Pounce. If the clockwork allosaurus moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the warforged allosaurus can make one bite attack against it as a bonus action.
Constructed Resilience. Clockwork allosaurus does not need to eat, drink, or breathe. Are immune to disease. Don’t need to sleep, and magic can’t put you to sleep.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 5) piercing damage, 6 (2d4 + 2) lightning damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 5) slashing damage.
Steam Breath (Once per encounter): The clockwork allosaurus exhales scalding steam in a 20-foot cone. Each creature in that area must make a DC 15 constitution saving throw, taking 52 (5d6) fire damage on a failed save, or half as much damage on a successful one.
Description
The clockwork allosaurus is a metallic dinosaur of great size, strength, and speed. It can run down almost any enemy over open ground, pouncing to pull creatures down with its wicked claws. Built with increased intelligence and the intent to kill, this clockwork creature was built for the purpose to kill and obeys the will of its creator. Some clockwork allosaurs can go rogue and disobey its creator, going on a killing spree until it is destroyed. Clockwork allosaurs run on electricity and steam power allowing for it to deal steam and lightning attacks.
Previous Versions
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5/1/2020 5:40:33 AM
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5/1/2020 7:58:34 PM
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