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<blockquote data-quote="Faolyn" data-source="post: 8799757" data-attributes="member: 6915329"><p>Next up is the <strong>gorynych</strong>. It looks like a dragon but isn’t, so I imagine it’s in the same pseudo-dragon family with behirs, hydrae, wyverns, and chimera. It’s dragon-like, but has multiple heads and multiple tails. Gorynych—full name Zmei Gorynich—is a creature from Russian folklore. The folkloric version has some shapechanging ability which the AD&D version lacks. They <em>do </em>have the ability to constrict targets in their tails and, gruesomely, if two heads bite the same target, they can use a trait called Wishbone to tear the target apart.</p><p></p><p>The article cautions that it only has a single brain and, “unlike some monsters with multiple heads, the gorynych cannot be defeated by setting up arguments between the different brains of its body,” and also notes that all three heads need to sleep at the same time. How many people here have tried to defeat an ettin or other multi-headed creature getting the heads to fight? I really want to give it a shot, next time I have a DM throw one at me.</p><p></p><p>The gorynych’s article contains an amusing sub-system. If a target is grappled by the tail, there’s a 10% chance of being held in an awkward position and can’t fight (or 25% chance if the target is “smaller than man-sized.”). But it doesn't grapple tiny creatures because then its tail would get in the way of its bite. Such an odd attention to detail!</p><p></p><p>[ATTACH=full]263926[/ATTACH]</p><p><span style="font-size: 15px">Art by Tony Dykstra</span></p><p></p><p><strong><span style="font-size: 22px"><span style="color: rgb(65, 168, 95)">Gorynych</span></span></strong></p><p>The Dragon’s Bestiary, Dragon Magazine #158</p><p>Created by Spike Y. Jones.</p><p></p><p>Although they bear a passing resemblance to true dragons, gorynyches can never be confused for one. They have three almost wolf-like heads atop long, serpentine necks, and their three thick tails split into four thinner ones, giving them twelve tails in all. They are covered in small, blue and green scales that makes beautiful, almost feathery patterns, especially on their wings, which are said to resemble a peacock’s tail. Gorynyches are fiercely competitive with each other and even force hatchlings out of the lair as soon as they are able to fend for themselves. They reach maturity in less than a decade and can live for 400 years.</p><p></p><p><strong><em>Three Heads Are Better Than One.</em></strong> Despite gorynyches having three heads, they have but a single mind and single personality. This means that, unlike many other multi-headed creatures, all heads need to sleep at once—but at the same time, all three heads work in concert; a gorynych never disagrees with itself, and all three pairs of wolfish ears and keen draconic eyes work together to spot prey, treasure, or dangerous travelers.</p><p></p><p><strong><em>Solitary Predators.</em></strong> Gorynyches live alone, generally in mountains and caves, in places far from civilization. They stay away from roadways and small villages. And while they are willing to consume a lone traveler or two or an unprotected merchant caravan should they come across them, they otherwise rarely attack humanoids, or for that matter, do anything else with humanoids. While they can speak, they do so haltingly, since they so rarely choose to communicate with anyone else. They even throw their own young out of the lair at an early age. Fortunately for them, it only takes a decade for a gorynych to reach adult size.</p><p></p><p><strong><em>Territorial. </em></strong>Should a large predator of equal power to its own move in a gorynych’s area (such as a giant or an older dragon) or should humanoids attempt to build a settlement too close, they will form a fierce rivalry, doing everything in its power to drive that creature away—even going against their own loner instincts to ally with other creatures.</p><p></p><p><strong><em>Small Hoarders.