Dread Saurian (5e Creature)

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Dread Saurian[edit]

Gargantuan monstrosity, unaligned


Armor Class 17 (natural armor)
Hit Points 332 (19d20 + 133)
Speed 40 ft.


STR DEX CON INT WIS CHA
28 (+9) 10 (+0) 25 (+7) 2 (-4) 15 (+2) 10 (+0)

Saving Throws Str +14, Con +12, Wis +7
Skills Perception +7
Senses darkvision 40 ft., passive Perception 17
Languages
Challenge 16 (15,000 XP)


Legendary Resistance (3/Day). If the dread saurian fails a saving throw, it can choose to succeed instead.

Fear Aura. Any creature hostile to the dread saurian that starts its turn within 20 feet of the dread saurian must make a DC 17 Wisdom saving throw, unless the dread saurian is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the dread saurian's Fear Aura for the next 24 hours.

Siege Monster. The dread saurian deals double damage to objects and structures.

Siege Platformer. The dread saurian can carry up to 6 lizardfolk on its back.

ACTIONS

Multiattack. The dread saurian makes three attacks: one with its bite and two with its tail. It can't make both melee attacks against the same target.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 35 (4d12 + 9) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 20). Until the grapple ends, the target is restrained and the dread saurian can't bite another target.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 28 (3d12 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dread saurian and knocked prone.

Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

LEGENDARY ACTIONS

The dread saurian 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 dread saurian regains spent legendary actions at the start of its turn.

Detect. The dread saurian makes a Wisdom (Perception) check.
Tail Attack. The dread saurian makes a tail attack.
Volley Fire. The dread saurian makes three javelin attacks.

Immense creatures, larger than the towering tyrannosaurus rex, dread saurians are few in number and sacred to the lizardfolk, and the fury of each that prowls the dark jungles is moderated only by the arcane power of the ceremonial armour that bedecks them. Without this precaution, even the power of a slann could not hold them in check when they are unleashed.

Legendary Beasts. When a dread saurian lets out a triumphant roar, its roaring echoes can be heard within the titled plazas of the lizardfolk cities as well as the deep jungles; a roar that all dinosaurs both fear and respect. Protected by large armoured plates of gold and jewels inscribed with ancient prophecies, these mighty reptilian beasts often live within mountainous temples dedicated to the Old Ones. From here, they are kept in lavishly decorated chambers that are befitting for a king, where the skink priests give up offerings of sacrifice to these mighty demi-gods. These ceremonial titans carry the most precious relics of ancient days, items of power left behind by the Old Ones, as well as a platform where skink warriors can throw their javelins in battle. With these artifacts in their possession, the dread saurians are near-indestructible when unleashed upon the enemy.

Reptilian Titans of Destruction. When arcane energies rise and a great storm draws close, the slann mage-priests will stir and chant the ancient rituals of binding, shackling the captive dread saurians to their will, their legendary might being coveted by the power-hungry sorcerers and wizards of various humanoid races. Let loose upon the battlefield, these reptilian monstrosities wreak terrible havoc upon the foe with both their fang-lined jaws and the divine blessing of the Old Ones.



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