Large Beast, Any Lawful Alignment
Armor Class 18 Natural Armor
Hit Points 102 (3d8 + 4)
Speed 30 ft., Burrow 10 ft.
STR
15 (+2)
DEX
11 (+0)
CON
20 (+5)
INT
1 (-5)
WIS
3 (-4)
CHA
5 (-3)
Saving Throws STR +5, CON +8
Damage Vulnerabilities Acid
Damage Resistances Piercing, Slashing
Condition Immunities Charmed
Senses Tremorsense 30 ft., Passive Perception 10
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Hard headed. The Doedicurus has advantage on constitution checks and saving throws against being stunned or knocked unconscious.

Defense Ball. The Doedicurus can decide to not attack and curl up into a ball instead. In this state it cannot attack, its armor class becomes 24, and takes half the normal amount of damage unless its coming from a Gargantuan creature.

Actions

Tail Smack. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d8 + 4) bludgeoning damage. If the target is a creature it must succeed on a DC 12 constitution roll or be knocked back 10 ft.

 Charge. The Wardicurus curls up into a ball and charges forward in a straight line up to 30 ft. Anyone in the way of the Wardicurus has to make a constitution saving throw . If failed take 3d4 bludgeoning damage and be knocked back 5 ft., and take half as much damage and no knockback on successful throw.

Description

This variant of Doedicurus has been bred to be larger and stronger than their usual counterparts. These animals are used in armies due to their quick breeding speed and high defense.

Monster Tags: Dinosaur

Habitat: ArcticDesertForestHillMountain

TheDerpiestDino

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