Armor Class
20
Natural armor
Hit Points
50
(5d20 - 2)
Speed
60 ft.
STR
30
(+10)
DEX
12
(+1)
CON
30
(+10)
INT
12
(+1)
WIS
12
(+1)
CHA
12
(+1)
Saving Throws
STR +13
Damage Resistances
All
Condition Immunities
Blinded, Charmed, Deafened, Exhaustion, Frightened, Petrified, Poisoned
Senses
Passive Perception 11
Languages
All
Challenge
5 (1,800 XP)
Proficiency Bonus
+3
Actions
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 15 (1d20 + 5) bludgeoning damage.
Description
Looks like metal T. Rex.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.