| Mod | Save | ||
|---|---|---|---|
| STR | 23 | +6 | +20 |
| DEX | 12 | +1 | +5 |
| CON | 22 | +6 | +20 |
| Mod | Save | ||
|---|---|---|---|
| INT | 5 | −3 | +1 |
| WIS | 12 | +1 | +10 |
| CHA | 8 | −1 | +3 |
Apex Predator
Apexrex has advantage on attack rolls against creatures that are frightened, prone, or restrained.
Relentless Beast
The first time Apexrex would be reduced to 0 hit points, it instead drops to 1 hit point, immediately moves up to half its speed, and makes one Bite attack.
Brutal Momentum
If Apexrex moves at least 20 feet straight toward a creature and hits it with a Claw attack on the same turn, the target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is knocked prone, Apexrex may make one Bite attack against it as a bonus action.
Multiattack
Apexrex makes three attacks: one Bite and two Claws.
Bite
Melee Weapon Attack: [roll]1d20+10[/roll], reach 5 ft., one target
[roll]3d12+6[/roll]
If the target is Large or smaller, it must succeed on a DC 18 Strength saving throw or be grappled (escape DC 18). Until the grapple ends, the target is restrained, and Apexrex can’t bite another target.
Claw
Melee Weapon Attack: +10 to hit, reach 10 ft., one target
Hit: 17 (2d10 + 6) slashing damage
Thunderous Chest Pound (Recharge 5–6)
Apexrex beats its massive chest and roars.
All creatures of Apexrex’s choice within 20 feet must make a DC 16 Wisdom saving throw or become frightened for 1 minute.
A frightened creature can repeat the save at the end of each of its turns, ending the effect on a success.
Creatures that fail the save by 5 or more are also knocked prone.
Savage Counter
When a creature within 5 feet misses Apexrex with a melee attack, Apexrex makes one Claw attack against that creature.
Apexrex can take 2 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. Apexrex regains spent legendary actions at the start of its turn.
Savage Advance
Apexrex moves up to half its speed without provoking opportunity attacks.
Rending Claw
Apexrex makes one Claw attack.
Terrifying Roar Costs 2 Actions
Apexrex unleashes a bone shaking roar. One creature of its choice within 30 feet that can hear it must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn.
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
Apexrex is a towering fusion of primal dominance, blending the raw power of a great ape with the predatory terror of a tyrannosaur. Standing nearly fifteen feet tall when it rears back, its massive frame is hunched forward, supported by thick, gorilla-like arms that drag clawed knuckles across the ground. Coarse, dark fur blankets its shoulders, back, and upper arms, gradually giving way to thick, pebbled reptilian scales across its chest, jaws, and legs.
Its head is unmistakably tyrannosaur in shape elongated, heavy, and built to crush bone, but framed by a mane of bristling fur that ripples when it roars. Rows of jagged teeth fill its cavernous maw, each one stained and chipped from countless kills. Small, predatory eyes gleam with animal cunning, constantly tracking movement and weakness.
Apexrex moves with terrifying speed for its size. It can charge like a rampaging dinosaur, then abruptly shift into powerful, ape-like climbs or leaps, hauling its bulk up walls, pillars, or ruined stone with shocking agility. When it strikes, it alternates between sweeping, bone-rending claws and devastating bites capable of lifting prey off the ground.
Despite its monstrous appearance, Apexrex is not mindless. It hunts with instinctive intelligence, isolating the weak, punishing hesitation, and exploiting fear. Its thunderous chest-pounding roar shakes dust from the ceiling and sends lesser creatures fleeing, announcing its claim as the apex predator of the dungeon floor.
Signs of Apexrex’s presence are unmistakable: shattered bones crushed rather than gnawed, deep claw gouges in stone, and the lingering sense that something powerful is watching, waiting for the perfect moment to strike.
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.
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