</em></strong> Like the dragons they are very distantly related to, gorynyches keep hoards. They take their treasure from abandoned tombs, temples, and settlements they come across and from the rare intelligent creatures they kill, rather than go raiding. They keep the inside of their lairs fastidiously clean, throwing out old bones and unwanted treasure. Among their hoarded treasures they often keep pets—large and aggressive beasts that they use as watchdogs.</p><p></p><p><strong><span style="font-size: 18px">Legends and Lore</span></strong></p><p>With an Arcana or Nature check, the characters can learn the following:</p><p></p><p><strong>DC 10.</strong> Gorynych are three-headed, 12-tailed draconic creatures that prefer to stay away from other intelligent beings. Although intelligent and capable of speech, they hate talking.</p><p></p><p><strong>DC 15.</strong> Although they resemble dragons, gorynych lack a breath weapon. They use their many tails to constrict creature and their multiple heads to pull people apart.</p><p></p><p><strong>DC 20.</strong> Despite having three heads, a gorynych only has one brain and one personality. All three heads act in accordance, and losing one head doesn’t cripple the beast.</p><p></p><p><strong><span style="font-size: 18px">Gorynych Encounters</span></strong></p><p><strong><em>Terrain:</em></strong> forest, hill, mountain</p><p></p><p><strong>CR 5-10</strong> Juvenile gorynych; juvenile gorynych and giant boar</p><p><strong><em>Treasure:</em> </strong>1,500 gp, silver crown (250 gp), masterwork steel hauberk, 3 <em>potions of healing, potion of frost giant strength, robe of useful items.</em></p><p></p><p><strong>CR 11-16</strong> Gorynych; gorynych and cave bear</p><p><strong><em>Treasure:</em></strong> 300 pp, 8,500 gp, 3 alexandrites (100 gp each), jade necklace (2,500 gp), 2 signet rings from a merchant company (50 gp each), gold-trimmed chariot, <em>javelin of lightning, +2 battleaxe. </em></p><p></p><p><strong><span style="font-size: 18px">Signs</span></strong></p><p>1. With a DC 15 Nature check, a lack of large predators in the area.</p><p>2. A pile of bones, loose treasure, and other refuse.</p><p>3. Shed scales.</p><p>4. A giant, felled tree with enormous claw-marks gouged into it.</p><p>5. A damaged merchant’s back, abandoned in the roadway.</p><p>6. The corpse of an ogre, literally torn in two.</p><p></p><p><strong><span style="font-size: 18px">Behavior</span></strong></p><p>1-2. Patrolling its territory; will watch the party for a while before determining if it will attack or not.</p><p>3. Flying overhead; hunting.</p><p>4. Hungry; will attack on sight.</p><p>5. Approaches the party in humanoid form; asks to help in slaying another large monster.</p><p>6. Sleeping on its treasure.</p><p>7. Singing (badly) to itself in 3-part harmony.</p><p>8. Cleaning out its lair.</p><p></p><p><strong><span style="font-size: 18px">Names</span></strong></p><p>Berjoza, Boch, Fikatsiya, Krizantam, Sator</p><p></p><p><strong><span style="font-size: 26px"><span style="color: rgb(65, 168, 95)">Gorynych</span></span></strong></p><p><strong>Huge monstrosity</strong></p><p>Challenge 14 (11,500 XP)</p><p><strong>AC</strong> 19 (natural armor)</p><p><strong>HP</strong> 225 (18d12+108; bloodied 112)</p><p><strong>Speed</strong> 30 ft., fly 60 ft.</p><p></p><p><strong>STR</strong> 22 (+6) <strong>DEX</strong> 12 (+1) <strong>CON</strong> 23 (+6)</p><p><strong>INT</strong> 10 (+0) <strong>WIS</strong> 14 (+2) <strong>CHA</strong> 13 (+1)</p><p></p><p><strong>Proficiency</strong> +5</p><p><strong>Maneuver DC</strong> 19</p><p><strong>Saving Throws</strong> Dex +6, Con +11, Wis +8</p><p><strong>Skills</strong> Perception +8 (+1d6), Stealth +6</p><p><strong>Senses</strong> darkvision 120 ft., passive Perception 21</p><p><strong>Languages</strong> Common, Draconic</p><p><strong><em>Reactive Heads.</em></strong> The gorynych can take three reactions each round, but not more than one per turn.</p><p><strong><em>Three Heads.</em></strong> The gorynych has advantage on Perception checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious, and it can’t be flanked.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack.</em></strong> The gorynych makes three bite attacks and three tail attacks.</p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +11 to hit, reach 15 ft., one target. <em>Hit:</em>22 (3d10+6) piercing damage. The gorynych has advantage on Bite attacks made against a creature it has grappled in its tails.</p><p><strong><em>Claws.