Large Aberration, Unaligned
Armor Class 23 (natural adamantine armour)
Hit Points 110 (9d12 + 54)
Speed 45 ft., burrow 45 ft.
STR
20 (+5)
DEX
12 (+1)
CON
22 (+6)
INT
2 (-4)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws STR +8
Skills Perception +6
Damage Resistances All damage but Force, Radiant, and Psychic
Condition Immunities Charmed, Prone
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 16
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

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.

Actions

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

Name Date Modified Views Adds Version Actions
6/9/2021 4:58:42 AM
2
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Coming Soon

Monster Tags: abberationmonstrosity

Habitat: GrasslandHillMountainUnderdark

Sikitywiked

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