Titans of The Ancient World
Titans of The Ancient World
CHAPTER NAME
Contents
How to use this supplement.........................................3
Grishnak NPCs................................................................20
Credits
Author: Jackson Lewis
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica
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This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
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All other original material in this work is copyright 2019-2020 by Jackson Lewis and published under the Community Content
Agreement for Dungeon Masters Guild.
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CHAPTER NAME
““ F or weeks now the farmer’s cattle have gone
missing, five at a time. Having had enough, the
farmer lies in wait in the pasture with his trusty
crossbow. As he begins to feel himself nod off, a
horrific screech jolts him awake. He fumbles with his weap-
on, a blur of motion dashes across his field of vision and While incredibly intelligent, Thrak is above all else a wild
there now lies three dead cows. The farmer only has time animal. He is relatively territorial, only attacking those
to look up at the culprit before serrated jaws close over his that he deems a threat to his hunting grounds or those
”
body, another victim of the Devil Raptor. that he deems easy prey. If encountered outside of his
territory, Thrak will run away unless he is hunting the
creature that stumbles upon him.
Aggressive. As a bonus action, this creature can 2 A local fort has suffered a break in. The drawbridge
move up to its speed towards a hostile creature. ripped down, and the doors to the lauder smashed
open, with nothing but bony spines embedded in the
stone walls serving as evidence of Thrak’s pantry raid.
3 An Ancient White Dragon has set up a lair in Thraks
territory. Thrak has embarked on the trip to dislodge
it from its hunting ground. What side will the party
choose? Or will they let the monsters battle it out to
the death?
As stated before in the Aggression level section, Thrak is
above all an ambush predator. He will not be surprised
by an ambush, as he will likely be the one ambushing the
party. Thrak usually casts invisibility on himself before the
fight begins, in hopes of getting the upper hand on his
opponents. He will open up from 40-50 ft away, using his
full movement to close the distance then using his Hind
Claws in a double attack against what he perceives as the
weakest opponent, adding his Predator damage bonus
to the damage roll. He will then retreat, without suffering
opportunity attacks.
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CHAPTER NAME
thrak
the devil raptor
Gargantuan beast (raptor), chaotic neutral
Hind Claw. Melee weapon attack: +18 to hit, reach 10 ft., one
target. Hit: 30 (4d10 + 9) slashing damage.
Spine Snipe. Ranged weapon attack: +18 to hit, reach 100 ft., one
target. Hit: 19 (3d6 + 9) piercing damage.
Reactions
Deflect 3/day. Whenever Thrak is targeted by an attack, he can
add 9 to his AC, potentially causing the attack to miss.
Legendary actions
Thrak can take 3 legendary actions, choosing from the options
below. Only one legendary action can be used at a time and
only at the end of another creature’s turn. Thrak regains spent
legendary actions at the start of his turn.
”
weaker than her.
something wicked this way comes.
Theringal delights
Theringal was a prodigy of in sowing fear,
size and power, even among so her approach
the deepest denizens of the from the depths
Elemental Plane of Water. is heralded by
She arrogantly dubbed darkening clouds
herself ruler of the plane and tyrannized the realm as she and the waters
pleased until the other denizens of the plane desperately crackling with electricity. The tides will go calm and
banished her to the Material Plane. Galled and furious, then begin roiling as the clouds intensify into a lightning
Theringal harbors a deep resentment at her ousting, and storm. Only when the mood is set, and whatever hapless
when not stewing in hatred in the deepest depths of the sailors or other victims are tormented by these conditions
world’s oceans, rises to the surface to vent her spleen in will Theringal deem to emerge.
storms of wild destruction.
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CHAPTER NAME
Due to her innate
connection to the Theringal
elemental plane the deep devourer
of water, Theringal
Gargantuan beast (vampire squid), neutral evil
commands the
respect and allegiance of a number of water Armor Class 15 (natural armor)
elementals and water weirds. The elementals controlled Hitpoints 750 (46d20 + 276)
by Theringal have immunity to lightning damage. Speed swim 50 ft.
Actions
Multiattack. Theringal makes six tentacle attacks.
Beak. Melee weapon attack: +12 to hit, reach 5 ft., one grappled or
restrained target. Hit: 83 (12d12 + 5) piercing damage. Theringal
heals for half the damage done.
