Charge. The creature charges, barreling into the target. Roll to hit with advantage if full grown, normal roll if adolescent. 4D8 bludgeoning for adult and 2D8 for adolescent.
Bite: The stone jaws of the creature clamp down on the target. 1D6 peircing for adolescent and 5D6 for adult
Tail Whip: The Argentol swings its tail and makes contact- 2D6 bludgeoning regardless of age
Stampede. If a herd is startled, they will stampede with little control. Roll constitution check if playing to see if herd/individual is startled. Above 10 is successful.
Description
These large beasts inhabit the plains of the lands. Their skin and hide appear to be completely stone and all research shows they are stone to the core as well. Their backs and spines are lined with green crystals that seemingly grow out of them.
The locals will tell you these creatures are sacred beings and will warn against disturbing migration and hibernation patterns.
Argentols are incredibly friendly and will not harm anyone without just cause. It is advised to avoid stampedes as the creatures are easily startled and will fight back when provoked.
No one is sure how they are born. Argentols will go into hibernation in the underground caves and the babies will emerge from the rock formation.
Rarer than a young Argentol is a bond-should one be of the best intentions to the perception of the Argentol, a bond will be formed. The Argentols crystals will glow and the creature will accompany their bonded till death as their closest freind.
Lair and Lair Actions
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