Trampling charge. if the ancylodon moves at least 20ft. straight toward a creature and than hits it with a head bash attack on the same turn, that target must succeed on a DC 14 strength saving throw or be knocked prone. if the target is prone, the ancylodon can make one stomp attack against is as a bonus action.
Reflective Carapace. Any time the ancylodon is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the ancylodon is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the ancylodon, turning the caster into the target.
tail club. Melee Weapon Attack: +9 to hit, reach #5ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone target. Hit: #22 (2d10 + 6) bludgeoning damage.
head bash. Melee Weapon Attack: +9 to hit, reach #5ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Description
ancylodon are one of the only herbivores on Sauria and due to this the can be an easy target for some predators or so they think. They are incredibly territorial and will try to ward anything away by hitting its thick tail off the ground. With its incredibly thick armor and club tail the ancylodon is a force to be reckoned with.
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.
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