Amargasurus (5e Creature)
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Huge beast (sauropod), unaligned
Rampage. When the Amargo reduces a creature to 0 hit points, with a melee attack on its turn, the mokele can take a bonus action to move up to half its and make a melee attack.
Trampling Charge. If the Amargo moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the Amargo can make one stomp attack against it as a bonus action.
Multiattack. The Amargo makes three attacks: two with its stomp and one with its tail, or three with its stomp. It can substitute the two stomps with a slam attack, but can't use its slam and tail against the same target.
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 34 (2d10 + 8) bludgeoning damage.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 30 (2d12 + 8) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Solar Bang (Recharges after rest). The Amargo channels solar energy with its sails to create a big flash of light. Any creatures in a 60ft radius must make a DC 18 CON Save or be blinded for 3 turns (or permanently on a Nat 1), and taking (1d8) Radiant damage, during this time the Amargasaurus may disengage from combat.
Amargasaurus is a very beautiful sauropod, living in the jungles of Chuult, the Amargasaurus has relatively few predators. This lack of pressure led to the Amargasaurus evolving very bright coloration, as camo wasn't very necessary for survival. Amargasaurus is relatively friendly, approaching people that are travelling on jungle roads and investigating them. They are not very large and pretty antisocial when compared to most sauropods. These guys live in groups of around 7 individuals. However, do not mess with the Amargasaurus, they possess the ability to channel sunlight through their sails to create a flash bang to stun attackers, giving them time to flee.