Standing Leap. The Beast of the Arena's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Adamantine Plate. The Beast of the Arena has been clad with plates of adamantine armor, which grants it additional damage resistances (included in Beast of the Arena game statistics). Additionally, any critical hit against the Beast of the Arena becomes a normal hit.
Multiattack. The Beast of the Arena makes two attacks; one with its Bite and one with its Armored Claw
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Armored Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.
Deadly Leap. If the Beast of the Arena jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 16 (3d6 + 6) bludgeoning damage plus 16 (3d6 + 6) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the Beast of the Arena's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the Beast of the Arena's space.
Mage Rage. When a creature damages the Beast of the Arena with a spell, the Beast of the Arena may immediately use its reaction to move its walking speed towards that creature. It may then make an armored claw attack against that creature if it is within the Beast of the Arena's reach.
The Beast of the Arena 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 Beast of the Arena regains spent legendary actions at the start of its turn.
Detect. The Beast of the Arena makes a Wisdom (Perception) check.
Charging Swipe. The Beast of the Arena moves up to it's walking speed, without provoking opportunity attacks. At the end of this movement, the Beast of the Arena may make one armored claw attack.
Burrowing Evasion (Costs 2 Actions). The Beast of the Arena moves up to its burrow speed, without provoking opportunity attacks. At the end of this movement, the Beast of the Arena leaps 15 feet into the air, landing with a shuddering thud. All creatures within 15 ft. of the Beast of the Arena must succeed on a DC 16 Dexterity saving throw or be knocked Prone.
Lair and Lair Actions
The Beast of the Arena has made the arena in which it fights a lair of sorts and as such has learned to manipulate its environment to its advantage. This is part of the reason the Beast of the Arena has survived so long
Lair Actions
On initiative count 20 (losing initiative ties), the Beast of the Arena takes a lair action to cause one of the following effects; the Beast of the Arena can’t use the same effect two rounds in a row:
- The Beast of the Arena kicks up loose dust on the arena floor, creating a blinding cloud. Each creature in the arena must succeed on a DC 13 Constitution saving throw or be Blinded until the start of the Beast of the Arena's next turn. A creature Blinded this way may use an action to end the condition early.
- The Beast of the Arena whips the chains usually used to bind it within its cage. Each creature within 15 ft. of the Beast of the Arena must succeed on a DC 16 Dexterity saving throw or take 3d8 bludgeoning damage.
- The Beast of the Arena begins performing its signature 'war dance', riling the crowd into cheers and applause. Each creature within the arena must succeed on a successful DC 13 Wisdom saving throw or have disadvantage on the next attack roll or saving throw they make.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/21/2020 11:38:46 AM
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5
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2
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1.0
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Coming Soon
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