The Dragonlance Nexus

Printed From:


D&D 3e (3.0/3.5) Rules

by James O'Rance

Huge Undead
Hit Dice: 12d12 (78 hp)
Initiative: -1 (Dex)
Speed: 20 ft., Swim 20 ft.
AC: 14 (-2 size, -1 Dex, +7 natural)
Attacks: 2 claws +16, gore +11
Damage: Claws 2d4+10, gore 1d6+5
Face/Reach: 15 ft. by 20 ft./10 ft.
Special Attacks: Ensnare, improved grab, trample
Special Qualities: Damage resistance 10/silver, fire resistance 10, SR 15, turn resistance +2
Saves: Fort +4, Ref +3, Will +5
Abilities: Str 30, Dex 9, Con —, Int 1, Wis 4, Cha 4
Skills: Move Silently +4, Spot +3
Feats: Cleave, Improved Bull Rush, Power Attack
Climate/Terrain: Any aquatic, desert, marsh, and underground.
Organisation: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Always neutral
Advancement: 13-16 HD (Huge); 17-24 HD (Gargantuan)

The stahnk is a mindless killer of unknown origin, compelled to destroy the living. An undead beast the size of a dragon, the stahnk dwells alone in desolate regions, and destroys all living creatures that trespass in its small domain.

The stahnk is a reptilian beast twenty feet in length, with barbed bones protruding from its rotting flesh. It has a great horned head, and bare ribs that form a nasty cage. A stahnk walks on all fours but can rear up on its hind legs to bring its powerful forelegs to attack, balancing with its stubby tail.


The stahnk assaults anything that moves, attacking with its razor-sharp claws and horned head. It prefers to focus on one opponent at a time, flinging others away or ensnaring them in the barbed cage of its exposed ribs.

Improved Grab (Ex): A stahnk must hit with its claw attacks to use improved grab. A creature grabbed by the stahnk may be flung thirty feet away if it is Medium-size or smaller, taking 3d6 falling damage.

Trample (Ex): As a standard action during its turn each round, a stahnk can run over an opponent of Large size or smaller. The trample deals 3d8 bludgeoning damage, with a Reflex save (DC 26) for half damage. Trampled opponents can attempt attacks of opportunity, but these incur a -4 penalty.

Ensnare (Ex): The stahnk can attempt to ensnare a grabbed or trampled opponent of Large size or smaller within its ribcage by making a successful grapple check. Once inside, the opponent takes 1d4 points of damage per round from the barbed bones of the beast. A creature can break free from the ribcage once the stahnk loses 50% of its total hit points; a stahnk that has already taken this much damage cannot ensnare opponents.

A stahnk's ribcage can hold one Large, two Medium-size, or four Small or smaller creatures.

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