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

