Garchomp (5e Creature)

From D&D Wiki

Jump to: navigation, search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Pokémon franchise, and/or include content directly affiliated with and/or owned by Creatures Inc., Game Freak, and Nintendo. D&D Wiki neither claims nor implies any rights to Pokémon copyrights, trademarks, or logos, nor any owned by Creatures Inc., Game Freak, and Nintendo. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Garchomp[edit]

Medium dragon, any alignment


Armor Class 19 (natural armor)
Hit Points 202 (27d8 + 81)
Speed 30 ft., burrow 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 19 (+4) 16 (+3) 15 (+2) 16 (+3) 13 (+1)

Damage Vulnerabilities cold
Damage Resistances fire, poison
Damage Immunities lightning
Senses darkvision 60 ft., tremorsense 10 ft., passive Perception 13
Languages Draconic, understands Common but doesn't speak
Challenge 10 (5,900 XP)


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.

Blood Frenzy. The garchomp has advantage on melee attack rolls on any creature that doesn't have all its hit points.

ACTIONS

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.

REACTIONS

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.


Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: