Huge Beast, Unaligned
Armor Class 13 (natural armor)
Hit Points 160 (15d12 + 63)
Speed 50 ft.
STR
25 (+7)
DEX
10 (+0)
CON
19 (+4)
INT
2 (-4)
WIS
12 (+1)
CHA
9 (-1)
Skills Perception +4
Senses Passive Perception 14
Languages --
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (3/Day). If the Champ fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Legendary Actions

The Champion Rex 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 Champion Rex regains spent legendary actions at the start of its turn.

Tail Attack. The Champion Rex makes a tail attack. Cannot be against someone who has been attack with its Bite unless it has moved since.

Roar (costs 2). Each creature that hears the Champion Rex's Roar fails a DC 15 Wisdom saving throw is frightened until the end of his next turn. A frightened creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success.

Description

In the wild this enormous predatory dinosaur terrorizes all other creatures in its territory. It chases anything it thinks it can eat, and there are few creatures it won’t try to devour whole.

Having been raised in Port Nyanzaru the Colosseum this Rex retired from being run in the Unchained races early because it was too vicious and couldn't be controlled. It was brought to the arena and was expected to perish there after not long. However, instead it has not been brought down in a match since and is a crowd favorite.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), the crowd of the Colosseum takes a Lair action in benefit of the Champ.

Cheer. The crowd chant's his name and the Champ gets to add a d4 to one ability check or saving throw of his choice as long as he was able to hear the cheer. 

Monster Tags: Dinosaur

Habitat: Grassland

TrevorGloryforge

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