Armor Class
14
(natural armor)
Hit Points
84
(8d10 + 40)
Speed
40 ft., burrow 30 ft.
STR
20
(+5)
DEX
10
(+0)
CON
16
(+3)
INT
2
(-4)
WIS
12
(+1)
CHA
8
(-1)
Saving Throws
STR +7, WIS +3
Skills
Perception +3
Damage Vulnerabilities
Fire
Condition Immunities
Charmed, Frightened, Grappled, Poisoned, Unconscious
Senses
Darkvision, Passive Perception 13
Languages
--
Challenge
3 (700 XP)
Proficiency Bonus
+2
Traits
Keystone Awakening: When the relic in the temple archway is touched, the Temple Guardian T-Rex awakens. It gains advantage on initiative rolls and cannot be surprised.
Innate Spellcasting: The Temple Guardian T-Rex can cast the Entangle spell (save DC 12) at will without needing material components. Its spellcasting ability is Wisdom.
Actions
Bite: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 5) piercing damage.
Tail Swipe (Recharge 5-6): The Young Temple Guardian T-Rex makes a tail attack against each creature within 10 feet of it. Melee Weapon Attack: +7 to hit, reach 10 ft., each target. Hit: 17 (2d10 + 5) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.
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