Large Beast, Neutral
Armor Class 17 Rock Armor
Hit Points 75 (8d10 + 10)
Speed 40 ft.
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
6 (-2)
WIS
8 (-1)
CHA
6 (-2)
Saving Throws STR +6, CON +6
Skills Athletics +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision, Tremorsense 10 ft, Passive Perception 13
Languages Common, Dwarvish
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Sturdy. Whenever Cranidos would go down to 0 Hit points they would instead go to 1 Hit points. Usable one per long rest. 

Rock Head. Cranidos deals additional 1d10 of damage when hitting with his head. 

 

Actions

Zen Headbutt. Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit: (3d8 + 5) [Bludgeoning] damage. If a creature was hit they make a Constitution saving throw with a DC of 12 or be stunned until the end of their turn. 

Take Down. Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit: (4d12 + 5) [Bludgeoning] damage. Cranidos takes 1d12 of damage if this attack hits.

Rock Tomb. Ranged Weapon Attack: +1 to hit, range 60 ft., 1 target. Hit: (2d10 + 5) [Bludgeoning] damage. Any creature within 10 ft of the target must make a dexterity saving throw with a DC of 13 or be hit with half the damage from the attack. 

Bonus Actions

Rock Polish(3/ Day). Cranidos shaves off their excess rock armor and doubles their movement speed until the end of combat.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

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

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

Enter a general description for your monster here.

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.

Monster Tags: beast companion

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