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The Grim Goir's Bleeding Claw

The Grim Goir’s claw does not just deal its hit on contact. It inflicts a bleeding condition that ticks for 1d6 damage every round afterward, and it does not stop on its own. The victim keeps losing hit points round after round until the wound is healed or the target makes a DC 15 Fortitude save to close it.

The math is what matters here. One landed claw is not one hit of damage. It is a recurring tax on the character’s remaining hit points, paid every round the party ignores it. Against a creature built around blood frenzy, that tax compounds while the Goir stays fresh. The counter is boring and effective: control its movement, focus fire it down before the bleed accumulates, and treat the wound as a priority rather than an afterthought.

The save is the cleanest exit. DC 15 Fortitude is not trivial for a low-level warrior, but it is a real chance to end the effect without spending a healer’s action.

At the table: Judges, roll the bleed damage out loud at the top of each affected character’s turn before they act, so the player feels the clock and rushes the save instead of trading blows.

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