Tyranitar (5e Creature)

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Medium elemental, any alignment

Armor Class 17 (natural armor)
Hit Points 161 (19d8 + 76)
Speed 30 ft., burrow 30 ft.

21 (+5) 11 (+0) 19 (+4) 16 (+3) 17 (+3) 15 (+2)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses tremorsense 120 ft., passive Perception 11
Languages Terran, understands Common but doesn't speak
Challenge 10 (5,900 XP)

Earth Glide. The tyranitar can burrow through nonmagical, unworked earth and stone. While doing so, the tyranitar doesn't disturb the material it moves through.

Guts. The tyranitar has advantage on saving throws against being charmed or frightened, and while charmed or frightened, it has advantage on attack rolls.

Shed Skin. The tyranitar has advantage on saving throws to end effects currently active on itself.

Magic Weapons. The tyranitar's weapon attacks are magical.

Sand Stream. The area within 10 feet of the tyranitar functions as a wall of sand, and the tyranitar can use an action to activate or deactivate this effect. This effect moves with the tyranitar, and the tyranitar doesn't need to spend extra movement to move while it is active.

Sure-Footed. The tyranitar has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Unnerve. All creatures of the tyranitar's choice within 30 feet of it have disadvantage on Wisdom saving throws.


Multiattack. The tyranitar makes two stone edge attacks.

Stone Edge. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (5d6 + 5) slashing damage.

A Tyranitar Source

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