1 A denizen of the elemental plane of water has sought Reactions
you out in secret. He confides that he is a prince of
the plane and his father helped oversee the decision Ink Cloud 1/day. As a reaction to being hit with a melee weapon
or spell attack, Theringal splashes out ink: this acts as the dark-
to banish Theringal to this plane. He explains he
ness spell, but cannot be dispelled through light or antimagic
is wracked with guilt for foisting a monstrosity like abilities and spells.
Theringal onto another plane and beseeches your aid
in slaying the kaiju once and for all. Legendary actions
2 A widow of a port town is famous for praying to the Theringal can take 3 legendary actions, choosing from the
sea gods and beseeching the death of the gigantic options below. Only one legendary action can be used at a time
monster that sank the ship her wife was sailing on. and only at the end of another creature’s turn. Theringal regains
spent legendary actions at the start of his turn.
Ease her grief and see that Theringal steals the lives
of no more loved ones. Spell. Theringal casts one spell from her Innate Spellcasting ability.
3 A pair of pirate captains claim to have acquired an Entangle. Theringal makes a tentacle attack against one creature,
artifact that will let them slay the legendary dread dealing no damage but restraining the creature on a successful hit.
of the sea, allowing them to claim what they believe
Beak (costs 2 actions). Theringal makes one beak attack.
is the enormous fortune in treasure the kaiju has
swallowed over the years. Is there any truth to their
boasts, or will they merely provoke Theringal into
further destruction?
““ T he noble knight rides on
his mighty steed, glow-
ing sword held aloft.
With a might y cleave, the knight
cuts a swathe in the lumbering
pile of corpses heading straight for
the heavily populated city. As the
knight slows his horse to a halt to
survey his handy work, the creature
fixes the knight with a withering
gaze. Too late, the knight realizes
his mistake, as his muscles and skin
atrophies and his lifeforce is sub-
sumed into the ever growing pile of
corpses that is Ioa.
”
Far before
Ioa was not always colossal and terrifying, instead it even Ioa’s
began as a tiny and wretched creature: a starving goblin immense bulk
child. Born in a village struck by famine, Ioa the goblin is visible over
child was abandoned along with his village to die, but he the horizon,
did not stay dead for long. Now a ravenous undead, Ioa the stench of
began hunting for corpses, consuming the dead with a rotten meat
hunger that dwarfed even what he knew in life. Eventually, and death rushes out like a flood before him. Animals
Ioa became the towering monstrosity it is today, an flee in disgust, normal creatures have to fight back
enormous undead abomination of corpses, but still it the nausea caused by the rotting stench. Only carrion
hungers and will forever hunger for more. birds revel in the smell, flocking towards the source and
blackening the sky and filling the air with their caws.
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CHAPTER NAME
Those unfortunate to become subsumed by Ioa’s bulk
become corpulent zombies, under Ioa’s control. These
corpses make up the bulk of Ioa’s form, and gradually fall
off the more damage he sustains. For a corpulent zombie,
use the zombie stat block with the following change: 1 A compassionate elven cleric beseeches the party to
The zombie’s Undead Fortitude is replaced by Undead help her rescue a poor soul. The elf is kind but cagey
Detonation. with the details, and only hints that she wishes she
could have done more to save them, and that you
better be strong enough for what lies ahead in the
Undead Detonation. Whenever the Corpulent upcoming marshy wastes.
Zombie is reduced to 0 hit points, it detonates in a 2 A gruesome battle has been brewing for months
blast of necromantic energy. Each creature within between warring orcish tribes. A human general urges
10 ft must make a DC 13 Constitution saving throw, you to go make peace between them before it’s too
taking 16 (3d6 + 5) necrotic damage on a failure late. Too late may be what most of the humans want,
and half on a success. two groups of warring orcs killing each other off, but
the human general hints that a battlefield of bodies
might attract something far worse.
3 Word is going around that a notorious lich has set
its sights on Ioa, seeking to enslave it for himself.
Whether his plan succeeds or horribly backfires, both
of them must be stopped.