</em></strong><em> Melee Weapon Attack: </em>+11 to hit, reach 5 ft., one target. <em>Hit: </em>19 (3d8+6) slashing damage.</p><p><strong><em>Tail. </em></strong><em>Melee Weapon Attack:</em> +11 to hit, reach 15 ft., one target. <em>Hit: </em>20 (3d8+6) bludgeoning damage, and if the target is Large or smaller, it is grappled (escape DC 19) and is restrained while grappled. The gorynych has twelve tails, each of which can constrict a single target.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Wishbone.</em></strong> If the gorynych has made a successful bite attack against a single target with two or more heads, the gorynych tries to pull the target apart. The target must make a DC 19 Strength saving throw, taking 22 (4d10) slashing damage on a failed save, or half as much on a successful one.</p><p></p><p><strong><u>Reactions</u></strong></p><p><strong><em>Snap The Whip.</em></strong> When a creature the gorynych can see within 10 feet hits the gorynych with a melee attack, the gorynych makes a tail attack against it. It can’t use a tail that is constricting a target.</p><p></p><p><strong><span style="font-size: 18px">Combat</span></strong></p><p>Fearless fighters, gorynyches first use their tails to entangle opponents, then bites and claws at grappled foes. It will try to fly away when bloodied.</p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(65, 168, 95)">Variant: Shapeshifting Gorynych</span></span></strong></p><p>Some gorynych develop the ability change their shape, and they often take on the form of a forest hermit, and often a grumpy one. These gorynych are often slightly more social than others of their kind. While they still prefer being alone, they are more willing to communicate with other, weaker natives of the forest, such as druids, fey, and lycanthropes. Shapeshifting gorynych gain the (Shapechanger) tag and the following new trait:</p><p></p><p><strong><em>Change Shape. </em></strong>The gorynych magically takes the shape of a Medium humanoid or Medium or Large beast, or changes back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (gorynych’s choice). In the new form, the gorynch’s stats are unchanged except for its size, and in beast form, it can make no more than 1 bite attack and 1 tail attack, and its reach is reduced to 5 feet. In humanoid form, it can attack only with its weapon.</p><p></p><p>The gorynych gains a new action and reaction, which it only use while shapeshifted.</p><p></p><p><strong><em>Quarterstaff (Humanoid Form Only). </em></strong><em>Melee Weapon Attack: </em>+11 to hit, reach 5 ft., one target. <em>Hit: </em>9 (1d6+6) bludgeoning damage.</p><p><strong><em>Parry (Humanoid Form Only).</em></strong> If the gorynych is wielding a quarterstaff , it can use its reaction to add 2 to its AC against one melee attack that would hit it.</p><p></p><p>*</p><p></p><p><strong><span style="font-size: 26px"><span style="color: rgb(65, 168, 95)">Juvenile Gorynych</span></span></strong></p><p><strong>Large monstrosity</strong></p><p>Challenge 5 (1,800 XP)</p><p><strong>AC</strong> 16 (natural armor)</p><p><strong>HP</strong> 85 (10d10+40; bloodied 42)</p><p><strong>Speed</strong> 30 ft., fly 60 ft.</p><p></p><p><strong>STR</strong> 18 (+4) <strong>DEX</strong> 12 (+1) <strong>CON</strong> 19 (+4)</p><p><strong>INT</strong> 10 (+0) <strong>WIS</strong> 12 (+1) <strong>CHA</strong> 13 (+1)</p><p></p><p><strong>Proficiency</strong> +3</p><p><strong>Maneuver DC</strong> 15</p><p><strong>Saving Throws</strong> Dex +4, Con +7, Wis +4</p><p><strong>Skills</strong> Perception +4 (+1d6), Stealth +3</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 17</p><p><strong>Languages</strong> Common, Draconic</p><p><strong><em>Reactive Heads.</em></strong> The gorynych can take three reactions each round, but not more than one per turn.</p><p><strong><em>Three Heads.</em></strong> The gorynych has advantage on Perception checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious, and it can’t be flanked.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack.</em></strong> The gorynych makes three bite attacks and three tail attacks.</p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +7 to hit, reach 10 ft., one target. <em>Hit:</em>15 (2d10+4) slashing damage. The gorynych has advantage on Bite attacks made against a creature it has grappled in its tails.