Gargrazer

Huge
Undead,
Chaotic Neutral

The Gargrazer is a colossal, incorporeal being that roams the subterranean forests of Taenarius, feeding on the abundant fungi that thrive in the dark, damp environment. Despite its grotesque appearance—complete with glowing red eyes, horns, and a menacing grin—it is far from evil. This jolly ghostly giant is a source of protection for the creatures living in the region, using its spore-based abilities to ensure the health of the environment and the creatures that inhabit it. However, it can be dangerous to those who attack it, as it defends itself fiercely when threatened. It prefers peace but will not hesitate to destroy anyone who brings harm to it or its domain.

Armor Class:

17
(Natural Armor)

Hit Points:

340
(30d12 + 150)

Speed:

0 ft.
, fly 45 ft.
(hover)

STR

22

(+

6)

DEX

14

(+

2)

CON

20

(+

5)

INT

10

(+

0)

WIS

18

(+

4)

CHA

16

(+

3)

Skills:

Perception +10, Stealth +8

Saving Throws:

Dexterity +8, Constitution +11, Wisdom +10

Damage Resistances:

Non-Magical Bludgeoning, Piercing, and Slashing, Necrotic

Damage Immunities:

Poison, Psychic

Damage Vulnerabilities:

Radiant

Condition Immunities:

Blinded, Charmed, Frightened, Paralyzed, Poisoned

Senses:

Darkvision 120 ft., Passive Perception 20

Languages:

understands Common and Sylvan but cannot speak

CR:

16
(15,000 XP)

Environment:

Taenarius

Tags:

N/A

Traits

Legendary Resistance (3/Day). If the Gargrazer fails a saving throw, it can choose to succeed instead.

Ethereal Sight. The Gargrazer can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Actions

Multiattack. The Gargrazer makes two attacks: one with its Tongue and one with its Horn.

Tongue Attack. Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
Hit: 18 (3d6 + 6) bludgeoning damage and the target must succeed on a DC 18 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Horn Attack. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 22 (4d6 + 6) piercing damage.

Spore Burst (Recharge 5-6). The Gargrazer releases a burst of spores in a 30-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 42 (12d6) poison damage and becoming poisoned for 1 minute on a failed save, or half as much damage and not poisoned on a successful one.

Bonus Actions

Mushroom Aura. The Gargrazer’s presence causes mushrooms and fungi to grow at an accelerated rate. As a bonus action, it can cause mushrooms to sprout in a 10-foot radius. These mushrooms can be harvested by creatures with a Wisdom (Nature) check DC 18. The mushrooms have various effects such as healing, curing poison, or increasing movement speed for 1 hour.

Reactions

Defensive Spore. When a creature hits the Gargrazer with a melee attack, it can use its reaction to release a burst of spores. The attacking creature must make a DC 18 Constitution saving throw or become poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns.

Legendary Actions

The Gargrazer 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. The Gargrazer regains spent legendary actions at the start of its turn.

Fungi Growth (Costs 2 Actions). The Gargrazer causes a patch of mushrooms to grow in a 10-foot radius around it. The mushrooms remain for 1 minute and can be harvested as described under its Mushroom Aura.

Spore Mist (Costs 3 Actions). The Gargrazer releases a cloud of spores in a 20-foot radius around it. Creatures in that area must make a DC 18 Constitution saving throw or become poisoned for 1 minute. A creature that starts its turn poisoned in this way takes 7 (2d6) poison damage.

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