Gnath Marksman (5e Creature)

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Gnath Marksman[edit]

Small humanoid, lawful neutral

Armor Class 14 (natural armor)
Hit Points 45 (10d6 + 10)
Speed 25 ft., burrow 10 ft.

8 (-1) 16 (+3) 12 (+1) 8 (-1) 12 (+1) 8 (-1)

Saving Throws Dex +5, Wis +3
Skills Perception +3, Stealth +5, Survival +3
Senses darkvision 60 ft.; passive Perception 13
Languages Undercommon; telepathy 100 ft. (only with other gnath)
Challenge 1 (200 XP)

Innate Spellcasting (1/Day). The gnath can innately cast hunter’s mark, requiring no material components. Its innate spellcasting ability is Wisdom.

Pack Tactics. The gnath has advantage on an attack roll against a creature if at least one of the gnath's allies is within 5 feet of the creature and the ally isn't incapacitated.

Stone Camouflage. The gnath has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Surprise Attack. If the gnath surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.


Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, or 9 (1d4 + 3 plus 1d6) piercing damage with hunter's mark.

Musket. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 9 (1d12 + 3) piercing damage, or 13 (1d12 + 3 plus 1d6) piercing damage with hunter’s mark.

See Gnath (5e Creature)

Fire drones that demonstrate exceptional marksmanship are singled out by the Overmind. These gnath receive additional training and are imbued with a sliver of the Overmind’s power, turning them into deadly snipers who can pick off critical targets from afar.

See Also[edit]

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