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Goreclaw, Terror of Qal Sisma

"You don’t want to know how she got that name."
Goreclaw, Terror of Qal Sisma, is a legend amongst the hunters of clan Atarka.   Dragons may rule the plane of Tarkir, but in the high forests of the Qal Sisma mountains, the great bear Goreclaw has survived long enough to rival the dragons in size... and certainly in ferocity. When hunters venture too high into the mountains, they risk a deadly confrontation with the bear whose roar can shake the snow from the trees.
Current Status
Alive
Current Location
Children
Gender
female

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Character Portrait image: Goreclaw, Terror of Qal Sisma by Svetlin Velinov

Planeshift Tarkir

Goreclaw, Terror of Qal Sisma CR: 5

Large beast, unaligned
Armor Class: 14 (natural armor)
Hit Points: 57 (6d10 + 24) 6d10+24
Speed: 40 ft

STR

24 +7

DEX

14 +2

CON

18 +4

INT

4 -3

WIS

13 +1

CHA

7 -2

Saving Throws: Str +10, Con +7
Skills: Perception +3
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Senses: darkvision 60 ft., passive Perception 13
Languages: -
Challenge Rating: 5

Charge. If Goreclaw moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 13 (3d8) slashing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be pushed up to 10 feet away and knocked prone.   Keen Smell. Goreclaw has advantage on Wisdom (Perception) checks that rely on smell.   Relentless (Recharges after a Short or Long Rest). If Goreclaw takes 12 damage or less that would reduce her to 0 hit points, she is reduced to 1 hit point instead.

Actions

Multiattack. Goreclaw makes two attacks: one with her bite and one with her claws.   Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage.   Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage.

Legendary Actions

Goreclaw can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Goreclaw regains spent legendary actions at the start of her turn.

  • Claw. Goreclaw makes one claw attack.
  • Roar (Costs 2 Actions). Goreclaw emits a magical roar. Each creature within 60 feet of Goreclaw that can hear the roar must succeed on a DC 13 Wisdom saving throw or be frightened of Goreclaw until the end of her next turn.

You don’t want to know how she got that name.

Suggested Environments

Environments. Forest, Mountain

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