Strength of the Pack. If their are more than 3 other Zedolocks or alpha Zedolocks, within a 50 ft radius, the Zedolock has advantage on it's rolls.
Mask of the wild. The Zedolock can attempt to hide in lightly obscured environmental effects ex. Foliage, fog, etc.
Pounce. If the Zedolock moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the Zedolock can make two Claws attack against it as a bonus action.
Acid Spray. The Zedolock can spray acid in a 15 ft cone, any creature within the cone must roll a con save, on a failed save the target creature takes 2d6 acid dmg or half as much on a success.
Venomous Fangs. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 1) Piercing damage + (2d4 poison dmg) Con save (14).
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 1) Slashing damage.
Tail Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 1) Slashing damage.
Description
Zedolocks are very intelligent, for dinosaurs. Zedolocks have to thin horns behind it head and have 2 frills around their necks where they can spread out when they feel threatened, try to assert their dominance, generally ending in them spit acid. They also have a tail claw at the end of their tail, allowing them to grab things, climb trees, or use them as a weapon. Zedolocks are always in a pack of at least 4 to 12 strong, some have a alpha which is stronger, bigger, and meaner than normal zedolocks, the alpha also makes the normal packs more aggressive.
Previous Versions
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