Geru Swampfighter (5e Creature)
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Geru Swampfighter
Medium humanoid (lizalfos), neutral evil Armor Class 16 (hide, shield)
Saving Throws Con +4 Hold Breath. The geru can hold its breath for 30. Martial Advantage. Once per turn, the geru can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the geru that isn't incapacitated. Shield Breaker. If the geru scores a critical hit with a melee attack against a creature, any nonmagical shield the target is wielding becomes damaged beyond use. Standing Leap. The geru's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Swamp Camouflage. The geru has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. ACTIONSMultiattack. The geru makes two attacks. Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. REACTIONSParry. The geru adds 2 to its AC against one melee attack that would hit it. To do so, the geru must see the attacker and be wielding a melee weapon. |
See Geru (5e Creature). Despite their bestial nature, geru can be surprisingly organized and effective warriors. They are known to build walled settlements defended by slingers and rock throwers, and their well-trained fighters can more than match the likes of hylian soldiers. These statistics represent such a fighter. Source |
See also
- Lizalfos, the race to which this creature blongs.
- Geru, the subrace to which this creature belongs
- Daira, another type of lizalfos warrior
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