Gyorg (5e Creature)

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Large monstrosity, neutral evil

Armor Class 18 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 0 ft., swim 40 ft.

18 (+4) 16 (+3) 18 (+4) 10 (+0) 14 (+2) 13 (+1)

Saving Throws Str +8, Con +8
Skills Perception +6
Damage Vulnerabilities thunder
Senses blindsight 30 ft., passive Perception 16
Challenge 9 (5,000 XP)

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

Charge. If the gyorg moves at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 13 (2d12) bludgeoning damage.

Seige Monster. The gyorg deals double damage to objects, structures, and vehicles.

Water Breathing. The gyorg can breathe only underwater.


Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) bludgeoning damage.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 23 (3d12 + 4) piercing damage.


These so-called ocean-killing machines are plentiful in the Great Sea. You should attack them with arrows or bombs before they're able to knock you into the sea.

Variant: Malgyorg

Malgyorgs are burrowing cousins to their sea-bound brethren. A malgyorg loses the Water Breathing feature and swim speed and gains a burrowing speed of 40 feet and tremorsense out to a range of 60 feet.

(one vote)

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