Ioa Ioa can take 3 legendary actions, choosing from the options
below. Only one legendary action can be used at a time and
the corpulence only at the end of another creature’s turn. Ioa regains spent
legendary actions at the start of his turn.
Gargantuan undead (mound of corpses), neutral evil
Attack. Ioa makes one slam attack.
Armor Class 18
Hitpoints 815 (39d20 + 390) Stomp. Ioa slams its bulk into the earth. Every creature in a
Speed 40 ft. 60 ft radius must make a DC 21 Dexterity saving throw or be
knocked prone.
STR DEX CON INT WIS CHA
29 (+9) 10 (+0) 30 (+10) 6 (-2) 12 (+1) 7 (-1) Withering Gaze (costs 2 actions). Ioa uses its Withering Gaze.
Actions
Multiattack. Ioa makes three slam attacks. It can replace any of
these attacks with Withering Gaze.
Slam. Melee weapon attack: +18 to hit, reach 15 ft., one target.
Hit: 30 (4d10 + 9) bludgeoning damage.
Reactions
Form of 10,000 Bodies (recharge 5-6). Whenever Ioa fails a
saving throw against a harmful effect (such as being charmed,
paralyzed or petrified) it can shunt off the effect onto one of its
composite bodies. That body falls off and rises on Ioa’s next
turn as a corpulent zombie inflicted with that condition.
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CHAPTER NAME
““ S creams and cries of lamentation pierce the
air of the small fishing inlet. The town guards
thought the old hermit was blowing smoke
when he came into the town square the night before,
ranting and raving of a half crab half goat monstrosity
heading for the village. Of course when no monstrosity Crabgoat possesses the raw malevolence and malice
came that night, it was dismissed as the inane bab- of a glabrezu, yet none of its diplomacy and cunning.
bling of a madman. As all scientists know however, It wantonly rampages through the countryside and city
crabs are notoriously slow walkers, and it had taken all alike. Crabgoat doesn’t need nourishment or rest, so it
night for Crabgoat to reach the city, and now that he
”
has that much more time to focus its attention on the
had there was no hope for the village. important things in life, like the total destruction of the
material plane.
A novice wizard once acquired a
staff of phenomenal power that
was rumored to enhance one’s
conjuring. Using the staff, the
wizard decided to start small: conjuring a glabrezu.
However, having never seen a glabrezu, he only knew that
it was “a sort-of cross between a crab and a goat” and
decided to let the artifact handle the details. A moment
later the wizard’s tower exploded and from the rubble
emerged a horrible amalgamation of crab and goat
letting loose a deafening bleat and trampling through
the countryside.
A faint but piercing clarion cry can be heard on the 1 A trio of druids seeks out the party and beseeches
horizon. Before people can react, crabs on the beach them for aid. They claim there exists an abomination
and goats in the field mutate into horrible clawed and of two creatures that were never meant to meet:
horned hybrids rampaging through the land. Of course, goat and crab. They need you to fix the problem and
this is only a tiny appetizer to the enormous main course restore balance to nature.
coming that way.
2 A capricious empress is sending forth a veritable
army of trappers and monster hunters to capture
the notorious Crabgoat, claiming it will be the crown
jewel of her exotic menagerie. Can you avert the fool’s
errand and stop the kaiju in time?
3 Two barbarian clans, The Armored Crab Clan and
The mutated goat crab hybrids serve as the main shock The Wily Goat Clan have feuded for years until finally
troops in the crabgoat’s army. For the statistics of a Goat making peace recently. However, the emergence of
Crab Mutant, use the glabrezu stat block, but instead of the horrific Crabgoat has cast a shadow over the
it’s type being fiend(demon), it is a beast. union and serves as an ill omen for the barbarians’
peace. Slay the kaiju and ensure peace!
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CHAPTER NAME
Crabgoat Legendary actions
Crabgoat can take 3 legendary actions, choosing from the
Half Crab Half Goat All Bastard options below. Only one legendary action can be used at a time
and only at the end of another creature’s turn. Crabgoat regains
Gargantuan monstrosity (crabgoat), chaotic evil spent legendary actions at the start of his turn.
Armor Class 20 (natural armor) Attack. Crabgoat makes one Ram attack.
