Large Beast (Dinosaur), Unaligned
Armor Class 14 natural armor
Hit Points 123 (13d10 + 52)
Speed 40 ft., Climb 40 ft.
STR
18 (+4)
DEX
12 (+1)
CON
19 (+4)
INT
3 (-4)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws DEX +4
Damage Resistances Lightning
Senses Darkvision 60 ft, Passive Perception 12
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Glide. When the Almafidi falls and isn't incapacitated, it can subtract up to 100 feet from the fall when calculating falling damage, and it can move up to 2 feet horizontally for every 1 foot it descends.

Standing Leap. The Almafidi long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Draconic Enemy. Attacks deal an extra 2d6 damage per attack to dragons. For the purpose of this attack, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.

Creature of Myth. When Almafidi is paired with another Almafidi and their partner is reduced to 0 hitpoints the remaining Almafidi has it's current hit points set to 150 and AC set to 18, Lightning body is now continuously active and deals 10(3d6) lightning damage per melee attack. Additionally the Almafidi can now use the options in the "Mythic Actions" section for one hour.

Legendary Resistance (4/day). When paired with another Almafidi the two creatures share this trait. If either Almafidi fail a saving throw, it can choose to succeed instead.

Actions

Multiattack. The Almafidi makes two Bite attacks, and one Tail attack.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. 

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage. 

Bonus Actions

Reptilian speed. The Almafidi can take a bonus action on each of it's turns in combat to dash or disengage.

Lightning Body. The Almafidi can take a bonus action on each of it's turns in combat to add an extra 7 (2d6) lightning damage to each of it's melee attacks.

Legendary Actions

When paired with another Almafidi the pair of them can take 3 legendary actions, 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. Almafidi regains spent legendary actions at the start of the round.

Leap. Almafidi can move up to it's speed without provoking opportunity attacks

Tail. Almafidi can make one tail attack

Pounce (Costs 2 Actions). Almafidi leaps into the air slamming down moments later. Creatures within 10 feet must succeed a DC 15 Dexterity saving throw or take 13 (2d8+4) bludgeoning damage and be knocked prone.

Mythic Actions

 

If the Almafidi's Creature of Myth trait has activated in the last hour, it can use the options below as legendary actions

Rampage. Almafidi makes two attacks: one bite and one tail attack on different creatures.

Overcharge (Costs 2 actions). Almafidi surges with electrical energy. Creatures within 15 feet must succeed a DC 15 Constitution saving throw or take 17 (5d6) lightning damage and is blinded for one minute at the end of each of its turns, the target can make a Constitution saving throw. On a success, the effect ends ends.

Description

A Almafidi's face resembles a colubrid in appearance with grayish blue scales covering its slim squirrel-like shape. On its back are patches of white fur as well as a bushy tail covered in rows of spikes. Its front limbs also have a few spikes.

As Almafidi fights, it picks up static electricity in its fur by brushing against trees and the ground. Almafidi uses this static electricity to increase the strength of its attacks. Like a flying squirrel, Almafidi has a membrane between its limbs that allow it to glide for long distances

Lair and Lair Actions

 

 

Monster Tags: Dinosaur

H2poro

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