Dorraghow

Large monstrosity, unaligned

Armor Class 15 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 40 ft., swim 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 14 (+2) 3 (-4) 14 (+2) 10 (+0)

Skills Perception +5, Stealth +6
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered
Senses darkvision 60 ft., passive Perception 15
Languages
Proficiency Bonus +3
Challenge 5 (1,800 XP)

SPECIAL TRAITS

  • Keen Hearing and Smell. The dorraghow has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Hold Breath. The dorraghow can hold its breath for up to 10 minutes.
  • Magic Resistance. The dorraghow has advantage on saving throws against spells and other magical effects.
  • Relentless (Recharges after a Short or Long Rest). If the dorraghow takes 7 damage or less that would reduce it to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the dorraghow drops to 1 hit point instead.
  • Siege Monster. The dorraghow deals double damage to objects and structures.

ACTIONS

  • Multiattack. The dorraghow makes two attacks: one with its Bite and one with its Claws.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the dorraghow regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
  • Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) slashing damage.
  • Whistling Roar. The dorraghow emits a powerful roar, releasing a high-pitched whistling sound. The dorraghow has a 30 percent chance of summoning 2d4 giant otters (treat as giant weasels) or one dorraghow. A summoned creature appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other dorraghows. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

ABOUT

This formidable creature combines the features of a dog and an otter. It is a large monstrosity, measuring about ten feet in length. Its body is covered in short, brown and white fur, and it bears a distinct dark cross on its back.

The dorraghow, also known as the King of the Otters, is revered as the lord of otters and possesses fur with protective properties, adding to its mystical nature. Legends surrounding the dorraghow are often shared through oral storytelling, preserving the creature’s status as a powerful and enigmatic figure.

The dorraghow primarily resides in lakes and bodies of water, claiming its domain as the true ruler of the aquatic realm. It is known for its ability to break through trees and rocks, reflecting its exceptional strength. With its sleek form and powerful muscles, the dorraghow is an agile swimmer, capable of moving through water at an extraordinary pace.

Encountering a dorraghow is a rare and dangerous event. It fiercely protects its territory, and can call upon a family of otters or even its mate if hard pressed. The dorraghow is a fearsome hunter, using its strength, speed, and natural weaponry to track and subdue its prey. It is a versatile predator, equally adept at catching fish, small mammals, and even larger creatures that dare to trespass into its domain.

Dorraghow are all the more dangerous because they can summon giant otters or even more of their kind. It does have one weakness: the cross-shaped mark on its back. A critical hit can stop a relentless dorraghow in its tracks.

Section 15: Copyright Notice

5E RPG: Celtic Bestiary. Copyright 2023, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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