Hitpoints 540 (28d20 + 160)
Speed 40 ft., climb 40 ft., swim 60 ft. Stampede. Melee weapon attack: +16 to hit: reach 10 ft.,
Crabgoat moves up to his speed, moving through creature’s
STR DEX CON INT WIS CHA spaces, dealing 11 (3d6) bludgeoning damage to each creature.
21 (+5) 25 (+7) 27 (+8) 7 (-2) 14 (+2) 11 (+0)
Thunder Bleat (2 actions). Crabgoat uses his Thunder Bleat action.
Saving Throws Dex +16, Wis +11
Skills Deception +9, Insight +11
Damage Resistances lightning
Damage Immunities cold; bludgeoning, piercing, and slashing
from nonmagical weapons
Condition Immunities charmed, frightened, prone
Senses darkvision 120 ft., passive Perception 12
Languages none, but can telepathically understand the thoughts
of both crabs and goats
Challenge 30 (155,000 XP)
Actions
Multiattack. Crabgoat makes one ram attack, and four pincer attacks.
Ram. Melee weapon attack: +14 to hit, reach 10 ft., one target.
Hit: 26 (4d10 + 5) bludgeoning damage. Target must make a DC
20 Constitution saving throw or be stunned until the end of their
next turn.
Pincer. Melee weapon attack: +16 to hit: reach 15 ft., one target.
Hit: 24 (4d8 + 7) bludgeoning damage. On a successful hit, the
target is grappled (escape DC 20). Crabgoat can only grapple
four creatures in this way at a time.
”
creatures, such as the rocky zaratan* or the amphibious
very last night of their lives. dragon turtle live in coexistence with Dawda. Furthermore
many tempests*, both elder and otherwise, draft the
A prehistoric tribe has a winds created by Quil’s torrential flight patterns.
legend about the mighty
lovers of Sky and Earth
who shared a love as
vast as their respective
immensities. However, their love was a doomed
one since the sky could never dwell on the ground and
the earth could never reach the sky above. It is unknown
whether the two kaiju Quil, the massive thunderbird,
and Dawda, the colossal turtle, are the sky and earth
of legend, but their bond is just as inseparable. The *Mordenkainen’s Tome of Foes
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CHAPTER NAME
Dawda’s thunderous stomping pulverizes the earth and
kicks up dirt and sand, while Quil’s mighty wing beats 1 A macabre yet romantic half-elf named Blacklily
Lovelace gives the party a strange request: help two
whip up hurricane gusts. When the two combine, the
lovers find release by sending them to the astral plane
two kaiju create a terrible sandstorm that precedes their together. The only problem--or rather one of many
arrival. The storm of dust sand sand obscures vision and problems--is that the two lovers are the kaiju Quil and
inflicts lacerating damage on soft exteriors. Dawda.
2 The errant human princess Siobhan McGee wants to
prove her bravery by stealing two priceless treasures:
a pinion from the kaiju Quil and a scale from the kaiju
Dawda. Can the stubborn princess be dissuaded, or
can you help her in achieving her foolhardy quest?
Giant snapping turtles and giant vultures are inexplicably
3 A kingdom of cloud giants is requesting aid. The dual
drawn to the presence of an irritated Quil and Dawda. kaijus, quil and dawda, are rampaging through the
When incite to violence for their sake, these beasts both territory of the stone giants, and the cloud giants have
gain resistance to bludgeoning, slashing, and piercing reason to believe their lands are next. What are the
damage from non-magical weapons. kaijus’ purpose, and more importantly, can they be
stopped?
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
28 (+9) 21 (+5) 20 (+5) 9 (-1) 11 (+0) 9 (-1) 30 (+10) 10 (+0) 30 (+10) 7 (-2) 14 (+2) 11 (+0)
Saving Throws Dex +14, Con +14, Wis +9, Cha +8 Saving Throws Str +19, Con +19, Wis +11
Skills Perception +9 Skills Acrobatics +9
Damage Resistances lightning, thunder Damage Resistances Acid
Damage Immunities poison; bludgeoning, piercing, and slashing Damage Immunities poison; bludgeoning, piercing, and slashing
from nonmagical weapons from nonmagical weapons
Condition Immunities poisoned, prone Condition Immunities paralyzed, poisoned, prone, stunned
Senses darkvision 120ft., passive Perception 20 Senses blindsight 60ft., passive Perception 20
Languages understands Auran, but cannot speak Languages none
Challenge 30 (155,000 XP) Challenge 30 (155,000 XP)
Keen Sight. Quil has advantage on Wisdom (Perception) checks Shell Shock (Rollout Form). Dawda has resistance to all damage.
that rely on sight.
