
Dealing damage to a bloodied or wounded creatures makes them sick until they next make camp or safe rest.
Advantage against enemies, if an ally is adjacent to it.
- Bite.
1d4+1.
Advantage against creatures, if an ally is adjacent to it.
- Bite.1d4+3.
on Crit. Prone
- •Kick.1d6+3
- •Bite.1d4+4
- Venomous Stinger.1d8.
On hit, target is poisoned until healed or Make Camp. All creatures within the swarm are attacked
Dealing damage to a bloodied or wounded creatures makes them sick until they next make camp or safe rest.
When hit, a huge swarm divides themselves into two large ones
- Swarm Bite.1d8+1.
Any creature within the swarm takes damage
- Bite.1d8.
On Hit. Poisoned until healed or Make Camp. All creatures within the swarm are attacked
Advantage against creatures, if an ally is adjacent to it.
- •Bite.1d4+2 piercing..
On crit: Riding. Then:
- •Claw.1d4 slashing.
Made by SanityWithIn for Monster Monday Week 14: Time.
- •Shoot Web.1d8+2.(6ft ft)
On hit: Restrained (escape DC 12, or any slashing/fire damage).
- •Bite.2d8+4.
(Hampered target) Poisoned (magical healing ends).
Advantage on attacks when an ally is adjacent to the target.
- •Bite.2d8+4
- •Talons.1d4+10.
on crit. Vicious,
Has advantage on attacks against Bloodied targets.
- Bite.2d8+4
1/encounter. Frighten enemies within Range 8 on a failed DC11 WIL save.
- Rend 2x.1d8+4
- •Skull shove.2d8+6.
Reach 2, on crit. Target is thrown 2 spaces up in the air
- •Clobbering Charge.2d8+6.
Move up to speed, for each space moved knock target back the same amount
Move at least 4 in a straight line, advantage on the attack, on hit target is knocked prone
- •Gore.2d8+10
- •Hooves.2d8+10.
Req. Prone target
1/encounter. Frighten enemies within Range 8 on a failed DC12 WIL save.
Has advantage on attacks against Bloodied targets.
- •Rend 2x.1d8+6.
On hit, DC12 STR or Grappled
- •Bite.1d4+17.
Req. Grappled. If Crit, Vicious
- •Bite.1d4.
On Hit. Grappled (Escape DC12) and use Constrict
- •Constrict.2d8+8.
Req. Grappled creature
All crits are Vicious
- Bite.3d8+10.
Reach 2, on Crit. Vicious
- Tail.
(Reach: 2) 4d6+4 bludgeoning. On damage: Dazed.
Made by SanityWithIn for Monster Monday Week 14: Time.
The Stegosaurus uses it Dorsal plate as armor, and until a critical hit occurs or its bloodied, whatever comes first it has Medium Armor
- Tail Swipe.3d8+12.
Reach 3, on Crit. Vicious
Can move through spaces occupied by medium or smaller creatures; Dealing 10 bludgeoning to them on its way.
- Gore.
4d8+6 piercing. On damage: Knockback primary die spaces.
Made by SanityWithIn for Monster Monday Week 14: Time.
- •Stomp.4d8+12
- •Tail.2d8+7.
Reach 4, on hit Knocked back Primary die spaces
1/Encounter. The Giant Ape lets out a giant roar that instill fear in anyone who hears it. All that can hear the roar must make a DC16 WIL save or be frightened for 1d4 rounds
- •Fist 2x.3d8+4.
On Crit, Grappled
- •Hurl Creature.5d8+11.
Req. Grappled Creature. Hurl a creature 3d4 spaces
- •Tree Swipe.5d8+11.
Cone 5, all creatures in cone must make a DC16 DEX save, on success they take half damage
Bite deal 1 wound against grappled creatures.
- •Bite.
4d10+10 piercing. On damage: Grappled. Then:
- •Tail Swipe.
(Reach: 2) 2d10+2 bludgeoning. On damage: Knockback primary die spaces.
Made by SanityWithIn for Monster Monday Week 14: Time.
