Undying Loyalty: If the Saurusatops is reduced to zero hit points by any means, it returns to the earth and is considered defeated. It will always return from the earth as long as the summoner uses the Animate Major Undead feature along with the "book".
Evolution: By some dark magic, the Saurusatops continues to grow stronger along with the summoner. Its CR is always equal to half the summoner's level, rounded up.
Trampling Charge. If the Saurusatops moves 20 feet in a straight line toward another creature and hits with its Gore attack on the same turn, the target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is knocked prone, the Saurusatops may make a melee attack as a bonus action.
Multi-Attack. The Saurosatops can make two weapon attacks. It cannot use this feature with Bite, Gore, or Trampling Charge on the same turn.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 5) piercing damage.
Melee Weapon Attack. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 5) slashing damage.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10+5) piercing damage. If the target is not undead, the Saurusatops regains half of the damage as HP.
Description
Once a ruthless and legendary Saurus warrior from ancient times when war was all the land knew. After its death in a battle long forgotten, was used in a necromancy experiment to combine with the abilities and size of a triceratops. Due to such recent events, its appearance has drastically transformed into one that strikes terror into its foes. Made up of only bones, its head is an amalgamation of a monstrous crocodile with three giant horns on a reinforced skull. The bones of its body have grafted together to a hardened carapace as strong as iron. It sports two giant macuahitls and razor-sharp teeth used to rend flesh. This undead warrior now serves as an undying guardian of its master's magical grimoire and whoever is connected to it as well.







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