Corrupted Vitality. The T-Rex has resistance to necrotic damage and regenerates 10 hit points at the start of its turn if it has at least 1 hit point.
Frightful Presence. Each creature that is within 120 feet of the T-Rex, and aware of it, must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the T-Rex is within line of sight, ending the effect on itself on a success.
Multiattack: The T-Rex makes two attacks with its bite and one with its tail. It 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 the T-Rex can't bite another target.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target not grappled by the T-Rex. Hit: 20 (3d8 + 7) bludgeoning damage.
Thrash. When the T-Rex takes 30 or more damage in a single turn from a creature within reach, it can make a tail attack against that creature as a reaction.
Description
This Tyrannosaurus Rex, twisted by dark magic, stands as a menacing figure. Its scales have darkened to an unnatural, shadowy hue, and its eyes gleam with a malevolent red light, piercing through the dense jungle mist. The beast's massive form is covered in patches of grotesque, corrupted flesh that pulse with necrotic energy, giving it a terrifying, unnatural appearance.
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