Gargantuan Monstrosity, Neutral Evil
Armor Class 16 Natural
Hit Points 232 (15d20 + 75)
Speed 50 ft.
STR
27 (+8)
DEX
10 (+0)
CON
21 (+5)
INT
3 (-4)
WIS
12 (+1)
CHA
9 (-1)
Saving Throws DEX +5, CON +10, WIS +6
Skills Perception +5
Senses Darkvision 60 feet, Passive Perception 15
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Overwhelming Strenght (1/Turn) The T-rex deals an extra 2d6 damage when it hits a target with a weapon attack. If the target is huge or smaller creature it must succeed on DC 20 Strenght saving throw or be knocked prone 10 feet away from the T-rex.

Siege monster. The T-rex deals double damage to objects and structures.

Magic resistance. The T-rex has advantage on Saving throws against spells and other magical effects.

Legendary resistance(3/Day). If the Trex failes a saving throw it can choose to succeed instead

Actions

Multiattack. The T-rex makes two attack one with its Bite and another with its Stomp.

Bite. Melee Weapon Attack +13 to hit, reach 10 feet, one target, Hit: 4d12+8 piercing damage  If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is resstrained and the T-rex can't bite another target.

Stomp. Melee Weapon Attack +13 to hit, reach 5 feet, one target, Hit: 4d8+8Bludgeoning damage.

Tail. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Legendary Actions

The T-rex can take 3 legendary actions , choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature's turn. The
T-rex regains spent legendary actions at the start of its turn .



Tail Attack. The T-rex makes a tail attack.

Stomp Attack. The T-rex makes a stomp attack.

Frightful Presence(Costs 2 Actions). Each creature of the T-rex's choice that is within 120 feet of the T-rex and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened until the end of its next turn. 

Lair and Lair Actions

 

Lair Actions

On initiative count 20 (losing initiative ties), the T-rex takes a lair action to cause one of the following effects; the T-rex can’t use the same effect two rounds in a row:

  • The ancient beast glares at its pray with murderous intent. One target of the creatures choice must succed on a DC 17 Wisdom saving throw or become frightened until the end of its next turn. While frughtened in this way, the creatures speed is 0ft. and it cant gain any benefits to its movement.
  • The T-rex stomps furiously , seeping with rage. Each creature within 20 feet of the T-rex must succeed a DC 20 Strenght saving throe or be knocked prone.

 

Habitat: Forest

Boyskout21

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