Gnarler (5e Creature)

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Gnarler[edit]

Large beast, neutral evil


Armor Class 18 (Natural Armor)
Hit Points 187 (15d10 + 105)
Speed 30 ft., swim 40 ft.


STR DEX CON INT WIS CHA
26 (+8) 19 (+4) 24 (+7) 15 (+2) 17 (+3) 23 (+6)

Saving Throws Str +13, Dex +9, Con +12, Cha +11
Skills Athletics +13, Perception +8, Stealth +7, Acrobatics +7
Damage Immunities poison, nonmagical bludgeoning, piercing, and slashing
Condition Immunities frightened, poisoned
Senses passive Perception 18
Languages
Challenge 15 (13,000 XP)


Strong as all The gnarler may wield a two-handed weapon as if it were a one handed weapon.

Amphibious The gnarler can breath both air and water

ACTIONS

Greatsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) Slashing damage.

Shoot Spike. Ranged Weapon Attack: +9 to hit, range 120 ft., one target. Hit: 14 (1d12 + 8) piercing damage.


LEGENDARY ACTIONS

The gnarler can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The gnarler regains spent legendary actions at the start of its turn.

Attack. The gnarler makes an attack with its greatsword.

Gnarlers are so named for two thick tusks that protrude from the bottom of their chins. These tusks grow upward and curl about as they reach as high as the creature's small forehead. But these are far from the gnarler's main weapons. They are merely used to attract mates. When it comes to fighting, gnarlers are prolific users of weapons. After having moved from their native swamplands to areas encroached by war, many learned to use deadlier weapons, though they mainly stick to big swords and blades. The thick trunk-like arms of a gnarler grow spurs that can be ejected out to stab enemies who try to evade them from a distance. These barbs shoot out from pores that line their thick forearms.


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