Mod | Save | ||
---|---|---|---|
STR | 22 | +6 | +9 |
DEX | 13 | +1 | +1 |
CON | 18 | +4 | +7 |
Mod | Save | ||
---|---|---|---|
INT | 3 | -4 | -4 |
WIS | 11 | +0 | +0 |
CHA | 4 | -3 | -3 |
Menacing. The acrocanthosaurus has advantage on being intimidated or attempting to intimidate you.
Multiattack. The acrocanthosaurus makes two swipe attacks and one chomp attack (if able).
Swipe. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 11 (1d8 + 6) [Slashing] damage.
Chomp. Melee Weapon Attack: +10# to hit, reach 0 ft., 1 target. Hit: 37 (5d12 + 6) [Piercing] damage. The creature who got hit by Chomp has to make a Dexterity saving throw or be knocked prone.
Savage Slash. As a bonus action, if any enemies are prone acrocanthosaurus can make three Swipe attacks against them with advantage on the damage.
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 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
Acrocanthosaurus are normally reddish-brown with semi-muted colors and stripes. It has a weirdly spined back extending to their long tail. They are typically aggresive but when around a group or party are less likely to attack you and they don't particularly like loud noises. Acrocanthosaurus was bipedal, with a long, heavy tail counterbalancing the head and body maintaining its center of gravity over its hips. Its forelimbs were relatively shorter and more robust than those of Allosaurus but were otherwise similar: each hand bore three clawed digits. With a large head, powerful back legs, and relatively small arms, it looked very similar to a Tyrannosaurus rex. However, unlike a T. Rex, Acro had tall spinal processes, which supported a strong muscle ridge or “sail”.
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.