</p><p><strong><em>Claws.</em></strong><em> Melee Weapon Attack: </em>+7 to hit, reach 5 ft., one target. <em>Hit: </em>13 (2d8+4) slashing damage.</p><p><strong><em>Tail. </em></strong><em>Melee Weapon Attack:</em> +7 to hit, reach 10 ft., one target. <em>Hit: </em>13 (2d8+4) bludgeoning damage, and if the target is Medium or smaller, it is grappled (escape DC 15) and is restrained while grappled. The gorynych has twelve tails, each of which can constrict a single target.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Wishbone.</em></strong> If the gorynych has made a successful bite attack against a single target with two or more heads, the gorynych tries to pull the target apart. The target must make a DC 15 Strength saving throw, taking 8 (2d10) slashing damage on a failed save, or half as much on a successful one.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8799757, member: 6915329"] Next up is the [B]gorynych[/B]. It looks like a dragon but isn’t, so I imagine it’s in the same pseudo-dragon family with behirs, hydrae, wyverns, and chimera. It’s dragon-like, but has multiple heads and multiple tails. Gorynych—full name Zmei Gorynich—is a creature from Russian folklore. The folkloric version has some shapechanging ability which the AD&D version lacks. They [I]do [/I]have the ability to constrict targets in their tails and, gruesomely, if two heads bite the same target, they can use a trait called Wishbone to tear the target apart. The article cautions that it only has a single brain and, “unlike some monsters with multiple heads, the gorynych cannot be defeated by setting up arguments between the different brains of its body,” and also notes that all three heads need to sleep at the same time. How many people here have tried to defeat an ettin or other multi-headed creature getting the heads to fight? I really want to give it a shot, next time I have a DM throw one at me. The gorynych’s article contains an amusing sub-system. If a target is grappled by the tail, there’s a 10% chance of being held in an awkward position and can’t fight (or 25% chance if the target is “smaller than man-sized.”). But it doesn't grapple tiny creatures because then its tail would get in the way of its bite. Such an odd attention to detail! [ATTACH type="full"]263926[/ATTACH] [SIZE=4]Art by Tony Dykstra[/SIZE] [B][SIZE=6][COLOR=rgb(65, 168, 95)]Gorynych[/COLOR][/SIZE][/B] The Dragon’s Bestiary, Dragon Magazine #158 Created by Spike Y. Jones. Although they bear a passing resemblance to true dragons, gorynyches can never be confused for one. They have three almost wolf-like heads atop long, serpentine necks, and their three thick tails split into four thinner ones, giving them twelve tails in all. They are covered in small, blue and green scales that makes beautiful, almost feathery patterns, especially on their wings, which are said to resemble a peacock’s tail. Gorynyches are fiercely competitive with each other and even force hatchlings out of the lair as soon as they are able to fend for themselves. They reach maturity in less than a decade and can live for 400 years. [B][I]Three Heads Are Better Than One.[/I][/B] Despite gorynyches having three heads, they have but a single mind and single personality. This means that, unlike many other multi-headed creatures, all heads need to sleep at once—but at the same time, all three heads work in concert; a gorynych never disagrees with itself, and all three pairs of wolfish ears and keen draconic eyes work together to spot prey, treasure, or dangerous travelers. [B][I]Solitary Predators.[/I][/B] Gorynyches live alone, generally in mountains and caves, in places far from civilization. They stay away from roadways and small villages. And while they are willing to consume a lone traveler or two or an unprotected merchant caravan should they come across them, they otherwise rarely attack humanoids, or for that matter, do anything else with humanoids. While they can speak, they do so haltingly, since they so rarely choose to communicate with anyone else. They even throw their own young out of the lair at an early age. Fortunately for them, it only takes a decade for a gorynych to reach adult size. [B][I]Territorial. [/I][/B]Should a large predator of equal power to its own move in a gorynych’s area (such as a giant or an older dragon) or should humanoids attempt to build a settlement too close, they will form a fierce rivalry, doing everything in its power to drive that creature away—even going against their own loner instincts to ally with other creatures. [B][I]Small Hoarders.