Large Beast, Unaligned
Armor Class 14 Metal Plating
Hit Points 19 (4d6 + 4)
Speed 50 ft., down to 35 feet when carrying medium rider.
STR
14 (+2)
DEX
12 (+1)
CON
12 (+1)
INT
3 (-4)
WIS
10 (+0)
CHA
5 (-3)
Saving Throws STR +4
Senses Passive Perception 10
Languages understands commands in common and language of its rider, but cannot speak. great at squaking - menacingly.
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Charge. If the ostrich moves at least 20 ft straight toward a target and then hits it with a Ram or Lance attack on the same turn, the target takes an extra 5 (1d5+2) Bludgeoning damage. If the target is a creature, it must first succeed on a DC 13 strength saving throw or be knocked prone.

Mount. Can carry medium or smaller sized creatures on its back, when carrying a medium creature its speed decreases to 35 ft.

Swift Footed. Can dash or disengage as a bonus action if not encumbered by a medium rider or a heavy load.

Actions

Talon. Melee Attack: +4 to hit, reach 5ft, one target, Hit 6(1d8+2) slashing damage.

Ram attack. Melee Weapon Attack: +4 to hit, reach 5 ft., # target. Hit: 5 (1d6+2) Bludgeoning damage. 

Rider Lance Attack. Melee Attack. +4 to hit, reach 10ft, one target. Hit 8(1d12+2) damage. Must have a rider armed with a Lance.

Rider Bow attack. RangedWeapon Attack: +4 to hit, range 60/120 ft., 1 target. Hit: 5 (1d6 +2) [Piercing damage. Must have a rider armed with a shortbow.

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

The Armored Ostrich is maintained by the group of halfling wanderers. The large Ostrich is strong enough to carry the Medium sized, armored combatants.

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: pet

Habitat: Desert

Ab3rix

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