Large Aberration, Typically Chaotic Neutral
Armor Class 15 (natural armor)
Hit Points 100 (7d10 + 21)
Speed 60 ft.
STR
20 (+5)
DEX
18 (+4)
CON
18 (+4)
INT
3 (-4)
WIS
12 (+1)
CHA
7 (-2)
Skills Athletics +5
Senses Darkvision 60 ft., Passive Perception 13
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Trampling Charge: If the Armored Trinacria moves at least 20 ft. straight toward a creature and then hits it with a Attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the trinacria can make another Attack with its hooves against it as a bonus Action.

Side looking face: The trinacria has always its face looking to the side giving it disadvantage on dexterity saving throws

Hit and run: the Trinacria doesn't provoke opportunity attacks when it moves out of an enemy's reach after attacking him

Actions

Multiattack. The armored trinacria makes three attacks: two with its beak and one with its gaze. Or it makes two charge attacks

Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 5) piercing damage.

Gaze. Ranged Weapon Attack: +7 to hit, reach 60 ft., one target. Hit: 14 (1d10 + 4) radiant damage.

Charge. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (3d8 + 5) piercing damage.

Description

A Creature made up by three giant muscolar legs connected to a single, 4 eyed, screaming face

Habitat: Urban

Norgzo

Comments

Posts Quoted:
Reply
Clear All Quotes