5E D&D Gamma World Monster: Chirplick
 This is the latest entry in a series of creatures I converted for Fifth Edition Dungeons & Dragons to be used in my son's new Gamma World hexcrawl campaign. You can download all 150+ monsters here
This creature looks like a dolphin on lizard legs. Its dark blue body is crouched, ready to strike at any moment. 

Chirplick packs are dominated by the strongest female, who rules by sheer brute force. Pack size ranges from 5 to 10 members, depending upon how many young the alpha female allows to live. When a female is old enough to mate she either fights the alpha or steals off, trying to take prime males of the pack with her.

Chirplicks are found primarily in temperate grasslands and ruins, where their low profile is an advantage in stalking prey.


Medium   monstrosity (mutant)

Armor Class 15 (natural armor)
Hit Points 55 (10d8+10)
Speed 60 ft., swim 20 ft., climb 15 ft.


12 (+1) | 14 (+2) | 13 (+1) | 13 (+1) | 13 (+1) | 8 (-1)

Damage Resistances thunder

Senses passive Perception 11

Challenge 7 (2,900 XP)

Ambusher. In the first round of a combat, the chirplick has   advantage on attack rolls against any creature it has surprised.

Pack Tactics. The chirplick has advantage on an attack roll   against a creature if at least one of the chirplick's allies is within 5 feet   of the creature and the ally isn't incapacitated.

Surprise Attack. If the chirplick   surprises a creature and hits it with an attack during the first round of   combat, the target takes an extra 10 (3d6) damage from the attack.

Intuition. The chirplick magically reads the surface   thoughts of one creature within 60 feet of it. The effect can penetrate   barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or   a thin sheet of lead blocks it. While the target is in range, the chirplick   can continue reading its thoughts, as long as the chirplick's concentration   isn't broken (as if concentrating on a spell). While reading the target's   mind, the chirplick has advantage on attacks against the target. This power   does not work on creatures immune to charm. 

Multiattack. The chirplick makes three attacks: one with its   bite, one with its claws, and one with its tail.

  • Bite. Melee Weapon Attack: +4   to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage.
  • Claw. Melee Weapon Attack: +4   to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
  • Tail. Melee Weapon Attack: +4   to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Sonic Blast (Recharge 5-6). The chirplick emits a   shrill, piercing beam of sound in a 40-foot cone. Each creature in that area   must make a DC 13 Dexterity saving throw, taking 24 (7d6) thunder damage on a   failed save and is deafened for 1 minute, or half as much damage on a   successful one. A deafened creature can repeat the saving throw at the end of   each of its turns, ending the effect on itself on a success.

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