Diablos (5e Creature)

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Diablos[edit]

Huge monstrosity, unaligned


Armor Class 24 (natural armor)
Hit Points 304 (21d12 + 168)
Speed 40 ft, burrow 80 ft.


STR DEX CON INT WIS CHA
25 (+7) 9 (-1) 27 (+8) 1 (-5) 18 (+4) 7 (-2)

Damage Vulnerabilities cold
Damage Resistances fire
Senses darkvision 120 ft, tremorsense 120 ft. (when underground), passive Perception X
Languages


Sensitive Ears. The diablos cannot use its tremorsense while deafened. If fails to make a Constitution save against being deafened while burrowing, the diablos partially surfaces, being considered restrained until the start of its next turn.

Subterranean Charge. If the diablos moves at least 20 feet towards a target while burrowing and hits it with a gore attack on the same turn, it deals an additional 9 (2d8) bludgeoning damage. If the target is a Large or bigger creature, it must succeed a DC X Strength saving throw or be knocked prone. If the target is a Medium or smaller creature, it is tossed 30 feet into the air (see the rules on Falling)

Superior Hearing. The diablos has advantage on Wisdom (Perception) checks that rely on hearing. The diablos has disadvantage on Constitution saving throws against being deafened.

ACTIONS

Multiattack. The diablos makes three gore attacks or two tail attacks.

Gore. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: 20 (2d12 + 7) bludgeoning damage.

Tail. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed a DC X Strength saving throw or be pushed 5 feet away and knocked prone

BONUS ACTIONS

Aggressive. The diablos moves up to its speed toward a hostile creature it can see.

Burrower. The diablos can use the dash action while burrowing.

LEGENDARY ACTIONS

The diablos can take 3 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 diablos regains spent legendary actions at the start of its turn.
Attack. The diablos makes a melee attack.
Roar (Cost 2 Actions) The diablos lifts its head and roars. Each creature within 60 ft of the diablos must succeed a DC X Constitution saving throw or be deafened for a minute and stunned until the start of its turn.
Trample (Cost 3 Actions). The diablos moves up to its speed in one direction, doing so again in another, then again in another. Each it moves through the space of must make a DC X Dexterity saving throw. If the creature has a shield, it can instead make a Strength saving throw. On a failed save, the target takes 20 (2d12 + 7) bludgeoning damage and is knocked prone. On a successful save, the target takes half the damage and is not knocked prone. A prone target automatically fails the save.

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