Armor Class
17
Natural Armor
Hit Points
9999
(7d20 + 15)
Speed
70 ft., Fly 90 ft., Burrow 90 ft.
STR
17
(+3)
DEX
19
(+4)
CON
18
(+4)
INT
18
(+4)
WIS
12
(+1)
CHA
20
(+5)
Damage Resistances
Bludgeoning, Piercing, Damage from Spells
Condition Immunities
Charmed, Exhaustion, Frightened
Senses
Blindsight 120ft, Darkvision 120ft, Truesight 120ft, Passive Perception 18
Languages
Ostrich
Challenge
30 (155,000 XP)
Proficiency Bonus
+9
Traits
Special Trait.
- Standing Leap: The ostrich can jump horizontally up to 20 feet and vertically up to 10 feet, with or without a running start.
- Keen Sight and Smell: The Ostrich has advantage on Wisdom (Perception) checks that rely on sight or smell.
- Pack Tactics: The Ostrich has advantage on an attack roll against a creature if at least one of the Ostrich's allies is within 5 feet of the creature and the ally isn't incapacitated.
- Nimble Escape: The Ostrich can take the Disengage action as a bonus action on each of its turns.
- Double Dash: This Ostrich can double its speed for one turn once every 3 rounds
- Sure-Footed: The ostrich has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
- Running Leap: The ostrich can long jump up to 25 feet when it has a running start.
- Charge: If the ostrich moves at least 20 ft. straight toward a target and then hits it with a claw attack on the same turn, the target takes an extra (3d6) piercing damage.
- Ostrich Reflex: The ostrich doesn't provoke opportunity attacks and has advantage on initiative rolls.
- Alert: the ostrich can't be surprised while not incapacitated and if it is tamed the owner cant be surprised
- Battle Leap: If a riderless ostrich jumps at least 10 ft and lands within 5 ft of a creature, it has advantage on attacks against that creature this turn.
Actions
Action.
- Multi attack: the ostrich has 2 attacks
- Awkward Flyer: roll a ( 1d20 ) at a 4 or below it does not leave the ground. at a 5 to 14 it flies very awkwardly if someone is riding it, they need to succeed on a dex saving throw of high then or equal to the Awkward Flyer roll you did earlier. at 15 or high it flying is good enough that you have no issues.
Action Melee Attack.
- Claw: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
- Beak: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.
- Kick: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) bludgeoning damage.
- Headbutt: +1 attack, 1d10+1 damage
- Quick Kick: +2 attack, 2d6 damage
- Bite: +3 to hit, reach 5 ft., one target. Hit: 3 (1d1+2) bludgeoning damage.
Reactions
Reaction.
- Fast Attack: Can make a beak attack +4 to hit, reach 5ft., one target. Hit: 6 (1d6+2) piercing damage.
- Swift Dodge: This creature can swiftly move 5ft away from any attack
- Trample: Knocks over enemy Strength check 14 takes damage if fails
-
Hide: When scared or below 50 hp the ostrich will put it's head in the ground, giving it + 17 AC and it will heal 10 hp per turn. When this happens it will become vulnerable for any type of damage spells, which will not deal any damage but will knock it out of this state.
Legendary Actions
When trapped or starving it will use this action.
Legendary Action.
- Mimic cry: Will mimic the cry's of their victims to lure new pray or scare foe's off. range 1/ 100 ft.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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10/1/2020 9:12:53 PM
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9
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0
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Coming Soon
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3/28/2021 5:55:46 AM
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17
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1
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Coming Soon
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