Bloodthirsty Bounds. The Adamantasaurus' long jump is up to 35 feet and its high jump is up to 20 feet, with or without a running start.
Adamantine Hide. The Adamantasaurus nullifies the effects of critical hits unless the attack is made with an adamantine weapon.
Crunch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 35 (4d12 + 5) piercing damage.
Bloody Roll. The Adamantasaurus curls into a ball and rolls towards its prey with devastating force. Each creature that is within 5 feet of the Adamantasaurus at the end of its movement each turn must succeed on a DC 17 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 15 (3d6 + 5) bludgeoning damage plus 14 (3d6 + 5) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the Adamantasaurus' space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the Adamantasaurus' space.
Description
The Adamantasaurus is a mutated mixture of Bulette and blood magic. It's body has been impossibly hardened by the foul arcane experiments it was subject to. It's regular personality has been replaced with a hive mind commanded by Cthonia the Blood Witch and her subordinates.
Previous Versions
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