| Mod | Save | ||
|---|---|---|---|
| STR | 29 | +9 | +15 |
| DEX | 18 | +4 | +10 |
| CON | 24 | +7 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 16 | +3 | +9 |
| CHA | 12 | +1 | +1 |
Legendary Resistance (3/Day). If the Tigrex fails a saving throw, it can choose to succeed instead.
Enrage (1/day). Immediately after the Tigrex drops below half of its maximum hit points, it enrages for 10 minutes and gains the following benefits:
- The Tigrex gains immunity to Restrained, Prone, Stunned and Grappled Conditions.
- The Tigrex's movement is increased by 20 feet and does not provoke opportunity attacks.
- The Tigrex's wind tunnel now recharges when you roll a 5-6 and a creature is also pushed back 20 feet on a failed save.
- The Tigrex's Brutal Roar damage increases to 12 (6d10) thunder damage and it now inflicts Stunned Condition on a failed save.
Multiattack. The Tigrex makes one Bite attack and three Claw attacks, it then uses Brutal Roar. The Tigrex can replace its Bite attack with a use Wind Tunnel.
Bite. Melee Weapon Attack. +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage and become Grappled and Restrained. A creature can escape as an action by rolling a Strength (Athletics) or Dexterity (Acrobatics) DC 21 check. Tigrex will try to Burrow into the ground and feed on its prey.
Claw. Melee Weapon Attack. +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage and 14 (4d6) thunder damage.
Tail. Melee Weapon Attack. +14 to hit, reach 20 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage and be knocked Prone.
Brutal Roar. The Tigrex lets out a deafening roar. Each creature within 20 feet of the Tigrex is deafened until the end of its next turn and must make a DC 21 Constitution saving throw, taking 16 (3d10) thunder damage on a failed saving throw or half as much damage on a successful one. A creature wearing earplugs, makes its saving throw with advantage.
Wind Tunnel (Recharge 6). The Tigrex exhales a torrent of strong wind in a 120-foot line that is 20 feet wide. Each creature in the line must succeed on a DC 21 Strength saving throw, taking 53 (12d8) thunder damage and be knocked prone on a failed save, or half as much damage and is not knocked prone on a successful one.
The Tigrex can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Tigrex regains spent legendary actions at the start of its turn.
Detect. The Tigrex makes a Wisdom (Perception) Check to identify invisible (hidden) creatures.
Tail Attack. The Tigrex makes two Tail attacks.
Trample (Costs 2 Actions). The Tigrex moves up to its speed. During this move, it can move through the spaces of other creatures without provoking opportunity attacks. Each creature the Tigrex moves through must succeed on a DC 21 Dexterity saving throw or take 29 (6d6 + 8) bludgeoning damage and 21 (6d6) thunder damage and be knocked prone. Affected creatures will be pushed 10 feet away from Tigrex, regardless of their saving throw outcome.
Description
Brute Tigrex
The Howl of Raw Violence. The Avalanche That Hungers.
Brute Tigrex is fury incarnate. Unlike its vibrant kin, this variant is stripped of all color—its hide a grim palette of scorched ochre and ashen black, like a beast carved from dried blood and pulverized stone. There is nothing majestic about this monster. It is not a predator of elegance or strategy—it is a juggernaut of instinct and destruction, an engine of chaos that never stops once it charges.
Its colossal jaws are stained with ancient gore, built to crush bone, shatter armor, and silence resistance. Its forelimbs are massive enough to sunder stone, and each clawed stomp can send tremors rolling down a mountain. But it's not just the brute force—it’s the sound. That wretched, ear-splitting roar that tears through valleys like a warhorn from a god of wrath.
Where other Tigrexes fight with animal rage, the Brute Tigrex fights like a calamity. It doesn't fight for food. It doesn't fight for territory. It fights because violence is its truth. Every encounter is a stormfront of dust, blood, and broken things.
If you hear the ground begin to quake and the air choke with dust—run. If you hear the roar—pray.
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