Multiattack. The Terraptor makes two attacks: one with its beak and one with its tail barb.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.
Tail Barb. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage, and the target must succeed on a DC 12 Constitution saving throw against being magically petrified. On a failed save, one of the creatures limbs turn to stone. Roll a d4 to determine which limb is affected:
1 - Face. Half of the creature's face is encapsulated by stone making it impossible to speak or cast verbal component spells. If this area is struck again, the creature is blinded, deafened, and incapacitated.
2 - Arm. One arm is turned to stone. The use of two-handed weapons become impossible, and martial ranged weapons attacks are made with disadvantage. If this area is struck again, the creature looses functionality of both arms and cannot use martial weapons or somatic spells.
3 - Leg. One leg is turned to stone. The creature's movement is halved and Dexterity saving throws are made with disadvantage. If this area is struck again, both legs are turned to stone and the creature's movement is 0.
4 - Chest. Part of the creature's torso is turned to stone. Constitution saving throws are made with disadvantage. If this area is struck again, the creature's total hit point maximum is cut in half.
The effects of the Tail Barb's partial petrification last until the creature is cured of the petrified such as using Greater Restoration.
Description
The Terraptor, a small beast of striking camouflage that stalks the dense forests and jungles. Despite its stature, it can take down prey far greater than itself, by employing a magical toxin stored in its barbed tail. A pack of these hungry Terraptors often stalk unaware travelers and quickly slap them with their tails.
Before the wayfarers can even react, their wounds quickly crust-over with stone. Their bowman watches in horror as his good hand is enveloped by rock while his partner drags behind a stone swallowed leg. With a crack across the face, the barb finds purchase on the mage’s cheek and quickly her mouth seals shut. Another whip of the tail into the barbarian’s chest knocks the wind from her hardening lungs.
Surprised and crippled, the party must get creative when dealing with the Terraptors’ signature partial petrification. To die at the hands of such a creature is a slow and painful one. Don’t crumble under pressure, adventurers.
Previous Versions
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Posted Feb 24, 2020Can you change the Petrification so it only lasts for 24 hours (same as the Cockatrice), because a low level party will not have access to Greater Restoration. Also, why are only martial ranged weapons attacks are made with disadvantage? In my opinion, it should be 2-handed ranged weapons.
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Posted Feb 29, 2020Got to agree with this. It is currently ridiculously unbalanced. It's cr should be 1 at least. Because if it lands a hit on the legs or arms, you're pretty much done for. Also very overpowered beast companion.
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Posted Mar 7, 2020It's not an overpowered beast companion, because it's a monstrosity, not a beast, so you can't have it as a beast companion.
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Posted Mar 8, 2020Not only is this the perfect House Vadalis monster for Eberron... a Mark of Handling allows one to Charm it very, very early on... PET!
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Posted Jan 6, 2021You might consider raising the challenge rating of this. The attacks and petrifaction would make it at least a 1, maybe even a 2.