Huge Dragon, Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 195 (17d12 + 85)
Speed 50 ft., swim 40 ft.
STR
23 (+6)
DEX
14 (+2)
CON
21 (+5)
INT
14 (+2)
WIS
13 (+1)
CHA
17 (+3)
Saving Throws STR +11, DEX +7, CON +10, INT +7
Damage Immunities Acid
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Understands but cannot speak languages
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Amphibious. The Xerannosaurus-Rex can breathe air and water.

Acidic Blood. A Xerannosaurus-Rex has a caustic blood like fluid that flows beneath its carapace.  A creature that deals bludgeoning, piercing, or slashing damage to the xenomorph while standing within 5 feet of it must make a DC 15 Dexterity saving throw, taking 18 (5d6) acid damage on a failed saving throw, or half as much acid damage on a successful one.  Additionally any creature that failed its save takes half as much damage on the following round.

Echolocation. The Xerannosaurus-Rex can’t use its blindsight while deafened.

Pack Tactics. The Xerannosaurus-Rex has advantage on an attack roll against a creature if at least one of the Xenomorph’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Darkness Camouflage. The Xerannosaurus-Rex has advantage on all Stealth checks when in Dim Light or Darkness.

Legendary Resistance (3/Day). If the Xerannosaurus-Rex fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The Xerannosaurus-Rex can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 4 (1d8) acid damage.

Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 6) bludgeoning damage.

Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d4 + 6) bludgeoning damage.

Frightful Presence. Each creature of the Xerannosaurus-Rex's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Acid Breath (Recharge 5-6). The Xerannosaurus-Rex exhales acid in a 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

Reactions

Hunter's Rush. If a creature leaves the Xerannosaurus-Rex's threatened area the Xerannosaurus-Rex can move with it and make an attack with it's stomp.

Legendary Actions

The Xerannosaurus-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 Xerannosaurus-Rex regains spent legendary actions at the start of its turn.

Detect. The Xerannosaurus-Rex makes a Wisdom (Perception) check.

Stomp Attack. The Xerannosaurus-Rex makes a Stomp attack.

Tail Sweep (Costs 2 Actions). The Xerannosaurus-Rex swings it's tail around itself. Each creature within 10 feet of the Xerannosaurus-Rex must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone.

Roar (Costs 2 Actions). The Xerannosaurus-Rex lets out an ultrasonic screech.  All living creatures other than Aberrations within 30 feet of the Xerannosaurus-Rex must make a DC 18 CON saving throw or be Deafened.  A deafened creature can make a new Saving Throw every round at the start of their turn to end this condition.  

Summon Warriors (Costs 2 Actions). The Xerannosaurus-Rex lets out an screech.  This summons 2d4 Xenomorphs who arrive and act at the beginning of the next round.

Lair and Lair Actions

Xerannosaurus-Rex dwell in a dismal cave, grotto, or ruin that is at least partially damp and flooded, providing pools where the Xerannosaurus-Rex rests, and where its victims can ferment. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Lesser forms of Xenomorphs infest the lair, which is filled with the stench of death and decay.

Lair Actions

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

  • Pools of acidic water filled with opportunistic Xcyllamorphs reach out to grab unsuspecting creatures. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.  If a creature ends it's turn submerged, the creature will take 2d6 acid damage.
  • Many small tunnels and cavities spanned the walls and ceiling, used by the lesser forms of Xenomorphs for transit, and ambush. Any creature on the within 20 feet of the walls or ceiling of the lair are sprayed with acid in a 20 foot cone, dealing 18 (5d6) points of Acid Damage to all creatures caught in the area.  Creatures can attempt a DC 15 Dexterity Saving throw for half damage.
  • Magical darkness spreads from a point the Xerannosaurus-Rex chooses within 60 feet of it, filling a 15-foot-radius sphere until the Xerannosaurus-Rex dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

 

Previous Versions

Name Date Modified Views Adds Version Actions
12/7/2020 2:59:59 AM
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5E
Coming Soon
12/27/2020 3:32:54 AM
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1
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Habitat: ArcticMountainSwampUnderdark

Drksoldier

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