Graeul
Graeul Roll Initiative
Medium Monstrosity, Neutral Evil
Armor Class 15 (Natural Armor)
Hit Points 50 (8d8 + 16)
Speed 40 ft., Climb 40 ft., Swim 40 ft.
Saving Throws INT +3
Skills Investigation +3, Perception +2, Survival+2
Damage Resistances Cold
Condition Immunities Blinded, Prone
Senses Blindsight 40 ft., Tremorsense 120 ft., Passive Perception 12
Languages Common
Proficiency Bonus +2 Challenge 1
Medium Monstrosity, Neutral Evil
Armor Class 15 (Natural Armor)
Hit Points 50 (8d8 + 16)
Speed 40 ft., Climb 40 ft., Swim 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) |
12 (+1) |
14 (+2) |
12 (+1) |
10 (-) |
8 (-1) |
Skills Investigation +3, Perception +2, Survival+2
Damage Resistances Cold
Condition Immunities Blinded, Prone
Senses Blindsight 40 ft., Tremorsense 120 ft., Passive Perception 12
Languages Common
Proficiency Bonus +2 Challenge 1
Blood Frenzy. The graeul has advantage on melee attack rolls against any creature that doesn't have all its hit points. Purest Form. The graeul is immune to any spell or effect that would alter its form. Actions
Multiattack. The graeul makes two attacks, one with its bite of depravity and one with its claw. Bite of Depravity. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 7 ( 1d8+3 ) piercing damage. On a successful hit, the grauel gains 3d6 temporary hit points. The temporary hp lasts one minute. Claw. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 10 ( 2d6+3 ) slashing damage.
"The graeul are the most beautiful of Ishkul's nightmares, perfect down to every last detail. With them I will unleash something this world has not seen in ages and carve my name in the flesh of history."~ Trowel Fandiggler
Chosen of Ishkul
Description
The graeul are nightmarish combinations of animal and human, only shades of what they once were. With their pale grey and ashen skin, unhinged mouths filled with two rows of fangs, they delight in torment and fright. Their bodies are built for long-distance running rather than brute strength, with talons and claws that more than hint at their predatory nature.
History
During the Age of Horror, two abhorrent individuals, Ishkul and Ignatius, cast a never-ending winter across the land. In their wickedness, they twisted mortals and animals into horrible bipedal monstrosities. These graeul were fueled by perpetual hunger, possessing a tireless drive. As hunters and foot soldiers, their howls became the heralds of war and doom. Though most were destroyed at the end of the age, the dark knowledge to create them still lingers in the ways of Ishkul.
Tactics
Graeul are relentless predators, tireless and fast, known to chase their prey over vast distances to exhaust them. They often stalk, waiting for the perfect moment to strike, all the while draining their opponents of resources. In direct confrontation, they feed on blood to maintain their temporary hit points. When in large numbers they target and ravage whatever first sheds blood.
The graeul are nightmarish combinations of animal and human, only shades of what they once were. With their pale grey and ashen skin, unhinged mouths filled with two rows of fangs, they delight in torment and fright. Their bodies are built for long-distance running rather than brute strength, with talons and claws that more than hint at their predatory nature.
History
During the Age of Horror, two abhorrent individuals, Ishkul and Ignatius, cast a never-ending winter across the land. In their wickedness, they twisted mortals and animals into horrible bipedal monstrosities. These graeul were fueled by perpetual hunger, possessing a tireless drive. As hunters and foot soldiers, their howls became the heralds of war and doom. Though most were destroyed at the end of the age, the dark knowledge to create them still lingers in the ways of Ishkul.
Tactics
Graeul are relentless predators, tireless and fast, known to chase their prey over vast distances to exhaust them. They often stalk, waiting for the perfect moment to strike, all the while draining their opponents of resources. In direct confrontation, they feed on blood to maintain their temporary hit points. When in large numbers they target and ravage whatever first sheds blood.