Necrogaunt

Local superstition calls them night-harvesters or ash-brothers. Bards tell of faceless shadows that steal infants to feed the hunger of darker patrons. Folklore says a gaunt's barbed tail will stitch a vow of silence into a victim's flesh if allowed to feed long enough.

MediumFiend(Fiend)CR Moderate (CR 5)Neutral Evil

Necrogaunt

bat-wingedfacelessbarbed-tailhornednecrotic-flameflightkidnapper
HP85AC15SPDWalk 30 ft., Fly 50 ft. (hover)CR5 (1,800 XP)StealthPerceptionAcrobatics
STR
14
DEX
18
save
CON
18
save
INT
12
WIS
14
CHA
12
Faceless Horror. The necrogaunt is nearly featureless; creatures that rely on facial expressions to read intent have disadvantage on Insight checks against it. In dim light or darkness the gaunt has advantage on Dexterity (Stealth) checks and can attempt to Hide even when lightly obscured.
Ember of the Void. The gaunt deals an extra 7 () necrotic damage when it hits with its claws or tail. Also grants resistance to necrotic damage and fire damage.
Capture and Feed. Once per long rest, when the gaunt reduces a creature to 0 hit points with its Barbed Tail, it can choose to pull the creature into the shadows and keep it alive but unconscious; the captive remains bound by necrotic barbs and provides nourishment over days. Allies of the gaunt can feed off the captive to regain hit points during a short rest.
Multiattack. The shadowy fiend lashes twice: one claw strike and one barbed-tail attack.
Razor Claws. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 10 () slashing damage and 7 () necrotic damage as the claws tear into shadow-slick flesh.
Barbed Tail. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 9 () piercing damage plus 9 () necrotic damage. If the target is a creature, it must succeed on a Strength saving throw or become grappled (escape ). While grappled by the barbed tail the target takes 5 () necrotic damage at the start of each of the fiend's turns as the barbs drink in vital heat. The fiend can grapple only one creature at a time with its tail.
Necrotic Flame. Recharge 5-6. The gaunt exhales a gout of black, necrotic flame in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 21 () necrotic damage on a failed save, or half as much on a successful one. Creatures that fail the save are also coated in clinging shadow-ash; at the start of each of their turns for the next 2 rounds they take 4 () necrotic damage as the ash sears without heat.
Umbral Slip. When a creature within 30 feet that the gaunt can see hits it with an attack, the gaunt may use its reaction to slip into a patch of shadow within 15 feet and become invisible until the start of its next turn or until it attacks. The slip fails if no dim light or darkness is within 15 feet.
Cantrips
Innate Shadow MagicIllusion/Conjuration The necrogaunt can cast Darkness at will without expending a spell slot. It can also cast Invisibility twice per day. Charisma is its spellcasting ability (spell save DC 12).
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