Multiattack. Barney makes two attacks: one with its bite and one with its tail. He can't make both attacks against the same target.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and Barney can't bite another target.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Enslave (3/Day). Barney targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by Barney until the he dies or until it is on a different plane of existence from the target. The charmed target is under Barney's control and can't take reactions, and Barney and the target can communicate telepathically with each other over any distance through children's songs.
Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from Barney.
Barney can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Barney regains legendary actions at the start of its turn.
Siren Song. (Costs 2 Actions) One creature charmed by Barney takes 10 (3d6) psychic damage, and Barney regains hit points equal to the damage the creature takes.
Tail Swipe. Barney makes one tail attack.
Description
This enormous predatory dinosaur terrorizes all other creatures in its territory. It chases anything it thinks it can eat, and there are few children it won’t try to devour whole.
Lair and Lair Actions
In a den filled with the remains of his victims Barney can take the following lair actions:
- Barney sounds a mythical song of friendship and caring, and he can target any number of creatures it can see within 60 feet. A target must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage and be unable to move further away from Barney. Barney cannot use this lair action again until it has used another one.
- As Barney dances in a frenzied fashion any creature within 30 feet of him must succeed in a DC 14 Dexterity save or be knocked prone. Barney cannot use this lair action again until it has used another one.
- Barney makes it appear as though people in his lair are in a whole other place, learning of the power of family. Barney casts phantasmal force (without components) on any number of creatures it can see within 60 feet of it. While maintaining concentration on this effect, Barney can’t take other lair actions. If a target succeeds on the saving throw (DC 14) or if the effect ends for it, the target is immune to Barney's phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected.
Previous Versions
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7/19/2019 8:56:13 PM
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Coming Soon
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