Huge Swarm of Large beasts, Lawful Evil
Armor Class 18 Natural
Hit Points 215 (200d20 + 25)
Speed 50 ft., Climb 30 ft.
STR
28 (+9)
DEX
24 (+7)
CON
28 (+9)
INT
14 (+2)
WIS
12 (+1)
CHA
13 (+1)
Saving Throws STR +13, DEX +11, CON +13
Skills Athletics +31, Intimidation +31
Damage Resistances All damage but Force, Radiant, and Psychic
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine or Silvered
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed
Senses Blindsight, Darkvision, Passive Perception 15
Languages Abyssal, Draconic Can’t write Common but can’t speak
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Special Trait Name. Enter the description for your special trait

Spellcasting. The Allosaurus is a 5-level spellcaster, Its spellcasting ability is +8(spell save DC 15, +8 to hit with spell attacks),The Allosaurus has following [class name] spells prepared: 

Cantrips (at will): poison, 20(3d10+5)
1st level (4 slots):defense,resistance:poison,slashing,piercing,blugoning,fire,cold,acid

Actions

Action name,bite

Action Melee Attack. Melee Weapon Attack: +6 to hit, reach 10 ft, any target. Hit: 20 (2d10 + 10) [damage type] damage

Action Ranged Attack. RangedWeapon Attack: +5 to hit, range 30/120 ft, any target Hit: 30 (4d10+ 10) [damage type] damage

Bonus Actions

Can use a spell to heal itself 5 times each long rest healing 5d8

Reactions

Reaction Name:Run(enemy gets no opportunity hits and can run 50ft)

Legendary Actions

Tail (Costs 3 actions)8d10 bludgeoning and makes a DC 15 saving throw or is knocked prone

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs 2 Actions) does a bite action the target take’s 4d12 of damage and is prone 

Description

The Allosaurus is 15ft tall and has grey skin and a long tail,long claws and will attack anything with meat on them but will not attack those who serve It or offer sacrifice

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count +10 (losing initiative ties), the Allosaurus takes a lair action to cause one of the following effects; the Allosaurus can’t use the same effect two rounds in a row:

  • The attacker makes a DC 15 saving throw and the roof falls on the attacker(4d10 bludgeoning damage) or half as much on a success 
  • The Allosaurus gets healed 20(2d20)

Regional Effects

The region containing a legendary Allousaurus’s lair is dark and there is a lack of large animals in the region, which creates one or more of the following effects:

  • All the animals are under control of the Allosaurus and will attack anything entering the region(only within 15 km

If the Allousaurus dies, these effects fade over the course of 1d10 days.

Monster Tags: Dinosaur

Habitat: CoastalForestHillMountain

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