Trampling Charge. If the crovadon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it.
Rampage. When the crovadon reduces a creature to 0 hit points with a melee attack on its turn, the crovadon can take a bonus action to move up to half its speed and make a gore attack.
That which shall not die. If damage reduces the crovadon to 0 hit points, it must make a Constitution saving throw with a DC of 5+ half the damage taken, unless the damage is from a critical hit. On a success, the crovadon drops to 1 hit point instead.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Siege Monster. The crovadon deals double damage against objects and structures.
Multiattack. The crovadon can use its Frightful Presence. It then makes three attacks: one with its gore and two stomps.
Frightful Presence. Each creature of the crovadon's choice that is within 120 feet of the Crovadon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Crovadon's Frightful Presence for the next 24 hours.
Gore. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.
Stomp. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 29 (4d10 + 7) bludgeoning damage.
Breath of Decay (Recharge 5–6). The crovadon exhales decaying gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 55 (22d4) necrotic damage on a failed save, or half as much damage on a successful one.
Sting. Melee Weapon attack:+12 to hit, reach 15ft., one creature. Hit: 18 (2d10 + 7) piercing damage, and the target must make a DC 18 Constitution saving throw, taking 33 (6d10) poison damage on a failed save, or half as much damage on a successful one.
Constrict. Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 7) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
The crovadon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn
Sting. The Corvadon makes a sting attack.
Constrict. The Corvadon makes a constrict attack.
Description
The Crovadon is a monster as strange as it is terrifyingly strong. First created as living siege engines for the armies of a mad mage the modern Crovadon rampages across the battlefield like a nigh-unstoppable juggernaut leaving ruin in its wake possessing resilience no living creature should. It is a terrifying amalgam of creatures, possessing the body of an armored elephant, the tail of a scorpion, and a great constricting serpent in place of its trunk with a breath as venomous and destructive as its temper. Rivaling some dragons in power these beasts roam the lands alone, bringing devastation in their wake, some warlords even daring to tame them...and worryingly...a few have succeeded.
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