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Giant Mangrove Gull

Giant Mangrove Gull
Giant Mangrove Gull
CR 5
Huge Beast, Unaligned
Reveal Stat Block
Armor Class
14 (Natural Armor)
Hit Points
95 (10d12 + 40)
Speed
20 ft., fly 60 ft.
str
22
+6
dex
16
+3
con
18
+4
int
3
-4
wis
14
+2
cha
8
-1
Keen Sight.The gull has advantage on Wisdom (Perception) checks that rely on sight.
Dive Attack.If the gull is flying and dives at least 30 feet straight toward a creature and then hits it with a melee weapon attack, the attack deals an extra 10 (3d6) damage to the target.
Wind-Rider.The gull is unaffected by strong winds and can maintain its flight speed even in hurricane-force gusts.

Actions

Multiattack.The gull makes two attacks: one with its beak and one with its talons.
Beak.Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
Talons.Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the gull can't use its talons on another target.

Giant Mangrove Gull

The Giant Mangrove Gull is the apex predator of the upper canopy in The Shrouded Boughs. With a wingspan that can reach forty feet, these massive birds are a constant threat to the Muridae (Mousefolk). They are highly territorial and aggressive, often nesting in the highest peaks of the Mother-Tree or on the jagged sea-cliffs that surround the archipelago.

Unlike common gulls, these giants are capable of snatching a fully grown Giant Iridescent Beetle right off a branch. They are known for their terrifying, high-pitched screech that can be heard for miles through the mist.

Secret Motivation: The gulls are fiercely protective of their young. They are particularly aggressive during the "Nesting Moon," when they will attack anything—even airships—that enters their perceived territory.

Adventure Hook: A particularly large and ancient gull, known as Cloud-Striker, has built its nest directly above The Crown City of Ardor. Its presence is preventing the Acorn Guard from launching leaf-kites. Warden-Commander Krog hires the party to find a way to relocate the bird without destroying its eggs, which are considered sacred by some Muridae.