Extra Thick Hide. Rancor have incredibly thick skin, now thicker with age, they have resistance to bludgeoning, piercing and slashing damage.
Tremorsense. Rancor are able to detect subtle tremors in the ground/tunnels around them. This enhances their ability to hunt and track prey.
Magical Attacks. Attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Multiattack. The Rancor may make three attacks per round.
Claw. Melee Weapon Attack: +10 to hit, reach 15 ft., 1 target. Hit: 17 (2d10 + 6) slashing damage. When hit, if the target is Large or smaller, they are automatically grappled. The rancor has two claws. While a claw grapples a target, the claw can attack only that target.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 19 (2d12 + 6) piercing damage. If the target is grappled, this attack has advantage. If the bite attack is made at advantage, the attack scores a critical hit on a roll of 19 or 20.
Consume. If the Rancor kills a target creature with its bite attack, the Rancor may ingest the target. When the Rancor eats a target creature, it may use its bonus action to regain 1d12 + 4 hit points as it swallows its pray whole.
Superior Protection. When a creature the Adult Rancor can see attacks a target other than itself, that is friendly to itself or its Trainer that is within reach, it can use its reaction to impose disadvantage on the attack roll.
The Adult Rancor can take 1 legendary action, 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 Adult Rancor regains spent legendary actions at the start of its turn.
Sweep. The Adult Rancor makes a melee attack in a 15 ft. cone, originating from itself. Each creature, in the area must make a DC 16 Dexterity saving throw or take 2d6 + 6 bludgeoning damage and be knocked Prone, on a success they take half as much damage and are not knocked prone.
Frightful Roar. Each creature of the Adult Rancor's choice that is within 120 feet of the rancor and aware of it must succeed a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, 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 rancor's Frightful Roar for the next 24 hours.
Description
Rancors are large semi-sentient reptilian carnivores native to Egypt, near the Nile River. Rancors were often seen as mindless, violent creatures due to their extensive use as fighters for the Pharaohs, and captured Rancors made to fight in the Roman Colosseum.
In combat, the rancor shares your initiative count, but it takes its turn immediately after yours. It can move, use its Legendary Action and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are Incapacitated, the defender can take any action of its choice, not just Dodge.
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