Gorvil (3.5e Creature)

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Size/Type: Large Aberration
Hit Dice: 5d8 + 25 (52 hp)
Initiative: 2
Speed: 40 ft.
Armor Class: 15 (–1 size, +2 Dex, +4 natural), touch {{{touch}}}, flat-footed {{{flat}}}
Base Attack/Grapple: {{{bab}}}/{{{grapple}}}
Attack: 2 claws +4 melee, Bite +4
Full Attack: Claw 1d6 +4, Bite 1d6 +4
Space/Reach: 5/5
Special Attacks: Improved Grab, Rend.
Special Qualities: Low light vision
Saves: Fort 7, Ref 4, Will 3
Abilities: Str 18, Dex 14, Con 16, Int 5, Wis 12, Cha 9
Skills: Climb + 10, Intimidate + 15, Jump + 13
Feats: Power Attack, Combat Reflexes, Weapon Finesse, Weapon Focus(Claw), Track.
Environment: Caves and underground
Organization: Solitary, pack (2-8)
Challenge Rating: 4
Treasure: none
Alignment: Often Chaotic Evil.
Advancement: 6-8 HD (Large).
Level Adjustment:

Theres a monster! A Gorvil!

Gorvils are subterranean "lizard men" which are a common nuisance in large cities, and in dungeons. They exist in a gray area between full sentience and animal-like mentality, possessing traits of both. They little to no culture to speak of, and communication is more a series of vocalizations than actual language. While not socially advanced, they can be clever, and are capable of using tools, weapons, and even of being trained.

Gorvil are tall (up to 2.5 meters) monsters which have a green-scaled body resembling a humanoid, a long thick tail, and the head of a fearsome, snouted, lizard. With glowing eyes, razor-sharp claws, and rows of sharp teeth, their fearsome natural weapons make them excellent hunters.


Rend(Ex): If the Gorvil hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This automatically deals an additional 2d6+12 points of damage.

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