Medium Beast (Dinosaur)
Armor Class 12 Natural Armor
Hit Points 19 (4d6)
Speed 25 ft., Climb 15 ft.
STR
11 (+0)
DEX
14 (+2)
CON
11 (+0)
INT
2 (-4)
WIS
10 (+0)
CHA
5 (-3)
Skills Perception +10
Gear Loot Duskclaw ScalesWith careful craft, scales from the Voroterran Duskclaw can be fashioned into a cloak or armor piece that grants advantage on Stealth checks in dark environments.
Senses Darkvision 45 ft., Passive Perception 10
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits
Pack Tactics
The Voroterran Duskclaw has advantage on an attack roll against a creature if at least one of the Voroterran's allies is within 5 feet of the creature and the ally isn't incapacitated.
Tremorsense
The Voroterran Duskclaw can detect vibrations in the ground within 30 feet, which helps it to pinpoint the location of creatures.
Actions
Bite
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Claw
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 5 (1d6 + 2) slashing damage.
Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Description: This fearsome creature, a relic from a prehistoric age, now lurks in the echoing depths of subterranean caverns. Its gleaming scales reflect faint luminescent glows, and its sharp claws click softly on the rocky floor. With a voracious appetite for meat, it prowls the shadows, always on the hunt for its next meal. Although it prefers stealth and surprise, its intimidating presence is enough to deter most threats.

Lore: Thought to be extinct, the Voroterran Duskclaw represents a mysterious survival from a time long past. Its eerie echoes and chilling roar have haunted the deepest cave systems since ages immemorial.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

DND25

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