Great Macco (5e Creature)

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Great Macco[edit]

Large dragon, unaligned

Armor Class 12 (natural armor)
Hit Points 52 (8d10 + 8)
Speed 35 ft.

14 (+2) 19 (+4) 13 (+1) 4 (-3) 13 (+1) 9 (-1)

Saving Throws Str +4, Dex +6
Skills Acrobatics +6, Perception +3
Senses darkvision 60 ft., passive Perception 18
Challenge 3 (700 XP)


Multiattack. The Great Macco can make two claw attacks as an action.

Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 5) piercing damage. If the target is medium of smaller, it is grappled (escape DC 15). Until the grapple ends, the target is restrained and the Great Macco can’t use its bite attack against another target.

Tail. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 7) bludgeoning damage 12 (2d10).

Special Attack (Recharge 4-6). The Great Macco makes the following special attacks.

Tail charge: The Great Macco uses the leverage of it's spiked tail to assist a charge. This takes two rounds. If the creature is hurt it must make a DC 15 Dexterity saving throw or be toppled over, gaining disadvantage on it's next turn and ending the attack. After two rounds it charges 60 ft in any direction in a straight line. Creatures in it's path make a DC 20 Dexterity saving throw or take 30( 3d10 + 13).

The Great Macco is a large dexterous pack leader with feathers covering it body, expect for it's feet and arms, which are covered in tough amber coloured spikes.

Nimble Hunter. The Great Macco owns the jungle it resides in, only compromising for creatures much longer than itself. The feathers that line it's head if the raptor like beast are a valuable trophy. It's Macco are colorful red and green bird wyverns much like itself but much smaller.

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