Gargantuan Monstrosity (Dinosaur), Unaligned
Armor Class 18 (natural armor; 23 with Bone Armor)
Hit Points 337 (24d20 + 195)
Speed 50 ft., Burrow 50 ft.
STR
27 (+8)
DEX
11 (+0)
CON
23 (+6)
INT
6 (-2)
WIS
10 (+0)
CHA
7 (-2)
Saving Throws STR +14, CON +12
Damage Resistances Fire, Thunder
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing that is Nonmagical
Condition Immunities Paralyzed, Petrified, Poisoned, Prone
Senses Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 10
Languages Giant, Terran
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Bone Armor. The ceratops is covered in the bones of fallen creatures, granting it a +5 bonus to its AC, resistance to acid, bludgeoning, piercing, and slashing damage, and its Bone Storm Action. Addtionally, when the ceratops moves within 5 feet of a creature, that creature takes 21 (6d6) slashing damage. These benefits remain until the AC bonus is reduced to 0. When the ceratops takes more than 40 damage in a single turn, the bones snap and break, reducing the bonus AC by 1 and causing a Fossil Cryptic to take form within 10 ft. of the ceratops. The cryptic is an ally of the ceratops and takes its turn as the last creature to act each round.

Earth Glide. The ceratops can burrow through mundane, unworked earth and stone. While doing so, the ceratops doesn’t disturb the material they move through.

Earthbound. The ceratops cannot be subjected to any effect, magical or otherwise, that would remove it from the ground (levitation, flying, teleporting into midair, etc.), and has advantage on saving throws against any effect that would force it to move.

Magic Resistance. The ceratops has advantage on saving throws against spells and other magical effects.

Siege Monster. The ceratops deals double damage to objects and structures.

Actions

Multiattack. The ceratops makes one Gore attack and one Stomp attack.

Gore. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 8) piercing damage. If the ceratops moved at least 20 feet in a straight line toward the target immediately before the hit, the target takes an extra 11 (2d10) piercing damage for every 10 feet it moved before attacking; if the target is a creature, it also must succeed on a DC 19 Strength saving throw or be pushed up to 40 feet from the ceratops and have the prone condition.

Stomp. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage plus 22 (4d10) thunder damage, and the target’s speed becomes 0 until the start of the ceratops' next turn.

Bone Storm (Requires Bone Armor). The ceratops breaks apart its bone armor, driving a flurry of bones in a 20-foot-wide, 90-foot-long line originating from its space. Each creature in that area must make a DC 21 Strength saving throw, taking 36 (8d8) piercing damage and falling prone on a failed save, or taking half as much damage and not falling prone on a successful one. The ceratops then reforms its armor as the bones magically reconstruct around it.

Bonus Actions

Devour Stone. The ceratops feeds on a mundane object or structure within 5 feet of it that is made mostly of stone. If the ceratops targets a Large or smaller object, it is entirely devoured, regaining hit points equal to that of the structure's maximum hit points. If the swarm targets a structure or a Huge or larger object, the ceratops devours a 20-foot-cube portion of it.

Earthen Armor. The ceratops gains 25 temporary hit points. While it has these temporary hit points, stones rapidly whir around the ceratops in a 20-foot-radius sphere and it gains 10 temporary hit points at the start of each of its turns. A creature takes 5 slashing damage for every 5 feet they move into or within that area. The ceratops cannot use this bonus action again until all of its temporary hit points have been lost.

Earth-Breaking Movement. After moving at least 10 feet on the ground or immediately after using a stomp attack, the ceratops sends a shock wave through the ground in a 150-foot-radius circle centered on itself. That area is treated as if the earthquake spell (DC 22) was active for 1 minute. Each creature on the ground must succeed on a DC 23 Constitution saving throw, taking 48 (4d20 + 8) thunder damage on failed save or half as much on a success. On a success or failure, if a creature was concentrating, its concentration is broken. The ceratops is unaffected by the earthquake.

The shock wave deals 150 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure’s height must make a DC 22 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn’t fall prone or become trapped.

Reactions

Rebuild Armor. When the ceratops emerges after burrowing from the ground, it can rebuild its Bone Armor using the fossils in the earth, gaining a +1 bonus to its AC. This AC bonus counts towards the bonus from the ceratops' Bone Armor trait.

Description

Stretching over 200 feet from the tip of its enormous nose horn to the end of its spiky tail, a ceratops gleams with lines of vibrant green energy in its thickly scaled hide. Its horn alone is larger than most giants, and the ceratops can trample ancient forests under its feet when it becomes enraged.

Earth-Breakers are the leaders of ceratops heards and the rulers of expansive territories of lush forestry, adorning themselves in the bones of their fallen comrads and enemies to strengthen their already near-impenatrable hides. Mastering its innate earthen elemental powers have turn the already impressive ceratops into a living fortress of strength and unyielding force. A single stomp is enough to trigger and earthquake and bring devastation wherever it treads. These creatures are, however, far more peaceful than their younger kin, only every unleashing their legendary fury when they perceive that the heard is being threatened.


Dinosaurs

When Annam’s children first began to populate the worlds of the Material Plane, the All-Father created behemoth dinosaurs to live alongside them as companions. The primeval magic used to create the dinosaurs still thrums through their being and manifests in colorful, scar-like lines on their towering bodies. Some of these ancient dinosaurs persist in timeless jungles, hidden enclaves, and other lands untouched by the rest of the world.

McFlyDragonEye

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