Trampling Charge. If the war bastiladon moves at least 20 feet straight towards a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 20 Strength saving throw or be knocked prone. If the target is prone, the feral bastiladon can make one attack with its hooves as a bonus action.
Siege Monster. The war bastiladon deals double damage to objects and structures.
Multi-attack. The feral bastiladon makes 3 attack: one with its gore and two with its tail.
Gore. Melee Weapon Attack: +12 to hit, reach 5 ft., three targets. Hit: 32 (4d12 + 6) [piercing] damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 44 (6d12 + 6) [bludgeoning] damage.
Hooves. Melee Weapon Attack: +12 to hit, reach 5 ft., two targets. Hit: 12 (1d10 + 6) [piercing] damage.
Snake fountain, the Bastiladons riders will release the Faucet of snakes to flood the area each snake group is a swarm and deals 2d4 poison and piercing.
Description
Bastiladons, sometimes known as Living Bastions, are a mighty and hulking species of armoured reptiles whose heavily-armoured shell is perhaps one of the strongest within the continent of Lustria. It is a walking fortress, a living bastion covered in a rock-hard bony skin, and then further protected by massive iron-like plates – a natural armour so dense that it can, sometimes, thwart the bite of the mighty Carnosaur. Even those blows that crack the outermost armour plates cannot penetrate deeply into the beast due to the Bastiladon’s alternating layers of thick leathery skin and additional scales.
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