instead of eating a future player, it learned alongside them and caught a passion for the arts. Of course, it could have become an instrument but that wasn't quite grand enough. The mimic became a set of fancy clothes and was worn out the front doors. Sometimes it and its spawn become a bard's best friend. sometimes it pilots a dead one around for a bit, and other times it takes over a mannequin to strike out on its own. No matter how, the show must always go on. Brocade Mimic Medium Monstrosity (shapechanger), neutral ...

Yoke Mimic

Something tore apart the bandits you've been tracking, but it's not obvious what chewed and in some cases melted them. Maybe there's a wyrmling in the area? Either way, all that remains alive in the camp is a pair of oxen burdened by their cart. Though, they are quite nonplussed given the violence that must have occurred around them. Surely these simple beasts couldn't be the case of the carnage, could they? As you ponder this, the oxen start plodding away, pulling the cart of goods with them. Trying to stop them was the logical thing to do... their yoke coming undone with twin, yawning mouths not so logical. You know what that means... initiative rolls, please. Relatively benign, for a mimic, the yoke mimic was cultivated by an industrious farmer. They didn't see the point of wasting an animal that came into their care, even a strange monstrosity such as this one. It became a valuable tool not only to get fields plowed, but also kept the animals attached to it d...