Ambusher The Super Raptor has advantage on attack rolls against any creature it has surprised
Chameleon Skin. The Super Raptor has advantage on Dexterity (Stealth) checks made to hide.
Evasion. When the Super Raptor is subjected to an effect that requires it to make a Dexterity saving throw to take half damage, it instead takes no damage on a Successful save and half damage on a failed save
Keen Senses (Sight and Smell). The Super Raptor has advantage on Wisdom (Perception) checks relying on sight or smell.
Nimble Escape The Super Raptor can Hide or Disengage as a bonus action
Pounce. If the Super Raptor moves at least 20 ft. straight toward a creature and then hits it with a claw Attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone. If the target is prone, the Super Raptor can make two bite Attacks against it as a Bonus Action.
Surprise Attack If the Super Raptor surprises a creature and hits it with an Attack during the first round of Combat, the target takes an extra 18 (4d8) damage from the Attack.
Tracker. The Super Raptor has advantage on any ability check made to track a creature.
Bite. Melee Attack:+12 to hit, range 5 ft, one target. Hit: 30(5d10+10) piercing damage
Claw. Melee Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 8) slashing damage.
Multiattack. Super Raptor makes two claw attacks, or one claw attack and one bite attack.
Tail Whip. Melee Attack: +10 to hit, range 10 ft. radius, multiple targets. Hit: 22 (4d10 + 5) bludgeoning damage. Knocked prone on a failed DC 17 Dexterity saving throw
Pounce. If the Super Raptor moves at least 30 ft straight towards a target and makes a claw attack on the same turn, the target must make a DC 19 Strength saving throw or be knocked prone. If the target is prone, the Super Raptor can use its bonus action to make a bite attack against it.
Roar. Condition. The Super Raptor roars, and any hostile creature within a 60 ft radius must make a DC 19 Wisdom saving throw. If failed, they are frightened for one minute, unless immune.
Opportunity Attack. When a creature that the Super Raptor can see moves out of its attack range, the Super Raptor can make two claw attacks against them.
Reflex Attack. Should the Super Raptor be surprised attacked, it can use its reaction to perform one melee attack against the attacker.
Tail Whip. If the Super Raptor is surprised attacked it can whip around using it's tail to knock everyone in a 10ft. radius prone if they fail a DC 18 Dex save.
The Super Raptor can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each of the Super Raptor's turn.
Legendary Resistance (5/Day). If the Super Raptor fails a saving throw, it can choose to succeed instead.
Detect. The Super Raptor makes a Wisdom (Perception) check.
Tail Attack. The Super Raptor makes a tail attack.
Rend (Costs 2 Actions). The Super Raptor makes two Claw attacks against a creature it has advantage against.
Second life. When the Super Raptor is out of hit points. The Super Raptor comes back to life and is immune to any forms of magic.
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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5/31/2023 9:12:12 PM
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Coming Soon
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