Ankylosaurus (5e Creature)

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Ankylosaurus[edit]

Huge beast (thyreophore), unaligned


Armor Class 18 (natural armor)
Hit Points 69 (6d12 + 30)
Speed 25 ft.


STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 20 (+5) 3 (-4) 12 (+1) 9 (-1)

Saving Throws Strength +7, Dexterity +3
Damage Resistances Bludgeoning, piercing, and slashing from nonmagical attacks
Senses passive Perception 11
Languages
Challenge 5 (1,800 XP)


Siege Monster. The Ankylosaurus deals double damage to objects and structures.

Stable Body. The Ankylosaurus has advantage on saving throws made against effects that would shove it or knock it prone.

ACTIONS

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 26 (5d8+4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Ram. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be shoved 5 ft. directly away and knocked prone.

Entrench. The ankylosaurus readies itself for combat, reducing its movement speed to 5 ft. and enabling the use of the Defensive Stance reaction. This effect lasts until it is shoved more than 5 ft., knocked prone, or it chooses to end it at the start of its turn.

REACTIONS

Defensive Stance. While the ankylosaurus is Entrenched, when a creature within 5 feet hits it with a melee attack, it makes a Ram attack against that creature.

An ankylosaurus is a tough, slow, and strong grazing animal, with a plodding gait and a generally peaceable nature. When threatened, however, it will defend itself with its thick armor and devastatingly powerful tail-club.



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