Graug (5e Creature)

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Graug[edit]

Huge giant, unaligned


Armor Class 20 (natural armor)
Hit Points 162 (12d12 + 84)
Speed 40 ft.


STR DEX CON INT WIS CHA
24 (+7) 6 (-2) 24 (+7) 2 (-4) 19 (+4) 6 (-2)

Saving Throws Str +13, Con +13
Skills Perception +10, Survival +10
Proficiency Bonus +6
Damage Immunities bludgeoning, piercing and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 20
Languages
Challenge 19 (22,000 XP)


Keen Smell. The graug has advantage on Wisdom (Perception) checks that rely on smell.

Reckless. At the start of its turn, the graug can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Siege Monster. The graug deals double damage to objects and structures.

Trampling Form. When the graug moves, any Large or smaller creature whose square it moves though must succeed a DC 20 Strength or Dexterity saving throw (creature's choice) or be pushed 5 feet away and knocked prone.

ACTIONS

Multiattack. The graug makes two attacks with its claws. In place of one claw attack, it can use its bite or stomp.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) slashing damage. If the target is a Large or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained. The graug has two claws, each of which can grapple one target.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target grappled by the graug. Hit: 33 (4d12 + 7) piercing damage. If a Large or smaller creature is reduced to 0 hit points, graug regains 25 hit points and the target dies and is mutilated (ex: the graug may bite its head off).

Stomp. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (2d12 + 7) bludgeoning damage. Each Large or smaller creature, including the original target, within a 5-foot radius of the target must succeed a DC 18 Strength or Dexterity saving throw (creature's choice) or take 39 (6d12) bludgeoning damage and be knocked prone. On a successful save, the creature takes half as much damage and is pushed 5 feet away rather than knocked prone. The original target of the slam has disadvantage on the save.

BONUS ACTIONS

Aggressive. The graug moves up to its speed toward a hostile creature that it can see.

Rampage. When the graug reduces a creature to 0 hit points with a melee attack on its turn, the graug moves up to half its speed and makes a claw attack.


Graugs are ancient beasts that almost resemble oversized hybrids of trolls and ogres: they grow upwards of 15 feet or more in height, with massive, muscular arms, far longer than their short legs, tipped in vicious claws, and covered in armor-plated scales, occasionally growing into horns and spines. These beasts are known for their savagery, great strength, and voracious appetite, willing to eat anything they can get their claws on, including humanoids. Interestingly, upon death, a graug immediately dries out completely and crumbles into ash.

Varients: Elemental and Wretched Graugs

Elemental graugs are various species of graugs with resistance to certain elements. Each variant is additionally found in different environments. Flame graugs are found in volcanic regions and have resistance to fire damage, frost graugs in tundras and cold mountains and have resistance to cold damage, and poison graugs are found in jungles and have resistance to poison damage.

Wretched graugs are horribly mutated individuals spawned from the overconsumption of toxic items, in particular creatures with strong biles. Such graugs are covered in patches of green fur, additional horns, tumors across their bodies, and an enormous sac on their throat. A wretched graug has the following action option:

Vomit (Recharge 5-6). The graug uses one of the following vomits:

Projectile Vomit. The graug sprays projectile vomit in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Constitution saving throw. On a failed save, a creature takes 27 (6d8) acid damage and 27 (6d8) poison damage on a failed save and is poisoned for 1 minute. On a successful save, the target takes half damage and isn't poisoned. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any explosive materials hit by the vomit combust and explode. Whenever the graug uses this action, it takes 10 damage.
Vomit Ring. The graug spits vomit in a 5-foot radius around it. Each creature within that radius must succeed a DC 18 Constitution saving throw each time they begin their turn within the radius. On a failed save, the target takes 27 (6d8) acid damage and 27 (6d8) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't poisoned. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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