Trampling Charge. If the ChemGatherer moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action.
Unnatural Nature. The DuoHorn doesn't breathe, eat or sleep.
Stored Chemicals. At the start of the day, the ChemGatherer chooses to one of following: fire, cold, acid or poison. The ChemGatherer can only use the Breath action of that type for that day.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 24 (6d6 + 5) piercing damage.
Cold Breath (Recharge 3–6). The ChemGatherer exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking (8d8) cold damage on a failed save, or half as much damage on a successful one.
Fire Breath (Recharge 3–6). The ChemGatherer exhales a fiery blast in a 60-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking (8d8) fire damage on a failed save, or half as much damage on a successful one.
Acid Breath (Recharge 3–6). The ChemGatherer exhales a corrosive blast in a 60-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking (8d8) acid damage on a failed save, or half as much damage on a successful one.
Poison Breath (Recharge 3–6). The ChemGatherer exhales a toxic blast in a 60-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking (8d8) poison damage on a failed save, or half as much damage on a successful one.
Description
This machine harvests poisons, corrosives, solvents and even oils from local nature and stores these purified chemicals in large translucent sacks on its back and belly. They will spray and launch these chemicals at attackers if they are threaten in the wild. During the Reaping months, these creatures burn and melt away any unlucky creatures crossing their path.
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