Winch Gnawer

small beast, unaligned

D&D 5.5 / SRD 5.2

Challenge 1 (200 XP)

Available with DM subscription
STR
12 (+1)
DEX
16 (+3)
CON
16 (+3)
INT
4 (-3)
WIS
12 (+1)
CHA
4 (-3)

Defense

Armor Class
13 (natural armor)
Hit Points
26 (4d6+12 +3)
Speed
30 ft., swim 20 ft., climb 30 ft.

Treasure & Loot Common

No significant treasure

Proficiencies & Senses

Saving Throws —
Skills
Stealth +5
Senses
darkvision 60 ft.
passive Perception 11

Characteristics

Damage Vulnerabilities
—
Damage Resistances
—
Damage Immunities
—
Condition Immunities
—
Languages —

Traits and Actions

Gnaw Anything

Trait
Objects and Structures Custom
The gnawer deals double damage to objects and structures. Its bite ignores the damage threshold of nonmagical objects.

Scurry

Trait
Moving Around Other Creatures Rule
The gnawer can move through the space of any creature larger than it without spending extra movement.

Bite

Action
Weapon Attacks Custom
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. If the target is wearing or carrying a nonmagical item made of rope, leather, or cloth, the gnawer can sever or ruin that item instead of dealing damage (DM's choice).

Ruinous Chew

Action
Dexterity Saving Throw Rule
The gnawer chews a mechanism, rope, or wooden structure it is touching. The object takes 10 (3d6) damage. Any creature operating that object must succeed on a DC 12 Dexterity saving throw or have its tool, weapon haft, or shield strap ruined.

Bolt

Bonus Action
Bonus Actions Rule
The gnawer moves up to its speed away from the nearest hostile creature.

Running the encounter

Combat Behavior

Tactics

  • Targets winch ropes and equipment straps first.
  • Flees into cracks when bloodied.
  • Returns later with swarms.

Combat Style

Sabotage and hit-and-run

Appearance & presence

Monster Description

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