Graknork

Gargantuan Monstrosity, unaligned

Armor Class 20 (natural armor)

Hit Points 201 (13d20+65)

Speed swim +30, walk +50

Challenge 14

STR
25
+7
DEX
18
+4
CON
21
+5
INT
5
-3
WIS
13
+1
CHA
7
-2

Skills perception +6

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities cold

Senses darkvision 90 ft., passive Perception 16

Languages

Special Abilities

Keen Sight. The graknork has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The graknork makes three attacks: one with its bite and two with its claws. Alternatively, it can use its Eye Ray twice. If both claw attacks hit a Large or smaller creature, the creature must succeed on a DC 18 Strength saving throw or take an additional 9 (2d8) slashing damage and be knocked prone.

Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 23 (3d10 + 7) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage.

Eye Ray. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 17 (5d6) cold damage.

Freezing Eye (Recharge 5-6). The graknork's blue eye flares open and releases a beam of icy energy in a line that is 120-feet long and 10 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw. On a failure, a creature takes 35 (10d6) cold damage and is restrained for 1 minute as its limbs freeze. On a success, a creature takes half the damage and isn't restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the restrained creature can be freed if it takes at least 10 fire damage.

Source: Tome of Beasts 2 · OGL/Open