Gullinbursti (5e Creature)
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Gullinbursti[edit]
Large celestial, lawful good Armor Class 23 (natural armor)
Saving Throws Str +14, Con +15, Wis +12, Cha +14 Illumination. Gullinbursti sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Innate Spellcasting. Gullinbursti's innate spellcasting ability is Charisma (spell save DC 14). Gullinbursti can innately cast the following spells, requiring no components: At will: detect evil and good, druidcraft, healing word, purify food and drink Keen Smell. Gullinbursti has advantage on Wisdom (Perception) checks that rely on smell. Legendary Resistance (3/Day). If Gullinbursti fails a saving throw, he can choose to succeed instead. Magic Resistance. Gullinbursti has advantage on saving throws against spells and other magical effects. Magic Weapons. Gullinbursti's weapons attacks are magical. Reckless. At the start of his turn, Gullinbursti can gain advantage on all melee weapon attack rolls he makes during that turn, but attack rolls against him have advantage until the start of his next turn. Relentless (Recharges after a Short or Long Rest). If Gullinbursti takes 40 damage or less that would reduce him to 0 hit points, he is reduced to 1 hit point instead. Sure-Footed. Gullinbursti has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Trampling Charge. If Gullinbursti moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 14 (4d6) slashing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone. If the creature is prone, Gullinbursti can make a hooves attack against it as a bonus action. Wounded Fury. While he has 20 hit points or less, Gullinbursti has advantage on attack rolls. In addition, he deals an extra 7 (2d6) damage to any target he hits with a melee attack. ACTIONSMultiattack. Gullinbursti makes three attacks: two with his tusks and one with his hooves. Tusk. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) piercing damage plus 7 (2d6) radiant damage. Hooves. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage plus 10 (3d6) radiant damage. Healing Touch (3/Day). Gullinbursti touches another creature. The target magically regains 20 (4d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target. BONUS ACTIONSAggressive. Gullinbursti moves up to his speed toward a hostile creature that he can see. Rampage. When Gullinbursti reduces a creature to 0 hit points with a melee attack on his turn, Gullinbursti moves up to half his speed and makes a tusk attack. REACTIONSUnbridled Fury. In response to being hit by a melee attack, Gullinbursti can make one melee weapon attack with advantage against the attacker. LEGENDARY ACTIONSGullinbursti can take 3 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. Gullinbursti regains spent legendary actions at the start of his turn. Hooves. Gullinbursti makes one attack with his hooves. |
Given to the Vanir by the dwarves Brokkr and Eitri, Gullinbursti is the best among boars. He is Freyr's steed and his bristles, made of gold, glow bright in the dark. Golden Bristles. Gullinbursti was forged by the dwarves as part of a bet with the trickster Loki: Loki bet that they could not forge better gifts for the gods than a rival pair of dwarves, the Sons of Ivaldi, and offered them his head. Brokkr and Eitri accepted and set to work, but Loki transformed into a bitting fly to distract Eitri as he blew into the bellows. Despite this interference, only one mistake was made in the gifts: one gift, a weapon, had too short of a handle to be used with two hands. |
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