[/I][/B] Like the dragons they are very distantly related to, gorynyches keep hoards. They take their treasure from abandoned tombs, temples, and settlements they come across and from the rare intelligent creatures they kill, rather than go raiding. They keep the inside of their lairs fastidiously clean, throwing out old bones and unwanted treasure. Among their hoarded treasures they often keep pets—large and aggressive beasts that they use as watchdogs. [B][SIZE=5]Legends and Lore[/SIZE][/B] With an Arcana or Nature check, the characters can learn the following: [B]DC 10.[/B] Gorynych are three-headed, 12-tailed draconic creatures that prefer to stay away from other intelligent beings. Although intelligent and capable of speech, they hate talking. [B]DC 15.[/B] Although they resemble dragons, gorynych lack a breath weapon. They use their many tails to constrict creature and their multiple heads to pull people apart. [B]DC 20.[/B] Despite having three heads, a gorynych only has one brain and one personality. All three heads act in accordance, and losing one head doesn’t cripple the beast. [B][SIZE=5]Gorynych Encounters[/SIZE] [I]Terrain:[/I][/B] forest, hill, mountain [B]CR 5-10[/B] Juvenile gorynych; juvenile gorynych and giant boar [B][I]Treasure:[/I] [/B]1,500 gp, silver crown (250 gp), masterwork steel hauberk, 3 [I]potions of healing, potion of frost giant strength, robe of useful items.[/I] [B]CR 11-16[/B] Gorynych; gorynych and cave bear [B][I]Treasure:[/I][/B] 300 pp, 8,500 gp, 3 alexandrites (100 gp each), jade necklace (2,500 gp), 2 signet rings from a merchant company (50 gp each), gold-trimmed chariot, [I]javelin of lightning, +2 battleaxe. [/I] [B][SIZE=5]Signs[/SIZE][/B] 1. With a DC 15 Nature check, a lack of large predators in the area. 2. A pile of bones, loose treasure, and other refuse. 3. Shed scales. 4. A giant, felled tree with enormous claw-marks gouged into it. 5. A damaged merchant’s back, abandoned in the roadway. 6. The corpse of an ogre, literally torn in two. [B][SIZE=5]Behavior[/SIZE][/B] 1-2. Patrolling its territory; will watch the party for a while before determining if it will attack or not. 3. Flying overhead; hunting. 4. Hungry; will attack on sight. 5. Approaches the party in humanoid form; asks to help in slaying another large monster. 6. Sleeping on its treasure. 7. Singing (badly) to itself in 3-part harmony. 8. Cleaning out its lair. [B][SIZE=5]Names[/SIZE][/B] Berjoza, Boch, Fikatsiya, Krizantam, Sator [B][SIZE=7][COLOR=rgb(65, 168, 95)]Gorynych[/COLOR][/SIZE] Huge monstrosity[/B] Challenge 14 (11,500 XP) [B]AC[/B] 19 (natural armor) [B]HP[/B] 225 (18d12+108; bloodied 112) [B]Speed[/B] 30 ft., fly 60 ft. [B]STR[/B] 22 (+6) [B]DEX[/B] 12 (+1) [B]CON[/B] 23 (+6) [B]INT[/B] 10 (+0) [B]WIS[/B] 14 (+2) [B]CHA[/B] 13 (+1) [B]Proficiency[/B] +5 [B]Maneuver DC[/B] 19 [B]Saving Throws[/B] Dex +6, Con +11, Wis +8 [B]Skills[/B] Perception +8 (+1d6), Stealth +6 [B]Senses[/B] darkvision 120 ft., passive Perception 21 [B]Languages[/B] Common, Draconic [B][I]Reactive Heads.[/I][/B][I] [/I]The gorynych can take three reactions each round, but not more than one per turn. [B][I]Three Heads.[/I][/B][I] [/I]The gorynych has advantage on Perception checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious, and it can’t be flanked. [B][U]Actions[/U] [I]Multiattack.[/I][/B] The gorynych makes three bite attacks and three tail attacks. [B][I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +11 to hit, reach 15 ft., one target. [I]Hit:[/I]22 (3d10+6) piercing damage. The gorynych has advantage on Bite attacks made against a creature it has grappled in its tails. [B][I]Claws.[/I][/B][I] Melee Weapon Attack: [/I]+11 to hit, reach 5 ft., one target. [I]Hit: [/I]19 (3d8+6) slashing damage. [B][I]Tail. [/I][/B][I]Melee Weapon Attack:[/I] +11 to hit, reach 15 ft., one target. [I]Hit: [/I]20 (3d8+6) bludgeoning damage, and if the target is Large or smaller, it is grappled (escape DC 19) and is restrained while grappled. The gorynych has twelve tails, each of which can constrict a single target. [B][U]Bonus Actions[/U] [I]Wishbone.