Huge Monstrosity, Unaligned
Armor Class 18 Natural
Hit Points 378 (21d12 + 126)
Speed 30 ft.
STR
24 (+7)
DEX
9 (-1)
CON
22 (+6)
INT
2 (-4)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws DEX +4, INT +1, WIS +8
Skills Perception +8
Senses Passive Perception 18
Languages --
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Impale. If the ceradon moves at least 20 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra  (3d8) piercing damage. If the target is a creature, the ceradon impales the target on its horns, grappling the target if it is a Large or smaller creature (escape DC 20). Until the grapple ends, the target is restrained, takes  (3d8 + 7) piercing damage at the start of each of the ceradon's turns, and the ceradon can't use its Gore attack.

Implacable. The ceradon has advantage on saving throws against being charmed, frightened, incapacitated, stunned, or paralyzed.

Unwavering. The ceradon and any creature mounted on it have advantage on saving throws and checks against effects that would knock them prone or move them against their will.

 

Actions

Multiattack. The ceradon can make a Stomp attack against any number of creatures within 5 feet of it and then a Gore or Bite attack. It can forgo all of its Stomp attacks to use its Trample action.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit:  (3d6 + 7) piercing damage.

Stomp. Melee Weapon Attack: +12 to hit, reach 5 ft. Hit:  (2d10 + 7) bludgeoning damage. If the target is prone and in the same space as the ceradon, the stomp instead deals  (4d10+7) bludgeoning damage.

Trample. The ceradon moves up to its speed in a straight line. During this move, it can attempt to enter Large or smaller creatures' spaces if it has moved at least 10 ft in a straight line beforehand. A creature whose space the ceradon would enter must succeed on a DC 20 Dexterity or Strength saving throw (the target's choice). On a failed save, the creature falls prone and takes  (2d10 + 7) bludgeoning damage, and the ceradon moves into the space. On a successful Dexterity save, the target takes no damage, is not knocked prone, and is pushed 5 feet to the nearest space out of the ceradon's path. On a successful Strength save, the creature takes half damage, is not knocked prone, and the ceradon's movement ends. If the ceradon remains in a prone creature's space, the creature is also restrained until it's no longer in the same space as the ceradon. While a creature is restrained in this way, it, or another creature within 5 feet of it, can make a DC 20 Strength check. On a success, the creature is pulled to an unoccupied space of its choice within 5 feet of the ceradon and is no longer restrained.

Reactions

Armoured Crest. When an attacker the ceradon can see makes an attack roll against a ceradon or creature within 5 feet of it, the ceradon can impose disadvantage on the attack roll.

Hereus

Comments

Posts Quoted:
Reply
Clear All Quotes