Death Roll. If the Alldeino begins its turn with a target restrained in its jaws, it will initiate a Death roll. Restrained target must make a Str/Dex DC of 16. A failed save will result in the target taking 3D10+7 Bludgeoning and being knocked prone. A successful save will result in half damage and escaping the Alldeino's jaws.
Mating Call. (1/Day) The Alldeino calls for any nearby mates to approach it, summoning 1D6 Giant crocodiles to its aid.
Hold Breath. While swimming, the Alldeino can dive beneath the murky waters of its environment, and remain there for a period of thirty minutes before surfacing.
Multi-Attack: The Alldeino makes two attacks, one with its Bite and one with its Tail Slam. If a target is already restrained in its Bite, the attack is substituted for its Death Roll.
Bite: Melee Attack, +8 to hit, 5ft reach, 1 Target, 15(2D10 + 7) Piercing. Target must succeed a Str/Dex DC of 16 or be restrained in the creature's jaws.
Tail Slam: Melee Attack, +8 to hit, 10ft reach, 14 (2d8+5) Bludgeoning. Target must succeed a Dex DC of 16 or be knocked prone.
Description
Scaled monstrosities born in times long past that managed to survive far longer than they reasonably should have. Though far from the most dangerous of creatures to ever roam the land, there are few who think it wise to tangle with the beasts. Those that do, only ever for the coin fetched from their hides, bones, meats, and eggs. Though the unprepared are seldom heard from again.
Lair and Lair Actions
Alldeino are solitary creatures, preferring to hunt and roam without companionship. The only exception is when one has deigned it time to procreate. Alldeino will locate secluded regions of swamp and wetlands, and clear them of wildlife. They will sunder trees and create raised mounds of earth, on which their eggs shall be placed and guarded until they hatch. Any who venture into an Alldeino spawning ground unprepared will be faced down with the might of a overly paternal Alldeino and its brooding mates.
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:
- Territorial Roar. Upon discovering intruders within its spawning grounds, an Alldeino will issue a mighty roar not too distant from that of a cannon. A Wisdom DC of 14 must be made, or the afflicted targets become frightened.
- Charge. On its first turn, an Alldeino may expend its entire movement to rush its tresspassers. A Dexterity DC of 15 must be made, or the afflicted targets are knocked prone.
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