Giant Strider | Dungeon & Dragon Monster Guide

These fierce and majestic monster exhibit attributes of both birds and reptiles, but are truly neither. Giant striders have a supernatural affinity to fire and can spit gouts of flame at distant enemies. They are most often found in tropical, volcanically active areas or regions that similarly provide sources of both water and extreme heat.

Firenewts prize giant striders and seek to adopt them whenever possible. They provide for stables of these creatures in their lairs, and in return, the giant striders voluntarily serve as mounts for firenewt warriors.

Large Elemental, Unaligned

Armor Class: 14 (natural armor)
Hit Points: 22 (3d10 + 6)
Speed: 50 ft

    STR – 18 (+4)
    DEX – 13 (+1)
    CON – 14 (+2)
    INT – 4 (-3)
    WIS – 12 (+1)
    CHA – 6 (-2)

Damage Immunities: fire

Senses: passive Perception 11

Languages:

Challenge: 1 (200 XP)

Proficiency Bonus: +2

Fire Absorption. Whenever the giant strider is subjected to fire damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt.

ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Fire Burst (Recharge 5-6). The giant strider hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren’t being worn or carried.