Kassoon

This is homebrew, submitted by a member of the community.

Tarraptor

Tarraptor

Medium Monstrosity (Tarrasquespawn, UnalignedMedium Monstrosity (Tarrasquespawn, Unaligned
Armor Class 1616
[~<13]
+/-/*
Hit Points 160 (30d8+25)160 ([30d8+25])
[~1-6]
Speed 50 ft.50 ft.

STR
13 (+1)
DEX
17 (+3)
CON
13 (+1)
INT
6 (-2)
WIS
12 (+1)
CHA
12 (+1)

Token URL:
Saving Throws INT +1, DEX +6, WIS +4 INT +1, DEX +6, WIS +4
Skills Stealth +6 Stealth +6
Damage Vulnerabilities
Damage Resistances Bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison, acid
Condition Immunities charmed, frightened, paralyzed, poisoned charmed, frightened, paralyzed, poisoned
Senses Blindsight 30 ft., Passive Perception 11Blindsight 30 ft., Passive Perception 11
Languages TarraptorTarraptor
PB +3
Challenge 6 (2,300 XP)

[+instructions]

Legendary Resistance (1/Day). If the Tarraptor fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Tarraptor has advantage on saving throws against spells and other magical effects.

Tarraptor's Plating. Any time the Tarraptor is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d8. On a 5 to 7, the Tarraptor takes half damage and halves any effect duration. On an 8, the Terraptor is unaffected, and heals 10 HP. In addition, Any time the Tarraptor is attacked with a melee weapon without the reach property, the attacker must roll a DC 16 dexterity saving throw or take (1d6+1) piercing damage.

Tarraptor's Regeneration. The Tarraptor has enhanced regenerative capabilities, healing 7 health at the start of each of its turns.

Enhanced Pack Tactics. The Tarraptor has advantage on an attack roll against a creature if at least one of the Tarraptor's allies is within 5 feet of the creature and the ally isn't incapacitated. In addition, if an allied Tarraptor is within 5 ft, and they are hit with an attack, the Tarraptor can choose to change the target of the attack to themselves.

Silent Killer. The Tarraptor has advantage on stealth checks to muffle sound they make.

Mageslayer. The Tarraptor's Teeth and Claws are coated in an insidious venom. Those hit by its Bite or Claw attacks must make a DC 15 constitution save or be inflicted with Mageslayer Venom.. Those under the effects cannot speak, have disadvantage on constitution saves made to maintain concentration, and suffer 1d4 poison damage, as well as the poisoned condition for 1 minute. At the end of the creature's turn, they may re-roll this save, ending the effects on a success.

[b][i]Legendary Resistance (1/Day).[/b][/i] If the Tarraptor fails a saving throw, it can choose to succeed instead.

[b][i]Magic Resistance.[/b][/i] The Tarraptor has advantage on saving throws against spells and other magical effects.

[b][i]Tarraptor's Plating.[/b][/i] Any time the Tarraptor is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a [d8]. On a 5 to 7, the Tarraptor takes half damage and halves any effect duration. On an 8, the Terraptor is unaffected, and heals 10 HP. In addition, Any time the Tarraptor is attacked with a melee weapon without the reach property, the attacker must roll a DC 16 dexterity saving throw or take ([1d6+1]) piercing damage.

[b][i]Tarraptor's Regeneration.[/b][/i] The Tarraptor has enhanced regenerative capabilities, healing 7 health at the start of each of its turns.

[b][i]Enhanced Pack Tactics.[/b][/i] The Tarraptor has advantage on an attack roll against a creature if at least one of the Tarraptor's allies is within 5 feet of the creature and the ally isn't incapacitated. In addition, if an allied Tarraptor is within 5 ft, and they are hit with an attack, the Tarraptor can choose to change the target of the attack to themselves.

[b][i]Silent Killer.[/b][/i] The Tarraptor has advantage on stealth checks to muffle sound they make.

[b][i]Mageslayer.[/b][/i] The Tarraptor's Teeth and Claws are coated in an insidious venom. Those hit by its Bite or Claw attacks must make a DC 15 constitution save or be inflicted with Mageslayer Venom.. Those under the effects cannot speak, have disadvantage on constitution saves made to maintain concentration, and suffer [1d4] poison damage, as well as the poisoned condition for 1 minute. At the end of the creature's turn, they may re-roll this save, ending the effects on a success.

Actions

[~Hit +2, DC <13, DPR 0-1]

Multiattack. The Tarraptor makes Three attacks: one with its bite or its frightful presence, one with its claws, and one with its tail.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d6+1) piercing damage. If the target is a creature, and is medium or smaller, it is grappled (escape DC 15). Until this grapple ends, the target is grappled, has disadvantage on dexterity saves, and the Tarraptor can't bite another target.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (3d4+3) slashing damage. This attack has advantage vs a target restrained by the Tarraptor's bite.

Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (2d4+1) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Frightful Presence. One creature of the Tarraptor's choice within 30 feet of it and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Tarraptor is within line of sight, ending the effect on itself on a success. If a creature's saving throw Is successful or the effect ends for it, the creature is immune to the Tarraptor's Frightful Presence for the next 24 hours.

[b][i]Multiattack.[/b][/i] The Tarraptor makes Three attacks: one with its bite or its frightful presence, one with its claws, and one with its tail.

[b][i]Bite.[/b][/i] [i]Melee Weapon Attack:[/i] [+6] to hit, reach 5 ft., one target. Hit: 8 ([2d6+1]) piercing damage. If the target is a creature, and is medium or smaller, it is grappled (escape DC 15). Until this grapple ends, the target is grappled, has disadvantage on dexterity saves, and the Tarraptor can't bite another target.

[b][i]Claw.[/b][/i] [i]Melee Weapon Attack:[/i] [+6] to hit, reach 5 ft., one target. Hit: 10 ([3d4+3]) slashing damage. This attack has advantage vs a target restrained by the Tarraptor's bite.

[b][i]Tail.[/b][/i] [i]Melee Weapon Attack:[/i] [+6] to hit, reach 10 ft., one target. Hit: 6 ([2d4+1]) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

[b][i]Frightful Presence.[/b][/i] One creature of the Tarraptor's choice within 30 feet of it and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Tarraptor is within line of sight, ending the effect on itself on a success. If a creature's saving throw Is successful or the effect ends for it, the creature is immune to the Tarraptor's Frightful Presence for the next 24 hours.

Legendary Actions

The Tarraptor can take 2 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 Tarraptor regains spent legendary actions at the start of its turn.

Attack. The Tarraptor makes one claw attack or tail attack.

Move. The Tarraptor moves up to one half its speed.

Chomp. (Costs 2 Actions). The Tarraptor makes one bite attack.

The Tarraptor can take 2 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 Tarraptor regains spent legendary actions at the start of its turn.

[b][i]Attack.[/b][/i] The Tarraptor makes one claw attack or tail attack.

[b][i]Move.[/b][/i] The Tarraptor moves up to one half its speed.

[b][i]Chomp. (Costs 2 Actions).[/b][/i] The Tarraptor makes one bite attack.
 

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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
1/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10111-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10

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