Thick Hide. Rancor have incredibly thick skin, they have resistance to bludgeoning damage.
Tremorsense. Rancor are able to detect subtle tremors in the ground/tunnels around them. This enhances their ability to hunt and track prey.
Multiattack. The Rancor may make two attacks per round.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 13 (2d8 + 4) slashing damage. When hit, if the target is Medium 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: +7 to hit, range 5 ft., 1 target. Hit: 11 (1d12 + 4) piercing damage. If the target is grappled, this attack has advantage.
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 + 3 hit points as it swallows its pray whole.
Protection. When a creature the Adolescent Rancor can see attacks its Trainer when their Trainer is within reach, it can use its reaction to impose disadvantage on the attack roll.
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 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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