Healed by Fire. Whenever an aaranocria’atternanel is hit by a fire attack, the attacker takes the amount of damage rolled, and the aaranocria’atternanel regains that amount of hit points.
Spellcasting. The aaranocria’atternanel is a 0-level spellcaster ( It can only use cantrips). Its spellcasting ability is Charisma (spell save DC 18, +4 to hit with spell attacks). The aaranocria’atternanel has following sorcerer cantrips prepared:
Cantrips (at will): acid splash, fire bolt, control flames
Stomp. The aaranocria’atternanel can step toward one creature within its speed, and step on it. While the creature is under the aaranocria’atternanel’s foot, it takes 10d10 bludgeoning damage on the start of each of its turns and is restrained and prone. It can make a DC 25 Strength check on each of its turns to wriggle out from the aaranocria’atternanel’s foot. This takes the creature’s whole turn.
Claw. Melee Weapon Attack: +10 to hit, reach 20 ft., 3 targets. Hit: 30 (2d20+ 10) slashing damage.
Tail. RangedWeapon Attack: +10 to hit, range 50/60ft., 1 target. Hit: 20 (1d20 + 10) bludgeoning damage.
Bite. Melee Weapon Attack + 10 to hit, reach 10 ft., 1 target. Hit: 30 (1d20 + 10) piercing damage.
Leap. Whenever an aaranocria’atternanel is the target of a nonmagical ranged attack, it can leap out of the way, and if there is a creature behind it, that creature takes the damage unless it’s armor class is higher than that of the aaranocria’atternanel.
Description
Aaranocria'atternanels basically look like gargantuan brownish red Tyrannosaurus rexes. They are pretty much all-around evil.
Lair and Lair Actions
The aaranocria’atternanel’s lair/lairs can exist only in extremely hot temperatures. This is because aaranocria’atternanels are weak in the cold. Volcanoes are the most common lair, because they are large, hot and, most importantly, full of daredevils trying to see what’s inside (They think daredevils taste better than commoners).
Lair Actions
On initiative count 13 (losing initiative ties), the aaranocria’atternanel takes a lair action to cause one of the following effects; the aaranocria’atternanel can’t use the same effect two rounds in a row:
- A mountain of flame erupts around the aaranocria’atternanel, causing all creatures in a 10 foot radius to make a DC 19 constitution saving throw. On a successful save, the creature takes half damage from a 1d20 + 5 roll. On a failed save, the creature takes full damage and is blinded for 24 hours and prone.
- The aaranocria’atternanel can cast fireball with normal effects and spellcasting ability is Charisma once per hour or short rest as long as it is in it’s lair.
Regional Effects
The region containing a legendary aaranocria’atternanel’s lair is warped by the aaranocria’atternanel’s ties to Ragnarok the Living, king of The End, Lord of Eternal Chaos, which creates one or more of the following effects:
- Random balls of fire fall from the sky 5-0 miles from the lair, and if a creature is hit, their hit point max is decreased by 3, and they take 1d20 damage. If this damage drops its hit points below 0, it comes back up to one hit point.
If the aaranocria’atternanel dies, these effects fade over the course of 5d20 days.
I can only imagine having a plot centered storyline and having to repeat this things name more than once.
Wow, this thing is fast! Image if you hade to run away from it.