Special Trait Name. Frightful roar ; recharge (5-6) Voraran unleash a terrifying roar where every creatures in 45ft radius who can hear it receive 18(4d10) sonic damage and must make a wisdom saving throw dc 15 or become frightened AND deaf for 1d4 rounds
Action Name. attack ; Voraran uses two Claws attack plus a bite or uses its tongue bite
Action Melee Attack. Claws Attack: +10 to hit, reach 10 ft., 1 target. Hit: 14 (2d8 + 6) [slashing] damage.
bite : attack +10to hit , reach 10, 1 target hit : 12 (2d6+6) piercing damage and target is restrained. On its next turn if it has a target in its mouth it can swallow it whole
Swallow whole ; the target is swallowed receiving 13 (2d6+7) acid damage at the start of its turn. If a creature inside the voraran deals 20points of damage in a single round, the voraran must make a constitution saving throw DC 18 or vomit the swallowed creature.
Action Ranged Attack. Tongue bite Attack: +10 to hit, range 20/30 ft., 1 target. Hit: 12 (2d10 +6) [half bludgeoning half piercing] damage. + 16 (4d8 poison damage) Target becomes poisoned for 1 minute. Target can attempt at a constitution saving throw DC 19, this is constitution based, to receive half damage and not being poisoned.
Reaction Name. shove ; Voraran can makes an opposed athletic check against someone who just hit it for at least 15point of damage to try to push it back. On success, the target is pushed back 10ft and knocked prone. On a failure, nothing happens. Voraran has advantage for this reaction
Voraran has 3 legendary actions it can take at the end of another creatures turn. Legendary action replenish at the start of Voraran next round
Legendary resistance ; Voraran has 2 legendary resistance where if it fails a saving throw it can choose to have succeeded instead.
Legendary Action Name (Costs # Actions).
(1 action) voraran can uses one bite action
(2 actions) voraran uses its tongue bite action
(3 actions) voraran can jump 40 ft away without provoking AoO
Description
This tall creature measure roughly 16fts head to toe and has a thick hide and fur. Two small piercing cold eyes fixes its target. A massive jaw with rows of sharpen teeth is the first thing anyone encountering this creature notice.
organisation; solo, pack (2-5) or herd (6-12)
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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Posted Mar 19, 2020Feel free to say what you think of this. Its an attempt at converting an homebrew i had for Pathfinder which was decent