Tail Club. Melee Weapon Attack: +3 to hit, reach 10 ft., 1 target. Hit: 11 (2d6 +3) Bludgeoning damage
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 11(2d6+3) slashing damage.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 +3) Piercing damage.
Multiattack. The Aldrin makes one claw and one Bite attack.
Tongue grab. Melee Weapon Attack, reach 10 ft., 1 target. DC 14 strength save or be grappled. The Aldrin cannot make another attack (unless explicitly said) until the current target is released or breaks free. The target can use its turn to roll another DC 14 Strength saving throw. The Aldrin can release a target as a bonus action.
Hide. The Aldrin can curl up into a ball, increasing its AC to 24. It has to pierce and slashing immunity while in this form. It cannot make any attacks, and it's tongue grapple immediately ends
Attack grappled creature. The Aldrin can make one claw attack on the creature that it has grappled.
Opportunity attack. This creature can make 1 attack if an aggressive creature leaves this creature's melee range.
Description
This giant armadillo-like creature has a large club on the end of its tail.
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
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/7/2023 5:13:03 AM
|
0
|
1
|
--
|
Coming Soon
|
Comments