Armor Class 14 (natural armor) Tough Hide
Hit Points 149 (19d10 + 38)
Speed 40 ft.
STR
18 (+4)
DEX
17 (+3)
CON
17 (+3)
INT
8 (-1)
WIS
6 (-2)
CHA
3 (-4)
Saving Throws DEX +6, CON +6
Skills Perception +5
Senses Darkvision 120 ft., Passive Perception 14
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Enhanced Jump. The Alpha Megalodaunt can jump up to 40 feet. 

Tacet. The Alpha Megalodaunt can enter a state of Invisiblity, which lasts until its next action. The Alpha Megalodaunt has advantage on the melee attack action that caused it to leave the invisiblity. This ability can be used 3/Day.

Actions

Multiattack. The Megalodaunt can make two Claw attacks.

Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 32 (6d10+2) bludgeoning damage. If this move hits the creature hit must make a DC 16 Dexterity saving throw or be sent backwards 30 feet.

 Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d8 + 2) slashing damage.

Megalodaunt Roar. Each creature of the Megalodaunt's choice that is within 80 feet of the Megalodaunt and can hear it must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Megalodaunt's Roar for the next 24 hours.

Thousand Needle Coral (Recharge 5–6). The Megalodaunt bends down and unleashes a spray of coral shards out its back in a 30-foot radius around it. Each creature in that area must make a DC 14 Dexterity saving throw, taking 33 (11d6) piercing damage on a failed save, or half as much damage on a successful one.

Tacet Bite. If the Alpha Megalodaunt is in the Tacet state it can surprise a creature by imposing a grapple check, the creature can use dexterity instead of strength for the check. If the grapple check is successful the Alpha Megalodaunt makes a bite attack dealing 35 (5d12 + 5) piercing damage.

Tacet Dropkick. If the Alpha Megalodaunt is in the Tacet state and a creature within 40 feet of the Alpha Megalodaunt is 10 feet above the ground the Alpha Megalodaunt can seemingly teleport to them in Tacet making a Kick attack. If the Kick attack hits the creature in the air, instead of making a dexterity saving throw to not be launched back 30 feet the creature instead makes a DC 16 dexterity saving throw with disadvantage to not instantly fall down up to 40 feet until they hit the ground.

Description

As their name might suggest, they are the Alphas within a Megalodaunt Pack, and are considered as the dominant creature inside it's respective pack. However, Alpha Megalodaunts are never observed to be within a pack, and like other Megalodaunts, are usually found either idling alone, or fighting other things alone.

They are much stronger than their regular counterparts with their skin appearing as dark blue rather than pale. Whether or not this is the result of mutations remains unknown, though it is notable that they are capable of using Tacet, a murmur used to suppress one's own song to temporarily become unperceivable by other entities. In this case, it is used for hunting.

Despite all of the above, they behave like regular Megalodaunts.

Previous Versions

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Habitat: ArcticCoastalDesertForestGrasslandHillMountain

vglade213

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