Siege Monster. Dawda deals double damage to objects and structures.
Hurricane Presence. Any creature (other than Dawda) that ends
their turn within 30 ft of Quil must make a DC 22 Strength saving Sure Footed. Dawda has advantage on saving throws against
throw or be hurled 30 ft in a random direction. (Roll a d8 and effects that would move him against his will.
assign a direction to each number).
Flyby. Quil doesn’t provoke opportunity attacks when it flies out of Beak. Melee weapon attack: +19 to hit, reach 15 ft., one target. Hit:
an enemies reach. 24 (4d6 + 10) piercing damage. On a successful hit, the target is
grappled (Escape DC 20).
Siege Monster. Quil deals double damage to objects and structures.
Cannonball (Roll Out Form only). Melee weapon attack: +19 to hit,
60 ft. line. Hit: 49 (6d12 + 10) bludgeoning damage.
Actions
Multiattack. Quil makes one talon attack and one thunder lance Roll Out. Dawda curls up into his protective shell. While in his Roll
attack. out form, his speed doubles and he is resistant to all damage.
Talon. Melee weapon attack: +18 to hit, reach 15 ft., one target. Reactions
Hit: 35 (4d12 + 9) slashing damage.
Bodyguard. As a reaction to Quil taking damage from a melee
Thunder Lance. Ranged weapon attack: +14 to hit, range 60/180 weapon or spell attack, Dawda moves up to his speed towards
ft., one target. Hit: 27 (4d10 + 5) thunder damage. the offender and makes one beak attack. Dawda cannot take this
reaction in his Roll Out form.
Meteor Hurl (Must be Holding Dawda). Ranged weapon attack:
+18 to hit, range 100/300 ft., 30 ft. radius. Hit: 75 (12d10 + 9)
bludgeoning damage. Quil hurls Dawda at a point in the ground.
To use this ability again, Quil must pick Dawda back up.
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CHAPTER NAME
““T he writhing and
wriggling mass of
grubs and drones
seethe under the touch of the
Grishnak Queen. It’s been six
months of planning. Six months
of syphoning off the local towns’
villagers and drunkards for food.
Now, as the gathered alphas
look expectedly at the Queen,
she can feel them cry out in
frustration. They’ve never lived in
isolation, in hiding for this long.
The Grishnak Queen silences
them with a wave of her pseudo-
claw. Soon, they will make their
move. Soon, they will overrun
the mortal world and all will be
subsumed into the Hive of the
Grishnak.
”
Brute. The Queen deals an extra dice of damage in all of her melee
attacks (included in the stat block).
Actions
Multiattack. The Queen makes three slam attacks, or two slam
attacks and a thrash attack.
1 A group of dwarven miners report strange tunnels
weaving through their mines, tunnels they didn’t Slam. Melee weapon attack: +13 to hit, reach 10 ft., one target.
dig (and for that matter couldn’t have for their sheer Hit: 27 (5d8 + 7) bludgeoning damage.
size). The dwarves would investigate the tunnels
themselves, but the foreman went down last week Thrash (recharge 5-6). Melee Weapon attack: +13 to hit., reach 30
and hasn’t been back since. A cloying sweet smell ft. radius around queen. Hit: 32 (5d10 + 7) bludgeoning damage.
On a hit, the target must make a DC 19 Dexterity or Strength
emanates from the tunnels, but death is more likely
saving throw (it’s choice) or be pushed back 10 ft. and knocked
than dessert to lurk down there. prone.
2 A passionate but socially inept naturalist is giddy with Legendary Actions
excitement as he beseeches you to escort him to the
middle of a forest where he believes the Grishnak The Queen can take 3 legendary actions, choosing from the op-
tions below. Only one legendary action can be used at a time and
colony is currently nesting. Will you help him in his only at the end of another creature’s turn. The Queen regains
quest for knowledge? Take advantage of his expertise spent legendary actions at the start of her turn.
on all things insects to destroy the bugs? Or, does the
colony have plans of their own? Attack. The Queen makes one slam attack.
