Charge. For every 10 feet the Carnotaurus moves before making an attack, it does an extra damage die. If the Carnotaurus moves at least 40 feet before making a Horn attack, the target of the attack must succeed on a DC 19 Strength saving throw on a hit or be knocked prone. Per 20 feet moved, the Carnotaurus' speed next round increases by 5 feet, capping at 70 feet. Per 15 feet moved before making a Headbutt attack, the DC for being prone increases by 1, and past 35 feet Large creatures can also be knocked prone.
Bleed Immunity. The Carnotaurus is immune to bleed damage.
Multiattack. The Carnotaurus attacks twice when it takes the attack action.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 20 (2d12 + 7) piercing damage.
Headbutt. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 16 (2d8 + 7) bludgeoning damage and if the target is medium or smaller it must succeed on a DC 14 Strength saving throw or be knocked prone.
Horn. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 12 (2d4 + 7) slashing damage and the target must succeed on a DC 14 Constitution saving throw or start taking 5 (2d4) bleed damage for 2 (1d4 - 1) rounds.
Description
A medium theropod dinosaur with 2 horns facing to the left and right of its menacing face. The longer they charge at you, the more likely they are to catch up and kill you! One of the few ways to escape a charging Carnotaurus is to zigzag to prevent it from charging effectively.
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