5e SRD >Creatures >

Ravager Spawn (Brawler)

Huge monstrosity, neutral

Armor Class 24 (natural armor)
Hit Points 450 (36d12 + 216)
Speed 50 ft.

30 (+10) 20 (+5) 23 (+6) 5 (-3) 24 (+7) 18 (+4)

Saving Throws Dexterity +12, Constitution +13
Skills Perception +14
Damage Resistances acid, cold, fire, lightening, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 24
Languages —
Challenge 23 (50,000 XP)

Special Traits

  • Charge. If the ravager moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 25 Strength saving throw or be knocked prone. If the target is prone, the ravager can make one claw attack against it as a bonus action.
  • Form-Shifting. The ravager can physically alter its physiology to take on one of the three listed forms: the crawler, the brawler, or the flier. Doing so takes one minute, and during this period it cannot take any other actions, though it is not considered incapacitated.
  • Improved Critical. The ravager’s bite and claws score a critical hit on a roll of 19 or 20.
  • Legendary Resistance (3/day). If the ravager fails a saving throw, it can choose to succeed instead.
  • Magic Disruption. Every time the ravager comes into contact with magical effects, there is a chance that it disrupts it. This effect functions as the dispel magic spell cast using a 5th level spell slot with a +5 spellcasting ability modifier.
  • Magic Weapons. The ravager’s melee attacks are magical.
  • Rampage. When the ravager reduces a creature to 0 hit points with a melee attack on its turn, the ravager can take a bonus action to move up to half its speed and make a bite attack.
  • Regeneration. The ravager regains 10 hit points at the start of its turn. If the ravager takes damage from an artifact or from a legendary action, this trait doesn’t function at the start of the ravager’s next turn. The ravager only dies if it starts its turn at 0 hit points and doesn’t regenerate.
  • Tunneler. The ravager can burrow through solid rock at half of its burrowing speed leaving a 10 foot-wide, 16-foot-high tunnel in its wake.
  • Vampiric Healing. Whenever the Ravager hits with a melee attack, it regains hit points equal to half the damage it inflicts on its opponent, up to its hit point maximum.


  • Multiattack. The ravager makes one bite and four claw attacks. It can also make a smash attack if it is grappling a creature.
  • Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) piercing damage.
  • Claws. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 38 (8d6 + 10) slashing damage and the target is grappled (Escape DC 21).
  • Smash. If a target is grappled at the beginning of its turn, the ravager may smash it into the ground, doing 31 (6d6 + 10) bludgeoning damage.
Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.