Emriss
Creature 12 (unique) — beast
AnvilWeaverLANDbeast
The highest position of authority in a girtablilu community is the group's religious leader. This sacred duty requires years of study, meditation, and dedication to awaken a mystical font of divine magic within the girtablilu. These seers ensure that every action taken by the community falls in line with even the most obscure dogma of their tradition, and they don't hesitate to turn their fury on members of their own community who violate their mandates. Girtablilus are desert-dwelling guardian
Source: curtain-call-bestiary
Perception +25; darkvision, tremorsense (imprecise) 60 feet
Languages common, girtablilu
Skills athletics +24, intimidation +23, religion +25, survival +23
Str
+6
Dex
+5
Con
+6
Int
+3
Wis
+7
Cha
+3
Items Hide Armor
AC 33
Fort +22
Ref +19
Will +25
HP 210
Speed 40 feet
Offense
Melee Pincer (agile) +24, Damage 3d8 + 12 bludgeoning plus Grab
Melee Stinger (reach-10) +24, Damage 3d6 + 12 piercing plus Girtablilu Venom
Abilities
Tremorsense (Imprecise) 60 feet — Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Divine Aegis (divine) —
Constrict — 3d8+6 bludgeoning, DC 24 Fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Desert Stride — A girtablilu ignores natural difficult terrain in the desert.
Girtablilu Venom (poison) — Saving Throw DC 30 Fortitude
Maximum Duration 6 rounds
Stage 1 2d6 poison damage and Enfeebled 1 (1 round)
Stage 2 3d6 poison damage and enfeebled 1 (1 round)
Stage 3 3d6 poison damage and Enfeebled 2 (1 round)
Maximum Duration 6 rounds
Stage 1 2d6 poison damage and Enfeebled 1 (1 round)
Stage 2 3d6 poison damage and enfeebled 1 (1 round)
Stage 3 3d6 poison damage and Enfeebled 2 (1 round)
Grab —
Divine Spontaneous Spells DC 33, attack +24
6th Chain Lightning, Truesight
5th Elemental Form, Toxic Cloud, Wall of Stone
4th Wall of Fire
3rd Blindness, Fireball
2nd Create Food, Dispel Magic, Mist, Revealing Light
1st Create Water, Fear, Heal, Heal, Heal, Spider Sting
Cantrips (6th) Detect Magic, Electric Arc, Ignition, Prestidigitation, Stabilize
WORKS WELL WITH
FlankerLANDExploits grabbed and enfeebled targets for precision damage while the anvil locks them in place.
SniperLANDRanged pressure on grabbed targets creates a positioning tension where enemies cannot safely disengage from either threat.
ShadeLANDOff-guard from grabbed condition enables sneak attack entry while the anvil absorbs retaliation.
PUNISHES
✖ melee reliance✖ standing still✖ clumping
Works well with · Punishes · Pairing advice
Unlock with Tactics
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