3 A cohort of paladins scouted you to serve under an Slither. The Queen moves up to her speed without provoking
unprecedented alliance: three warring nations have opportunity attacks.
made a temporary truce in order to protect their
lands from the threat of the Grishnak Queen. But can Acid Deluge (costs 2 actions). The Queen releases a deluge of
acid in a 120 ft cone. Each creature in that area must make a DC
these three former enemies see reason or will they 20 Dexterity saving throw, taking 54 (12d8) acid damage on a
stab each other in the back? And will their combined failure and half on a success.
cooperation even matter in the face of a kaiju leading
an army?
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CHAPTER NAME
Grishnak Alpha Grishnak larva
medium monstrosity, true neutral small monstrosity, unaligned
Aggressive. As a bonus action, the Alpha can move half its speed
to a hostile creature it can perceive.
Actions
Multiattack. The Alpha makes three attacks choosing from its
natural weapons.
Wrist Blade. Melee weapon attack: +10 to hit, reach 5 ft., one
target. Hit: 9 (1d8 + 5) slashing damage.
Bone Shards. Ranged weapon attack: +12 to hit., range 80/120 ft.,
one target. Hit: 16 (3d6 + 7) piercing damage.
Grishnak Scout
large monstrosity, unaligned
Grishnak soldier
medium monstrosity, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 16 (+3) 14 (+2) 11 (+0) 6 (-2) 21 (+5) 10 (+0) 14 (+2) 9 (-1) 13 (+1) 7 (-2)
Saving Throws Dex +7, Int +5 Saving Throws Str +9, Con +6
Skills Perception +3, Stealth +7 (+10) Skills Athletics +9
Damage Resistances fire Damage Resistances bludgeoning, slashing, and piercing from
Damage Immunities bludgeoning and slashing from nonmagical nonmagical weapons.
weapons Damage Immunities acid
Senses passive Perception 12 Condition Immunities prone
Languages none Senses darkvision 60 ft., passive Perception 12
Challenge 5 (1,800 XP) Languages Abyssal, Common, Celestial, Dwarven, Infernal
Challenge 8 (3,900 XP)
Acidic Blood. Whenever the scout takes piercing damage, its acidic
blood spurts out, dealing 1d4 acid damage for every 10 points of Hexapod. The Soldier is immune to the prone condition and has
damage taken. advantage on any strength check or saving throw to avoid being
moved against its will.
Natural Camouflage. Whenever the scout takes the Hide action, it
doubles its proficiency bonus to stealth checks. Powerful Build. The Soldier is considered one size larger for the
purposes of lifting and pushing.
Nimble Escape. The scout can take the Dash or Hide actions as
bonus actions. Additionally, the scout’s Dash ignores rough terrain. Builder Caste 1/day. The Soldier can spontaneously create a 10 x 20
ft stone wall as an action.
Actions
Actions
Multiattack. The scout makes one claw and one beak attack. The
scout can substitute its Acid Spray for either one of these attacks. Multiattack. The soldier makes two beak attacks or one beak
attack and one acid spray attack.
Claw. Melee weapon attack: +6 to hit, reach 10 ft., one target. Hit:
Beak. Melee weapon attack: +x to hit, reach y ft., one target. Hit: 11
12 (2d8 + 4) slashing damage.
(2d6 + 5) piercing damage.
Beak. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 Acid Spray (recharge 4-6). The soldier sprays acid in a 30 ft. cone.
(2d4 + 1) bludgeoning damage. Each creature in that area must make a DC 15 Dexterity saving
throw, taking 20 (5d8) acid damage on a failure and half on a
Stinger (Recharge 5-6). Melee weapon attack: +7 to hit, reach 10 success.
ft., one target. Hit: 7 (1d6 + 4) piercing damage. On a successful
hit, the target creature must make a Constitution saving throw
(DC 10) or be paralyzed until the end of the scout’s next turn.
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CHAPTER NAME
Grishnak vanguard
large monstrosity, unaligned
Actions
Multiattack. The vanguard makes two pincer attacks and one
beak attack.