Huge
Monstrosity
CR 5
unaligned
Ghurzoth
Titanic Mireborn
A rolling mountain of muscle and mottled hide, the Ghurzoth lurches through marsh and plain like a walking hill. Its ponderous bulk flattens reeds and cracks timber, and each step sends a shudder through the ground; when it bellows the air fills with a wet, throatless sound that animals flee and whole watch-posts mistake for an earthquake. Hunters tell of the creature staring with small, sunken eyes for minutes before deciding whether a living thing is meal, nuisance, or object to be shoved aside.
Armour
15
natural armor
Hit points
105
11d10+44
Speed
40ft
Challenge
5
1,800 XP
STR
16
+3
DEX
10
+0
CON
18
+4
INT
6
-2
WIS
12
+1
CHA
8
-1
Saving throws
DEX +3
Skills
Stealth +3
Senses
darkvision 60 ft., passive Perception 13
Languages
understands Common but can't speak
Multiattack. The creature makes two Slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) bludgeoning damage.
Ground Pound (Recharge 5-6). The Ghurzoth slams both forelimbs into the earth. Each creature within 15 feet of the Ghurzoth must succeed on a DC 15 Strength saving throw or be knocked prone and take 13 (2d8+4) bludgeoning damage, or half damage and not be knocked prone on a successful save.
Ghurzoth are ancient, solitary monstrosities that evolved where water and earth fight—peat bogs, flooded glades, and the margins of tidal marshes. They subsist largely on coarse vegetation, drowned carrion, and the slow-moving fauna of their soggy realms, but an unusually hungry or enraged Ghurzoth will uproot trunks and overturn stone to reach subterranean roots or trapped prey. Their slow metabolism and enormous size let them go months between meaningful meals, and they often migrate in response to drought or human encroachment. Coastal fishing villages and peat-cutting communities have old rites and placating offerings for the Ghurzoth; a ruined journal kept by scholar Master Halvirn of the Sunderkin Cartographers recounts cunning attempts to herd a Ghurzoth away from newly dug canals and the price the villagers paid in broken boats. Factions such as the Bogwardens mark the tracks—parallel sets of great, curved prints—and leave boundary cairns; few organizations attempt to slay one outright, and those who do often end with their wolves drowned or their engines crushed. Myths claim that a Ghurzoth once dragged an entire ruined keep into a mire, which may be true — when they move through ancient battlefields, remains frequently suffocate in quickmud, yielding strange finds centuries later.
Ghurzoth stands roughly as tall as a two-story house when it rears on hind shoulders, bulked like a slab of living rock padded with sinew. Skin is thick and pitted, a mix of bog-brown and slate, flecked with lichen and mud that clings in long, fibrous mats. Its head is small in proportion to its body, crowned with a ring of bony nodules rather than horns; the jaw is wide and toothless, lined instead with tough, grinding pads for crushing roots and crustaceans. Limbs are columnar, each ending in three blunt, hoof-like claws that spread to grip soft ground; long, whip-like tendrils of coarse hair and algae trail from its shoulders and the base of its neck. Scars and embedded flints form a patchwork across its flanks, and when it moves its ribs show through the skin like moving ridges of tide-battered timber. Scale reference: when depicted next to a human (average height), a Ghurzoth towers at least twice the human's height at the shoulder and could walk through a standard stone doorway without stooping.
Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence
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