Garchomp (5e Creature)

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Medium dragon, any alignment

Armor Class 19 (natural armor)
Hit Points 202 (27d8 + 81)
Speed 30 ft., burrow 30 ft.

20 (+5) 19 (+4) 16 (+3) 15 (+2) 16 (+3) 13 (+1)

Senses darkvision 60 ft., tremorsense 10 ft., passive Perception 13
Languages Draconic, understands Common but doesn't speak
Challenge 10 (5,900 XP)

Sand Veil. While in sandy terrain, the garchomp has advantage on Dexterity (Stealth) checks, and can take the Hide action as a bonus action.

Tunneler. The garchomp can burrow through solid rock at half its burrow speed and leaves a 6-foot-wide, 3-foot-high tunnel in its wake.

Magic Weapons. The garchomp's weapon attacks are magical.

Blood Frenzy. The garchomp has advantage on melee attack rolls on any creature that doesn't have all its hit points.


Multiattack. The garchomp makes two dragon claw attacks.

Dragon Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Dragon Rush. Garchomp moves up to twice its speed into the space of Medium or smaller creature. The creature must succeed on a DC 17 Dexterity saving throw or take 33 (8d6 + 5) slashing damage, is knocked prone, and is pushed 5 feet out of the garchomp's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the garchomp's space.


Rough Skin. If a creature hits the garchomp with a melee attack, it can use its reaction to deal 7 (2d6) slashing damage to the attacker.

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