Page 223 - Tomb of Annihilation
P. 223

GIANT SNAPPING TuRTLE
            Large beast, unaligned
                                                  •   I  -   GIANT SNAPPI NG TURTLE
           Armor Class 17  (natural armor), 12 while prone
                                                             Giant snapping turtles can grow to be 12 feet in diame-
           Hit Points 75  (lOdlO + 20)
           Speed 30 ft., swim 40 ft.                 •       ter. Although they appear slow and ponderous, they are
                                                             capable of  startling bursts of speed and will aggressively
             STR     DEX    CON     INT    WIS    CHA        attack smaller creatures that approach them. One snap
            19 (+4)   10 (+O)   14 (+2)   2 (- 4)   12 (+l)   5 (-3)   of a giant turtle's  jaws can cut a human in half, and
                                                             these creatures aren't fussy about what they eat.
           Senses darkvision 60 ft., passive Perception 11
           Languages-                                        GIANT STRIDER
           Challenge 3 (700 XP)
                                                             Firenewts have a close relationship wilh a type of  mon-
                                                             strous beast called a giant strider. Giant striders appear
           Amphibious. The turtle can breathe air and water.
                                                             birdlike and reptilian, but are truly neither. Firenewts
                                                             provide shelter, food, and breeding grounds in their lairs
           Stable. Whenever an effect knocks the turtle prone, it can make
                                                             for giant striders, and the striders voluntarily serve as
           a DC 10 Constitution saving throw to avoid being knocked
           prone. A prone turtle is upside down. To stand up, it must   mounts for elite firenewt soldiers.
           succeed on a DC 10 Dexterity check on its turn and then use all
           its movement for that turn.                       G IRALLON
                                                             A girallon looks like an oversized, four-armed ape with
           ACTIONS
                                                             gray skin and white fur. Although they are adept climb-
           Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.   ers, these half-ton creatures shy away from scaling trees
           Hit: 18 (4d6 + 4) slashing damage.
                                                             that can't support their bulk. Instead, they stalk the
                                                             forest fioor, lurk in narrow ravines or  shalJow caves, or
                                                             hide in ruined sites while waiting for prey to come near.
           GIANT STRIDER
           Large monstrosity, neutral evil                   GIRALLON
                                                             Large monstrosity, unaligned
           Armor Class 14  (natural armor)
           Hit Points 22 (3dl0 + 6)                          Armor Class 13
           Speed SO ft.                                      Hit Points 59  (7dl0 + 21)
                                                             Speed 40 ft., climb 40 ft.
             STR     DEX    CON     INT    WIS    CHA
            18 (+4)   13 (+  l)   14 (+2)   4 (-3)   12 {+l)   6 (-2)   STR   DEX   CON   INT   WIS   CHA
                                                              18 (+4)   16 ( +3)   16 (+3)   5 (- 3)   12 (+l)   7 (-2)
           Damage Immunities fire
           Senses passive Perception 11   ,    - • •   ,.    Skills Perception +3, Stealth +5
                                                                                                     .
           Languages -            ~:.:_ ~                    Senses darkvision 60 ft., passive Perception 13  .  .. .  ...
                                              •
           Challenge l  (200 XP)   _.  ~,.!\                 Languages -                         I
                                                             Challenge 4 (l,100 XP)
           Fire Absorption. Whenever the giant strider is subjected to fire
           damage, it takes no damage and regains a number of  hit points   Aggressive. As a bonus action, the girallon can move up to its
                                             ...
           equal to half the fire damage dealt.              speed toward a hostile creature that it can see.
           ACTIONS                                           Keen Smell. The girallon has advantage on Wisdom (Percep-
                                                             tion)  checks that rely on smell.
           Bite. Melee Weapon Attack: +6 to hit, reach  S ft., one target.                         ...
           Hit: 8 (ld8 + 4) piercing damage.
                                                             ACTIONS
           F ire Burst (Recharge 5- 6). The giant strider hurls a gout of   Multiattack. The girallon makes five attacks: one with its bite
           flame at a point it can see within 60 feet of  it.  Each creature in   and four with its claws.
           a 10-foot-radius sphere centered on that point must make a
                                                             Bite. Melee Weapon AUack: +6 to hit, reach S ft., one creature.
           DC 12 Dexterity saving throw, taking 14 (4d6)  fire damage on a
                                                             Hit:  7 (ld6 + 4) piercing damage.
           failed save, or half as much damage on a successful one. The
           fire spreads around corners, and it ignites flammable objects in   Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
           that area that aren't being worn or carried.      Hit: 7 (ld6 + 4) slashing damage.


           APPENDIX 0  I MOSSTERS AND  NPCS
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