Medium Undead, Neutral Evil
Armor Class 14 Natural armor
Hit Points 48 (8d8 + 8)
Speed 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
12 (+1)
INT
8 (-1)
WIS
10 (+0)
CHA
5 (-3)
Skills Perception +2, Stealth +5
Damage Vulnerabilities Thunder
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Passive Perception 15
Languages Understands common but can't speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Keen Hearing. Blood Gnashers have bat-like ears, which makes their sense of hearing sharp. The Blood Gnasher has a +5 to passive perception as well as advantage on hearing-based Perception checks.

 

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. The Blood Gnasher heals half the damage dealt, rounded down, unless the target is grappled or bleeding, then it heals the full amount.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. If the target is a living creature, it must make succeed on a DC 10 Constitution save or take an additional 1d4 bleed damage immediately and at the end of the target's subsequent turns. Bleeding can be stopped with a healer's kit, a successful Medicine check (DC 10), or if the creature is healed.

Description

Rarely seen outside of the necromantic state of Drathnia, Blood Gnashers have a head reminiscent of a bat with large ears and small eyes with one key difference being that they have no nose. They have needle-like teeth in their small mouths and sharp, serrated claws. Their pale flesh is unusually hard. Blood Gnashers usually stand at a little over five feet, appearing shorter due to their tendency to hunch over.

Previous Versions

Name Date Modified Views Adds Version Actions
8/9/2021 1:07:25 AM
12
2
1
Coming Soon
8/9/2021 1:18:08 AM
16
1
1.3
Coming Soon

Monster Tags: undead

Habitat: Urban

kulongers

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