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You magically summon a Gaunt, which draws strength from your bond with Myrkul. The Gaunt is friendly to you and your companions and obeys your commands. Its stat block uses your proficiency bonus (PB) in several places. The Gaunt bears necromantic markings, indicating its arcane origin.


In combat, the Gaunt acts during your turn. It can move, attack and use its reaction on its own. If you are incapacitated, the Gaunt can take any action of its choice. The Gaunt also vanishes if you die.


When you finish a long rest, you can re-summon the Gaunt and it appears in an unoccupied space within 5 feet of you.

Abilities

Keen Hearing and Smell. The Gaunt has advantage on Wisdom (Perception) checks that rely on hearing or smell.


Pack Tactics. The Gaunt has advantage on an attack roll against a creature if the Gaunt's rider is mounted and within 5 feet of the creature and the rider isn't incapacitated.


Chill of the Grave. Any living being foolish enough to mount a Gaunt must make a DC (CON+PB) Con saving throw if the Gaunt isn't incapacitated. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to ice and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by someone pulling them off.

Silent Dead. The Gaunt has advantage on Dexterity (Stealth) checks that rely on listening. Gaunts make no sound and if traveling with their rider, they can move stealthily at a normal pace.


Undying Bond. You can add your proficiency bonus to any ability check or saving throw that the Gaunt makes.


Unusual Nature. The Gaunt doesn’t require air, food, drink, or sleep.

Actions

Bite. Melee Weapon Attack: +(STR+PB) to hit, reach 5 ft., one target. Hit: (2d6) + (STR+PB) piercing damage. If the target is a creature, it must succeed on a DC (STR+PB) Strength saving throw or be knocked prone.


Cold Aura. At the start of each of the Gaunt's turns, each creature within 5 feet of it takes (1d10) cold damage. A creature that touches the Gaunt or hits it with a melee attack while within 5 feet of it takes (1d10) cold damage.

Gaunts (Deadmounts)

campaigns%2F127499%2Ff56b48fd-ad92-4684-b599-63b845ba55db.webp?webpfallbackMany night riders have as companions only their undead horses called Gaunts. These skeletal steeds, also known as Deadmounts, are rare. Some believe them to be created only by Myrkul.

Traditionally Gaunts appear as skeletal horses, some with manes, tails and even tatters of withered flesh still attached. They are of all sizes and although their bones are as brittle as most dry bone, their unlife gives them strong and supple joints. They gallop and leap as swiftly and surely as living horses. Gaunts fight anything their rider attacks, or as commanded. In battle, Gaunts lash out with their hooves and their breath has a chilling effect. Helpless living riders are usually taken on a ride over a cliff.

Some Gaunts, who have lost riders far from anything that can command them, wander alone and in small bands in wilderness areas. They may eve join and run with wild horses, who ignore or fear them.

Nightriders have been spotted astride Gaunts that resemble skeletal wolves, instead of horses.