b'Dundrath Gorger \n'b'  Large   humanoid  (dundrath),  chaotic evil  \n'b'  Armor Class  13 (natural armor)  Hit Points  114 (12d10 + 48)  Speed  35 ft.\n'b' STATS STR: 19 (+4) DEX:  14 (+2)  CON:  18 (+4)  INT:  7 (-2)  WIS:  15 (+2)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Intimidation  +5,  Survival  +5  Damage Resistances  cold  Senses   darkvision  60 ft., passive  Perception  12  Languages  Dundrath, Giant  Challenge  6 (2,300 XP)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Keen Smell . The dundrath has advantage on  Wisdom  ( Perception ) checks that rely on smell. \n'b'  Snow Vision . Snowfall does not lightly or heavily obscure a dundrath\xe2\x80\x99s vision. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The dundrath attacks twice: once with its trunk and once with its tusk. \n'b'  Trunk .  Melee Weapon Attack : +7 to hit, reach 10 ft., one target.  Hit : 15 (2d10 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it is  grappled  (escape DC 17). Until this grapple ends, the target is also  restrained , and the dundrath can\xe2\x80\x99t make trunk attacks against a different target. \n'b'  Tusk .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 17 (2d12 + 4) piercing damage. If the dundrath scores a critical hit against a Medium or smaller creature, the target is impaled on the tusk. While impaled, the target\xe2\x80\x99s speed is 0, it moves with the dundrath, and it takes 3 (1d6) piercing damage at the start of each of its turns. A creature can use its action to make a DC 12  Strength  check, ending the impalement on itself or a creature within its reach on a success. \n'b'  Swallow .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target the dundrath is grappling.  Hit : 17 (2d12 + 4) piercing damage, the target is swallowed, and the grapple ends. While swallowed, the target is  blinded  and  restrained , it has total  cover  against attacks and other effects outside the dundrath, and it takes 17 (5d6) acid damage at the start of each of the dundrath\xe2\x80\x99s turns. If the dundrath takes 17 damage or more on a single turn from a swallowed creature, or if the dundrath dies, it regurgitates all swallowed creatures, which fall  prone  in a space within 5 feet of the dundrath. \n'b'  Javelin .  Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 30/120 ft., one target.  Hit : 11 (2d6 + 4) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b'  Trunk Block . The dundrath uses its log-pierced trunk like a shield, adding 2 to its AC against one  melee attack  that would hit it. To do so, the dundrath must see the attacker and not be grappling a creature with its trunk. \n'b'\n'b' ABOUT \n'b' Dundraths are thickset humanoids who resemble woolly mammoths except for their burly arms and hands and keen yellow eyes. In the icy wildernesses and tundra plains where they roam, dundraths wear no leathers or clothing-only their thick, wiry coats insulate them from the bitterest elements. All the same, their razor-sharp tusks and pierced trunks strike an imposing image, and few northern wanderers willfully engage with even a solitary dundrath hunter. \n'b' A dundrath\xe2\x80\x99s primary motivation is simple: find and devour a warm-blooded meal. More than mere hunger, this ravenous drive compels dundraths to attack mercilessly and indiscriminately, even when up against creatures significantly larger or stronger than themselves. \n'b' Dundraths prefer to hunt alone in order to savor the choicest cuts of meat for themselves. Particularly social dundraths or a dundrath parent might take back some meager scraps for the group. Other than this practice of sharing leftovers, dundrath society is surprisingly unsophisticated, especially considering the creatures\xe2\x80\x99 superficial resemblances to humans and elephants-two especially social creatures. \n'b' Dundraths do practice one form of art, though it is unappreciated to all but the dundraths themselves. From the age it can hold a sharp stick, a dundrath will painfully pierce its trunk by jabbing a frozen wooden stake into its thick hide. As it grows older, a dundrath practices this self-piercing with increasingly larger stakes and, eventually, whole logs. The ritual is equal parts practicality (log-laden trunks make powerful swinging weapons and even shields) and vanity, for the dundraths with the biggest or most elaborate piercings also often command the most respect.'