Trampling Charge. If the bastiladon moves at least 20 feet straight towards a creature and then hits it with a gore 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 bastiladon can make one attack with its hooves as a bonus action.
Ark of Sotek. The basiladon roars and serpents pour out of the ark of Sotek causing every enemy of Sotek to be bitten. Every hostile creature within 90 ft. of the bastiladon takes 8d6 poison damage and is poisoned.
Siege Monster. The bastiladon deals double damage to objects and structures.
Howdah. The bastiladon carries two forts on its sides. up to 2 medium creatures can ride in each fort without squeezing. To make a melee attack against a target within 5 feet of the dread saurian, they must use spears or weapons with reach. Creatures in the fort have three-quarters cover against attacks and effects from outside it they also have their own initiative. There is also space in the howdah for extra ammo as needed. If the bastiladon dies, creatures in the fort are placed in unoccupied spaces within 5 feet of the dread saurian.
Multi-attack. The bastiladon makes 3 attack: one with its gore and two with its tail.
Gore. Melee Weapon Attack: +12 to hit, reach 5 ft., three targets. Hit: 32 (4d12 + 6) [piercing] damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 44 (6d12 + 6) [bludgeoning] damage.
Hooves. Melee Weapon Attack: +12 to hit, reach 5 ft., two targets. Hit: 12 (1d10 + 6) [piercing] damage.
Description
Known to the Skinks as the Bastiladon, this hulking quadruped is perhaps the most heavily-armoured beast in Lustria. It is a walking fortress, a living bastion covered in rock-hard bony skin, and then further protected by massive iron-like plates - a natural armour so dense that it can, sometimes, thwart the bite of the mighty Carnosaur. Even those blows that crack the outermost armour plates cannot penetrate deeply into the beast due to the Bastiladon's alternating layers of thick leathery skin and additional scales. Their incredibly thick and armoured hides allow them to carry devices which other beasts, even the revered Stegadon, steadfastly refuse. These revered and holy objects are mounted upon the great beast's back so that they might be activated to smite any who dare set foot in sacred Lustria.
The Ark of Sotek, or Twin-headed Ark, is a device that was first used in the Skaven Wars by the order of Tehenhauin himself. It is a sacred stone artifact lifted upon the Bastiladon’s armored back. In appearance, it is a stone basin engraved with symbols venerating Sotek. As the Bastiladon pounds towards its enemies, the Skink crew activate these glyphs and, perhaps most importantly, rake the coals beneath. From out of the Ark’s sacred confines pour forth an endless supply of serpents, blessed by Sotek (or at least enraged by the heat) and eager to attack the nearest foe. While some beasts would understandably baulk at the multitude of snakes, it is the red-hot coals that cause creatures to refuse to carry this sacred device. Such is the thickness of a Bastiladon’s armor, however, that it does not even notice the blazing fires stoked on its very back. Like many Lizardmen devices, the apparatus at first seems to be quite simple, but the magic is twofold. Firstly, by Sotek’s blessings, the enraged serpents swarm out and strike at those nearby; yet, miraculously, the snakes only ever attack the enemies of the Lizardmen. The second inexplicable thing, although few foes ever live long enough to realize it, is that the Ark never runs out of snakes. Whether they are summoned from the surrounding flora or created by eldritch means is irrelevant; the serpents continue to issue forth, like water from a well. So many vipers, asps, and snakes of all kinds writhe near the Ark that those swarms of diminutive reptiles accompanying the Lizardmen army grow ever larger in its presence.