quarta-feira, 29 de agosto de 2018

Titanosaur

https://upload.wikimedia.org/wikipedia/commons/2/28/Macronaria_scrubbed_enh.jpg
     These are the several dinosaur species with certain common characteristics: colossal size, long necks and tails. Also called thunder-lizards, mokele mbembe among kosinbians and trumoiakon among the goblinoids. Its size allows them to cross rivers and pits easily, knock down walls and step on smaller creatures. In goblinoid lands, nomad tribes ocasionally tame one of these beasts, using them as cargo animals and even in sieges. A single titanosaur can carry the belongings of an entire tribe on its back or in giant wagons. A giant, fort-like howdah can also be put on it. A great number of titanosaurs was used by the goblinoid invasion during the Retaliations War, bringing much fear and rumors that there may be some left over north of the Fiery River, on imperial territory.

 

Titanosaur

 

Gargantuan beast, unaligned

Armor Class 15 (natural armor)
Hit Points 210 (12d20 + 84)
Speed 40 ft., swim 20 ft.

STR DEX CON INT WIS CHA
  30 (+10) 10 (+0) 24 (+7) 4 (-3) 14 (+2) 7 (-2)

Senses passive Perception 10
Challenge 13

  • Brute. When the titanosaur hits with a melee weapon attack, the attack deals one extra die of the weapon's damage to the target (included in the attack).
  • Siege Monster. The titanosaur deals double damage to objects and structures.
  • Sure-Footed. The titanosaur has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
  • Trampling Charge. If the titanosaur moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 20 Strength saving throw or be knocked prone. If the target is prone, the titanosaur can make one stomp attack against it as a bonus action.

ACTIONS

  1. Multiattack. The titanosaur makes three attacks: two with its stomp and one with its tail, or two with its stomp and one with its slam.
  2. Stomp. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage.
  3. Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 34 (4d12 + 10) bludgeoning damage.
  4. Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage. If the target is a Large or smaller creature, it must succeed a DC 20 Strength or be knocked prone.

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