Durgis Creit

Huge aberration, chaotic evil

Armor Class 16 (natural armor)
Hit Points 152 (16d12 + 48)
Speed 60 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 16 (+3) 4 (-3) 12 (+1) 6 (-2)

Skills Athletics +11, Perception +6
Damage Resistances bludgeoning
Condition Immunities grappled, prone
Senses darkvision 60 ft., passive Perception 13
Languages Understands Common but can’t speak
Proficiency Bonus +5
Challenge 14 (11,500 XP)

SPECIAL TRAITS

  • ACTIONS Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the durgis creit can’t bite another target.
  • Gore. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage.
  • Stomp. Melee Weapon Attack: +11 to hit, reach 5 ft., one prone creature. Hit: 28 (4d10 + 6) bludgeoning damage.
  • Spit Rock. Ranged Weapon Attack: +11 to hit, range 120/240 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone. Whirl (Recharge 5 6). The durgis creit can use its action to spin at the waist, targeting creatures of its choice within 10 feet of it. Each target must make a DC 13 Dexterity saving throw, taking 22 (3d10 + 6) piercing damage on a failed save, or half as much damage on a successful one.
  • Swallow. The durgis creit attempts to swallow a Medium or smaller creature it is grappling. The target must succeed on a DC 16 Strength saving throw or be swallowed. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the durgis creit, and it takes 21 (6d6) acid damage at the start of each of the durgis creit’s turns. If the durgis creit takes 30 damage or more on a single turn from a creature inside it, the durgis creit must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the durgis creit. If the durgis creit dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
  • Sudden Rush. Until the end of the turn, the durgis creit’s speed increases by 120 feet and it doesn’t provoke opportunity attacks.

BONUS ACTIONS

  • Trampling Charge. If the durgis creit moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone. If the target is prone, the durgis creit can make one Stomp attack against it as a bonus action.
  • Frightening Twist. The durgis creit twists itself about in unnatural ways. Any Beast or Humanoid that sees this behavior must succeed on a DC 14 Wisdom saving throw or become frightened of the durgis creit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this ability is immune to Frightening Twist for 24 hours.

ABOUT

The durgis creit is an immense beast with a thick, rough hide that seems to meld with the surrounding environment. Its massive claws and muscular limbs allow it to move with incredible speed despite its size.

Also known as the Revolving Beast, the durgis creit is an elusive creatures that inhabits remote islands and areas with rugged terrain. The term “durgis creit” means “straightening the spear” and is a description of the creature’s peculiar ability to change its shape, spinning at the waist.

The durgis creit’s legend is often recounted in tales of heroic encounters and narrow escapes. The creature’s insatiable hunger drives it to pursue any living creature that enters its territory. Sailors and explorers speak of its fearsome presence with a mix of dread and awe.

Durgis creits are known for their extraordinary agility, despite their massive size, making them formidable predators in their habitat. They act much like rhinoceroses, charging anything that comes into their limited field of view. Once they spot prey, they are known to relentlessly pursue them, relying on their speed to quickly overwhelm their victims. Once in range, they use their powerful bite to subdue their prey. If outnumbered, the durgis creit spins, using its horns as wicked blades to clear a wide berth around it. Should their targets escape, durgis creit can spit stones with tremendous force to knock down or injure their targets from a distance.

Section 15: Copyright Notice

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

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