[/I][/B] If the gorynych has made a successful bite attack against a single target with two or more heads, the gorynych tries to pull the target apart. The target must make a DC 19 Strength saving throw, taking 22 (4d10) slashing damage on a failed save, or half as much on a successful one. [B][U]Reactions[/U] [I]Snap The Whip.[/I][/B] When a creature the gorynych can see within 10 feet hits the gorynych with a melee attack, the gorynych makes a tail attack against it. It can’t use a tail that is constricting a target. [B][SIZE=5]Combat[/SIZE][/B] Fearless fighters, gorynyches first use their tails to entangle opponents, then bites and claws at grappled foes. It will try to fly away when bloodied. [SIZE=5][COLOR=rgb(65, 168, 95)][/COLOR][/SIZE] [B][SIZE=5][COLOR=rgb(65, 168, 95)]Variant: Shapeshifting Gorynych[/COLOR][/SIZE][/B] Some gorynych develop the ability change their shape, and they often take on the form of a forest hermit, and often a grumpy one. These gorynych are often slightly more social than others of their kind. While they still prefer being alone, they are more willing to communicate with other, weaker natives of the forest, such as druids, fey, and lycanthropes. Shapeshifting gorynych gain the (Shapechanger) tag and the following new trait: [B][I]Change Shape. [/I][/B]The gorynych magically takes the shape of a Medium humanoid or Medium or Large beast, or changes back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (gorynych’s choice). In the new form, the gorynch’s stats are unchanged except for its size, and in beast form, it can make no more than 1 bite attack and 1 tail attack, and its reach is reduced to 5 feet. In humanoid form, it can attack only with its weapon. The gorynych gains a new action and reaction, which it only use while shapeshifted. [B][I]Quarterstaff (Humanoid Form Only). [/I][/B][I]Melee Weapon Attack: [/I]+11 to hit, reach 5 ft., one target. [I]Hit: [/I]9 (1d6+6) bludgeoning damage. [B][I]Parry (Humanoid Form Only).[/I][/B] If the gorynych is wielding a quarterstaff , it can use its reaction to add 2 to its AC against one melee attack that would hit it. * [B][SIZE=7][COLOR=rgb(65, 168, 95)]Juvenile Gorynych[/COLOR][/SIZE] Large monstrosity[/B] Challenge 5 (1,800 XP) [B]AC[/B] 16 (natural armor) [B]HP[/B] 85 (10d10+40; bloodied 42) [B]Speed[/B] 30 ft., fly 60 ft. [B]STR[/B] 18 (+4) [B]DEX[/B] 12 (+1) [B]CON[/B] 19 (+4) [B]INT[/B] 10 (+0) [B]WIS[/B] 12 (+1) [B]CHA[/B] 13 (+1) [B]Proficiency[/B] +3 [B]Maneuver DC[/B] 15 [B]Saving Throws[/B] Dex +4, Con +7, Wis +4 [B]Skills[/B] Perception +4 (+1d6), Stealth +3 [B]Senses[/B] darkvision 60 ft., passive Perception 17 [B]Languages[/B] Common, Draconic [B][I]Reactive Heads.[/I][/B][I] [/I]The gorynych can take three reactions each round, but not more than one per turn. [B][I]Three Heads.[/I][/B][I] [/I]The gorynych has advantage on Perception checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious, and it can’t be flanked. [B][U]Actions[/U] [I]Multiattack.[/I][/B] The gorynych makes three bite attacks and three tail attacks. [B][I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +7 to hit, reach 10 ft., one target. [I]Hit:[/I]15 (2d10+4) slashing damage. The gorynych has advantage on Bite attacks made against a creature it has grappled in its tails. [B][I]Claws.[/I][/B][I] Melee Weapon Attack: [/I]+7 to hit, reach 5 ft., one target. [I]Hit: [/I]13 (2d8+4) slashing damage. [B][I]Tail. [/I][/B][I]Melee Weapon Attack:[/I] +7 to hit, reach 10 ft., one target. [I]Hit: [/I]13 (2d8+4) bludgeoning damage, and if the target is Medium or smaller, it is grappled (escape DC 15) and is restrained while grappled. The gorynych has twelve tails, each of which can constrict a single target. [B][U]Bonus Actions[/U] [I]Wishbone.[/I][/B] If the gorynych has made a successful bite attack against a single target with two or more heads, the gorynych tries to pull the target apart. The target must make a DC 15 Strength saving throw, taking 8 (2d10) slashing damage on a failed save, or half as much on a successful one. [/QUOTE]
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