Acrocanthosaurus (5e Creature)
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Huge beast (theropod), unaligned
Wounded Primal Fury. While the acrocanthosaurus has 40 hit points or fewer, it has advantage on attack rolls. In addition, it deals an extra 22 (4d8) damage to any target it hits with a melee attack, this also grants it an additonal 15 ft of movement speed.
Siege Monster. The Acro deals double damage to objects and structures.
Multiattack. The acrocanthosaurus 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: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the acrocanthosaurus can't bite another target.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: (4d6 + 6) bludgeoning damage.
Ram. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: (4d8 + 6) bludgeoning damage.
Stomp. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: (4d10 + 6) bludgeoning damage.
The acrocanthosaurus lives in arid environments but can adapt to any environment it is thrown into. They have no natural predators, and it isn't hard to see why. Acrocanthosaurus, like its cousin Giganotosaurus, is adept at hunting anything that moves, from medium sized mammals to the titan sized sauropods, anything is on the menu. Acros will gang up to attack larger sauropods by taking chunks out, bleeding the giants to death for a feast. Acros are often more feared than Tyrannosaurus, as Acrocanthosaurus can use its massive size to plow through limestone walls with ease. The Acro will fight to the death and rarely backs down, having an extraordinary rush of adrenaline and testosterone when injured enough, allowing it to take its attackers down twice as fast.