Carnage Maw. Each time the z-rex damages an organic creature with its bite attack, its bite gains a +1 bonus (stacking) to its necrotic damage. This bonus resets 1 hour, at which point the festering gore of its victims slaw off its teeth.
Stench. Any creature that starts its turn within 10 feet of the z-rex must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the z-rex's stench for 24 hours.
Undead Fortitude. If damage reduced the z-rex to 0 hit points, it must make a Constitution saving throw with a DC of 5+ the damage taken, unless the damage is radiant or from a critical hit. On success, the x-rex drops to 1 hit point instead
Multiattack. The z-rex makes two attacks: one with its bite and one with its slam. It can't make both attacks against the same target.
Bite. Melee Weapon Attack: 1d20+10 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) piercing damage plus 13 (2d12) necrotic damage. If the target is a creature, it must make a DC 14 Constitution saving throw or become infected. An infected creature takes a -1 penalty to all rolls they make. They can remake their saving throw at the end of each of their turns. Each time a creature fails this save the penalty to their rolls increases by 1.
Slam. Meele Weapon Attack: 1d20+10 to hit, range 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. If the target is a creature, it must make a DC 17 Strength saving throw or be either knocked prone, or pushed back 10 feet. The z-rex can choose to make this attack recklessly, giving it advantage. If it does this . the next attack against it also has advantage.
You have none.
Opportunity Attack. The z-rex makes an attack if someone leaves his range.
Description
Always hunting, on the look out for its next meal. In life the rex was one of the fiercest hunters. Now, after being risen as an undead abomination, it has a new set of tools at its disposal and works to become an even deadlier predator than it was in life.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
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4/13/2023 6:13:54 PM
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Coming Soon
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