Medium Beast, Neutral Good
Armor Class 45 Natural Armor
Hit Points 120 (15d10 + 7)
Speed 50 ft., Swim 85 ft., Walk 45 ft.
STR
19 (+4)
DEX
14 (+2)
CON
20 (+5)
INT
14 (+2)
WIS
10 (+0)
CHA
16 (+3)
Saving Throws STR +9, DEX +7, CON +10, INT +7
Skills Insight +15, Perception +16
Damage Resistances Bludgeoning, Fire, Damage Dealt By Traps
Damage Immunities Piercing
Condition Immunities Restrained
Senses Darkvision, Tremorsense, Passive Perception 10
Languages --
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Durability. Anguirus' spiky carapace and armored hide gives him resistance to many attacks from most enemies. 

Spiked Carapace. Anguirus' greatest asset, he is able to use his carapce to deal damage to enemies by jumping backwards and slamming it into his opponents. 

Agility. Anguirus is very agile, being able to charge at enemies with surprising speeds and make surprise attacks on unsuspecting foes. 

Burrow. Anguirus possesses the ability to burrow through any terrain. 

Intelligence. Anguirus is highly intelligent, being able to coordinate attacks with his allies and communicate with fellow kaiju. 

Swimming. Anguirus is an adept swimmer. He is able to swim long distances in a short amount of time without any sign of fatigue. 

Actions

Bite. Anguirus uses his powerful jaws to bite enemies

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 12d6 + 2 [Piercing] damage. 

Claw. Anguirus claws at his foes. 

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 11d8 + 13 [Slashing] damage. 

Spiked Carapace. Anguirus can wield the spiked carapace on his back as a weapon against enemies. 

Spiked Carapace. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 6d8 + 5 [Piercing] damage. 

Ultrasonic roar. Anguirus can roar at a high enough frequency that it deals damage to any target in its range.

Ultrasonic roar. RangedWeapon Attack: +12 to hit, range 110 ft., 3 target. Hit: 3d4 + 4 [bludgeoning] damage.

Bonus Actions

Clubbed Tail. Anguirus can swing his tail and hit his foes with the spiky club at is on its tip. 

Clubbed Tail. Melee Weapon Attack: +17 to hit, reach 25 ft., 1 target. Hit: 2d8 + 14 [bludgeoning] damage. 

Poison. Anguirus is able to spit poison out of its mouth. 

Poison. RangedWeapon Attack: +12 to hit, range 10 ft., 3 target. Hit: 11d6 + 9 [Poison] damage

Reactions

Retaliation. When taking damage of within 5 feet of him, Anguirus can melee attack against that opponent.

Legendary Actions

Anguirus Ball. Anguirus can roll up in a spiky ball and launch himself at enemies

Anguirus Ball (Costs 3 Actions). Target needs to make a DC 15 Dexerity svaing throw or get 5d8 piercing damage. If succeeded the target takes hald the damage. 

Incandescent Light. Anguirus can blast a powerful ray of light out of his mouth. 

Incandescent Light (Cost 2 Actions). Target will have to make a DC 18 Consitution savng throw or be dealt 12d6 radiant damage. Target will only recieve half the damage if they succeed. 

Energy Spikes. Anguirus can curl up into a ball and float in the air before shooting energy spikes from his carapace. 

Energy Spikes (Costs 3 Actions). Target will have to make a DC 12 Dexerity saving throw or take 4d8 radiant damage. Target takes no damage if they succeed. 

Mythic Actions

Thunderball. Anguirus curls into a spiky ball and charges up in a red energy before launching himself at a foe. 

Thunderball (Costs 3 Actions). Target will need to make a DC 20 Dexerity saving roll. If the saving roll fails they are dealt 15d6+8 radiant and bludgeoning damage. Target only recieves half the damage if they succeed. 

Rotating Disc. Anguirus can retract himself into a razor sharp disc and shoot himself at enemies. 

Rotating Disc (Costs 2 Actions). Target will have to make a DC 15 Consitution saving throw or get 8d4 slashing damage. Only half this damage will be dealt if the saving throw succeeds. 

Precognitive Shield. Anguirus can see into the future briefly and vibrate his spikes to create a shiled that will protect him from any and all attacks. 

Precognitive Shield (Costs 3 Actions). Anguirus will have to make a DC 19 Dexerity saving throw to accomplish this and the shiled only lasts one turn. 

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.

Previous Versions

Name Date Modified Views Adds Version Actions
5/16/2022 9:12:16 AM
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Coming Soon
5/20/2022 7:28:32 AM
7
1
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Coming Soon

Monster Tags: Dinosaurbeast companion

Haydenbridegwater

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