Charge: If the Ankowlosaurus moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 1d6 piercing damage.
Action: The Ankowlosaurus makes 3 attacks per turn, 1 with its horns (gore) and 2 with its club tail.
Gore: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Club Tail: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 4d6 + 4 bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A huge, black and white spotted beast, this fearsome beast's head and back are plated in hard, dark armor that can block most attacks. Its tail is tipped with a huge, dense, stone-like structure that can shatter bones in a single swing.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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