Bloodgnarl, Raging Coastal Gnome - AI-generated fantasy Monster

Bloodgnarl, Raging Coastal Gnome

Old sailors tell of gnomes who traded birthdays for storm blessings; when those bargains were broken the gnomes grew hungry for the storm's red tang. Locals warn children that a laughing gnome that asks to 'taste' a cut is a predictor of bad luck.

SmallFey(Fey)CR 2Chaotic Evil

Bloodgnarl, Raging Coastal Gnome

FeyCoastalBarbarianMelee-OnlyRegenerating
HP52AC14SPDWalk 30 ft., Swim 30 ft., Climb 20 ft.CRCR 2AthleticsPerceptionStealth
STR
16
save
DEX
14
CON
18
save
INT
10
WIS
12
CHA
12
Fey Ancestry. The bloodgnarl has advantage on saving throws against being charmed, and magic cannot put it to sleep.
Bloodrage. On its turn at the start of combat or when first hit, the bloodgnarl can enter a bloodrage. While raging it has advantage on Strength checks and Strength saving throws, deals an extra +2 damage on melee weapon attacks, and has resistance to bludgeoning, piercing, and slashing damage. Rage lasts 1 minute, ends early if the bloodgnarl is knocked unconscious or if it has not attacked or taken damage since its last turn. It can rage once per short rest.
Regeneration. The bloodgnarl regains 3 hit points at the start of its turn if it has at least 1 hit point. If the bloodgnarl takes cold damage or damage from a cold iron weapon, this trait does not function at the start of its next turn.
Coastal Surefootedness. The bloodgnarl ignores the usual penalties for moving over difficult coastal terrain such as wet kelp and barnacled rock, moving through it at normal speed.
Multiattack. The bloodgnarl makes three Bloodcleaver strikes.
Bloodcleaver. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: slashing damage plus necrotic (the gnome savagely rakes a bleeding wound). If the target is below half its hit point maximum, the bloodgnarl deals an extra necrotic damage.
Inflict Wounds (Innate). Melee Spell Attack: to hit, reach 5 ft., one creature. Hit: necrotic damage. The bloodgnarl casts this using its innate spellcasting.
Cure Wounds (Innate). The bloodgnarl touches a creature. The target regains hit points. The bloodgnarl can cast this spell once per short rest using its innate spellcasting.
Spiteful Riposte. When a creature within 5 feet misses the bloodgnarl with a melee attack, the bloodgnarl can make one Bloodcleaver attack against that creature.
1st level
Inflict WoundsNecromancy The bloodgnarl can cast Inflict Wounds as a melee spell attack. Uses: 1/day. Spell attack +5. Inflict Wounds deals 3d10 necrotic on a hit.
Cure WoundsEvocation The bloodgnarl can cast Cure Wounds by touch. Uses: 1/day. Cure Wounds restores 2d8 + 3 hit points when cast in this way.
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