Carnage Maw. Each time the Z-rex damages an organic creature with its bite attack, it gains a +1 bonus (stacking) to its necrotic damage, up to a max of 5. This bonus resets after 1 hour, after which the festering gore of its victims slaws of its teeth.
Stench. Any creature that starts its turn within 10 feet of the Z-rex must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful save the creature is immune to the Z-rex's stench for 24 hours.
Undead Fortitude. If damage reduces the Z-rex to 0 hit points, it must make a Constitution saving throw with DC 5+damage taken, unless the damage was from radiant or a critical hit. On a successful save, the Z-rex drops to 1 hit point instead.
Multiattack. The Z-rex makes 2 attacks 1 with its bite and 1 with its slam. It can't make both attacks against the same target.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 20 (2d12 + 7) piercing damage plus 13 (2d12) necrotic damage. If the target is an organic creature, it must make a DC 14 Constitution saving throw or become infected. An infected creature takes a -1 penalty to all rolls they make. The creature can repeat the save at the end of their turn, if they fail the penalty goes up by 1 to a max of 5.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 20 (2d12 + 7) bludgeoning damage. Target must make a DC 17 Strength saving throw or be pushed back 10 ft., and be knocked prone. The Z-rex and choose to make this attack reckless, giving it advantage on the attack. If it uses reckless the next attack against the Z-rex has advantage.
Description
Always hunting, on the look out for its next meal. In life the rex was one of the worlds fiercest hunters. Now, after being risen as an undead abomination, it has a new set of tools at its disposal and works to become an even deadlier predator than it was in life.
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