Legendary Resistance (3/Day). If the Deathclaw fails a saving throw, it can choose to succeed instead.
Grappler. If the Deathclaw is attacking a creature that is being grappled, or has been knocked prone, it does double damage on Claw attacks.
Multiattack. the Deathclaw makes three melee attacks. He can choose any attack out of the two attacks, but typically sticks with claw attacks.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 28 (4d10 + 10) slashing damage.
Bite. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 28 (6d8 + 10) piercing damage, and can be grappled on a succesful attack.
Grab. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. on a succesful attack, the target is grappled, and must succeed on a DC 10 strength check to escape.
roar. the Deathclaw rears it's massive horned head toward the sky and targets up to 10 creatures within 120 feet of it with a ground-shaking roar. The target must succeed on a DC 23 Wisdom saving throw or suffer one of the following effects (choose one or roll a d6):
1–2: toll of fear. The targets are frightened until the start of the deathclaw's next turn or until the deathclaw is no longer within line of sight.
3–4: groundbreaking resonation.The targets are prone
5–6: shattering ring. The targets take (3d8 + 10) piercing damage, and are deafened for the deathclaw's next 2 turns, or until the target has been healed.
stance. the Deathclaw can use a bonus action to raise it's armor class by +2 until it's next attack. (if the deathclaw does not attack on it's next turn, it will keep the +2)
Presence. the Deathclaw chooses one creature within 40 feet that can see it to make a DC 16 wisdom check. on a fail, that creature is frightened, however on a successful throw, no effect is given.
Dodge roll. The deathclaw can preform a dodge roll in the event that it takes damage, and reduce the damage. it must make a DC 14 dexterity roll, and on a failure takes half, and success takes none.
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