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<title>Graknork</title>
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<h1>Graknork</h1>
<p><em>Gargantuan</em> <em>Monstrosity</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 20 (natural armor)</li>
<li><strong>Hit Points:</strong> 201 (13d20+65)</li>
<li><strong>Speed:</strong> swim 30 ft. walk 50 ft.</li>
<li><strong>Challenge Rating:</strong> 14 (11,500 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 182</li>
</ul>
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<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
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<td>25 (+7)</td>
<td>18 (+4)</td>
<td>21 (+5)</td>
<td>5 (-3)</td>
<td>13 (+1)</td>
<td>7 (-2)</td>
</tr>
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</table>
<ul>
<li><strong>Skills:</strong> perception +6</li>
<li><strong>Damage Immunities:</strong> cold</li>
<li><strong>Damage Resistances:</strong> bludgeoning, piercing, and slashing from nonmagical attacks</li>
<li><strong>Senses:</strong> darkvision 90 ft., passive Perception 16</li>
<li><strong>Languages:</strong></li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Keen Sight:</strong> The graknork has advantage on Wisdom (Perception) checks that rely on sight.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The graknork makes three attacks: one with its bite and two with its claws. Alternatively, it can use its Eye Ray twice. If both claw attacks hit a Large or smaller creature, the creature must succeed on a DC 18 Strength saving throw or take an additional 9 (2d8) slashing damage and be knocked prone.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 23 (3d10 + 7) piercing damage.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage.</li>
<li><strong>Eye Ray:</strong> Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 17 (5d6) cold damage.</li>
<li><strong>Freezing Eye (Recharge 5-6):</strong> The graknork's blue eye flares open and releases a beam of icy energy in a line that is 120-feet long and 10 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw. On a failure, a creature takes 35 (10d6) cold damage and is restrained for 1 minute as its limbs freeze. On a success, a creature takes half the damage and isn't restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the restrained creature can be freed if it takes at least 10 fire damage.</li>
</ul>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/tome_of_beasts_2/graknork.md">Markdown Format</a></p>
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