Pengator (5e Creature)

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Medium monstrosity, neutral evil

Armor Class 12 (natural armor)
Hit Points 22 (5d8)
Speed 30 ft., swim 40 ft.

15 (+2) 12 (+1) 11 (+0) 5 (-3) 11 (+0) 7 (-2)

Saving Throws Dex +3, Int -1
Proficiency Bonus +2
Damage Resistances cold
Senses blindsight 60 ft., passive Perception 10
Languages Anook
Challenge 1/2 (100 XP)

Hold Breath. The pengator can hold its breath for 30 minutes.

Pack Tactics. The pengator has advantage on an attack roll against a creature if at least one of the pengator's allies is within 5 feet of the creature and the ally isn't incapacitated.

Traction. The pengator treats ice or other slippery difficult terrain as if it were normal terrain.


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage.


Sliding Dash. When on ice or other slippery terrain, the pengator moves up to its base walking speed in a straight line.

A pengator. Source

Native to frigid regions, these bestial monstrosities take a shape reminiscent of five-foot-tall penguins. Their bodies are mostly an eerie green hue, their eyes are devoid of pupils, and their unusually massive bills are lined with venomous fangs powerful enough to mangle an arm. Always hungry, they attack any living creature on sight by sliding on their bellies fang-first towards potential prey. More often than not, pengators hunt in packs, and can take down creatures several times their size. None know from where these uncanny hybrids originate, but few dare enter the icy caverns and cold ruins they call home.

See also[edit]

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