Large fey (titanspawn), neutral

Armor Class 17 (thick weathered hide)
Hit Points 176 (16d10 + 80)
Speed 40 ft.

Str Dex Con Int Wis Cha
22 (+6) 17 (+3) 21 (+5) 15 (+2) 15 (+2) 18 (+4)

Saving Throws Con +9, Wis +6, Cha +8
Skills Athletics +10, Investigation +6, Nature +6, Perception +6, Survival +6
Damage Resistances cold, poison, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 60 ft.; passive Perception 20
Languages Elven, Sylvan
Challenge 11 (7,200 XP)

Special Traits

  • Independent Minds. A gabrolin’s three heads act independently of each other and may all act in each round. On their round, a gabrolin may use their regular movement, make one bonus action and take one action per head. Each head may use its action either for its special attack or, if it hasn’t been used yet, the gabrolin’s Multiattack. Should the gabrolin suffer 60 damage in one attack, a head is destroyed; roll a d6 to randomly determine which. On a result of 1-2 the right head is destroyed. On a result of 3-4 the center head is destroyed. On a 5-6, the left head is destroyed.


  • Multiattack The gabrolin makes one gore attack and two venomous claw attacks.
  • Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage.
  • Venomous Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 9 (1d6 + 6) slashing damage. A creature that suffers damage from the gabrolin’s claw attack is exposed to their sappy venom and must make a DC 15 Constitution save. On a failure, the creature is paralyzed for 1d4 rounds and cannot be affected again by the venom for 24 hours. On a success, the creature is poisoned for 1d6 rounds. A creature only suffers one instance of venom at a time.
  • Blinding Gaze. The gabrolin’s left head makes a gaze attack from its empty, baleful eye sockets. The gabrolin targets one creature within 60 ft., which must make a DC 17 Wisdom save. On a failed save, the target is blinded for one minute. A success grants immunity to this attack for the next 24 hours.
  • Piercing Scream (Recharge 5-6). The gabrolin’s right head has no ears to hear its own terrible scream. All creatures within 30 feet of the gabrolin must succeed at a DC 17 Constitution save or become deafened and frightened for 1d6 rounds.
  • Silence. The mouthless central head of the gabrolin silences opponents. The gabrolin casts silence, as the 2nd level spell, at will, without the need for components. Its spellcasting ability for this effect is Charisma.


When the Earth Mother arranged protection for the cold forests and tundra of the far north, she was uniquely inspired. Now any who would harm the wilderness meet the tundra’s massive protector: three-headed, nine-foot tall fey creatures known as the gabrolin.

To instill focus, she made each head with a limitation: one without ears, one without eyes, and one without a mouth. This forces cooperation and ensures harmonious coordination between the three separate minds. From each head, a unique array of staglike antlers or horns sprouts, reaching for the sky through thick, mossy hair.

The creature’s clawed hands, the size and mass of tree stumps, terminate in root-like talons that drip thick sap.

Gabrolin have massive stag’s legs, and from the waist down they are covered in ruddy brown fur, like a towering, three-headed satyr.

Normally gentle, gabrolin unleash their true rage against any threat to itself or those it protects: blinding gazes, piercing howls, and envenomed, crushing paws. Magic users approach these normally gentle giants with particular caution. A gabrolin’s central head casts a field of silence around strangers of dubious intent, neutralizing nearly all attempts to cast spells.

Section 15: Copyright Notice

Frostlands of Fenrilik © 2020 Travis Legge

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