Gargantuan Beast, Typically Lawful Evil
Armor Class 17 (natural armor)
Hit Points 245 (14d20 + 98)
Speed 50 ft.
STR
29 (+9)
DEX
10 (+0)
CON
24 (+7)
INT
10 (+0)
WIS
12 (+1)
CHA
13 (+1)
Saving Throws STR +15, CON +13
Skills Perception +7
Senses Passive Perception 16
Languages Common, any one other language
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Siege Monster. The tyrannosaurus deals double damage to objects and structures.

Legendary Resistance (1/Day). If the tyrannosaurus fails a saving throw, it can choose to succeed instead.

Keen Smell. The tyrannosaurus has advantage on Wisdom (Perception checks relying on smell.

Actions

Multiattack. The tyrannosaurus makes three attacks: one with its bite, one with its tail, and one with its stomp. It can use its Swallow in place of its bite attack. It then can use its Frightful Presence. The tyrannosaurus can't make more than one attack against the same target.

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 41 (5d12 + 9) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 21). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target.

Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage.

Stomp. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 28 (5d6 + 9) bludgeoning damage.

Swallow. The tyrannosaurus makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tyrannosaurus, and it takes 42 (12d6) acid damage at the start of each of the tyrannosaurus’ turns.

If the tyrannosaurus takes 40 damage or more on a single turn from a creature inside it, the tyrannosaurus must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the tyrannosaurus. If the tyrannosaurus dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Frightful Presence. Each creature of the tyrannosaurus’ choice within 120 feet of it and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tyrannosaurus is within line of sight, 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 tyrannosaurus’ Frightful Presence for the next 24 hours.

Legendary Actions

The tyrannosaurus can take 2 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 tyrannosaurus regains spent legendary actions at the start of its turn.

Attack. The tyrannosaurus makes one tail attack.

Trample. The tyrannosaurus moves up to half its speed. It can make one Stomp attack at any point in its move.

Chomp (Costs 2 Actions). The tyrannosaurus makes one bite attack or uses its Swallow.

Description

Most tyrannosaurs die in adulthood. Some, however, through use of the awaken spell, become quite intelligent, and thus become far more dangerous. A tyrannosaur that survives long enough by these means grows large and far more powerful over time. This new form is called the tyrannosaurus princeps. The druids that might cast awaken on a tyrannosaurus often have a purpose in mind, such as the guarding of a place or people. Tyrannosaurus princeps most often continue to care for their guarded things even after the period of charm is over, or at least don’t actively attack it.

Monster Tags: Dinosaur

Habitat: ArcticDesertForestGrasslandUnderdark

MilestoGo_24

Comments

Posts Quoted:
Reply
Clear All Quotes