This is homebrew, submitted by a member of the community.
Greater Tarraptor
Greater Tarraptor
Large Monstrosity (Tarrasquespawn), UnalignedLarge Monstrosity (Tarrasquespawn), Unaligned
Legendary Resistance (2/Day). If the Greater Tarraptor fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Greater Tarraptor has advantage on saving throws against spells and other magical effects.
Greater Tarraptor's Plating. Any time the Greater Tarraptor is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 4 or 5, the Greater Tarraptor takes half damage and halves any effect duration. On an 6, the Greater Terraptor is unaffected, and heals 10 HP. In addition, Any time the Greater Tarraptor is attacked with a melee weapon without the reach property, the attacker must roll a DC 16 dexterity saving throw or take (1d6+2) piercing damage.
Greater Tarraptor's Regeneration. The Greater Tarraptor has enhanced regenerative capabilities, healing 10 health at the start of each of its turns.
Enhanced Pack Tactics. The Greater Tarraptor has advantage on an attack roll against a creature if at least one of the Greater Tarraptor's allies is within 5 feet of the creature and the ally isn't incapacitated. In addition, if an allied Tarraptor is within 5 ft, and they are hit with an attack, the Greater Tarraptor can choose to change the target of the attack to themselves.
Silent Killer. The Greater Tarraptor has advantage on stealth checks to muffle sound they make.
Mageslayer. The Greater Tarraptor's Teeth and Claws are coated in an insidious venom. Those hit by its Bite or Claw attacks must make a DC 16 constitution save or be inflicted with Mageslayer Venom.. Those under the effects cannot speak, have disadvantage on constitution saves made to maintain concentration, and suffer 1d4 poison damage, as well as the poisoned condition for 1 minute. At the end of the creature's turn, they may re-roll this save, ending the effects on a success.
[i][b]Legendary Resistance (2/Day).[/i][/b] If the Greater Tarraptor fails a saving throw, it can choose to succeed instead.
[i][b]Magic Resistance.[/i][/b] The Greater Tarraptor has advantage on saving throws against spells and other magical effects.
[i][b]Greater Tarraptor's Plating.[/i][/b] Any time the Greater Tarraptor is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a [d6]. On a 4 or 5, the Greater Tarraptor takes half damage and halves any effect duration. On an 6, the Greater Terraptor is unaffected, and heals 10 HP. In addition, Any time the Greater Tarraptor is attacked with a melee weapon without the reach property, the attacker must roll a DC 16 dexterity saving throw or take ([1d6+2]) piercing damage.
[i][b]Greater Tarraptor's Regeneration.[/i][/b] The Greater Tarraptor has enhanced regenerative capabilities, healing 10 health at the start of each of its turns.
[i][b]Enhanced Pack Tactics.[/i][/b] The Greater Tarraptor has advantage on an attack roll against a creature if at least one of the Greater Tarraptor's allies is within 5 feet of the creature and the ally isn't incapacitated. In addition, if an allied Tarraptor is within 5 ft, and they are hit with an attack, the Greater Tarraptor can choose to change the target of the attack to themselves.
[i][b]Silent Killer.[/i][/b] The Greater Tarraptor has advantage on stealth checks to muffle sound they make.
[i][b]Mageslayer.[/i][/b] The Greater Tarraptor's Teeth and Claws are coated in an insidious venom. Those hit by its Bite or Claw attacks must make a DC 16 constitution save or be inflicted with [i]Mageslayer Venom.[/i]. Those under the effects cannot speak, have disadvantage on constitution saves made to maintain concentration, and suffer [1d4] poison damage, as well as the poisoned condition for 1 minute. At the end of the creature's turn, they may re-roll this save, ending the effects on a success.
Actions
Multiattack. The Greater Tarraptor can make Three attacks: one with its bite or frightful presence, one with its claws, and one with its tail.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (3d6+2) piercing damage. If the target is a creature, and is large or smaller, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the Greater Tarraptor can't bite another target.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (4d4+3) slashing damage. This attack has advantage vs a target restrained by the Greater Tarraptor's bite.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (3d4+2) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Frightful Presence. One creature of the Greater Tarraptor's choice within 30 feet of it and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Greater Tarraptor is within line of sight, ending the effect on itself on a success. If a creature's saving throw Is successful or the effect ends for it, the creature is immune to the Greater Tarraptor's Frightful Presence for the next 24 hours.
[i][b]Multiattack.[/i][/b] The Greater Tarraptor can make Three attacks: one with its bite or frightful presence, one with its claws, and one with its tail.
[i][b]Bite.[/i][/b] [i]Melee Weapon Attack:[/i] [+7] to hit, reach 5 ft., one target. Hit: 12 ([3d6+2]) piercing damage. If the target is a creature, and is large or smaller, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the Greater Tarraptor can't bite another target.
[i][b]Claw.[/i][/b] [i]Melee Weapon Attack:[/i] [+7] to hit, reach 5 ft., one target. Hit: 11 ([4d4+3]) slashing damage. This attack has advantage vs a target restrained by the Greater Tarraptor's bite.
[i][b]Tail.[/i][/b] [i]Melee Weapon Attack:[/i] [+7] to hit, reach 10 ft., one target. Hit: 9 ([3d4+2]) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
[i][b]Frightful Presence.[/i][/b] One creature of the Greater Tarraptor's choice within 30 feet of it and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Greater Tarraptor is within line of sight, ending the effect on itself on a success. If a creature's saving throw Is successful or the effect ends for it, the creature is immune to the Greater Tarraptor's Frightful Presence for the next 24 hours.
Legendary Actions
The Greater Tarraptor can take 2 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 Tarraptor regains spent legendary actions at the start of its turn.
Attack. The Greater Tarraptor makes one claw attack or tail attack.
Move. The Greater Tarraptor moves up to one half its speed.
Chomp. (Costs 2 Actions). The Greater Tarraptor makes one bite attack.
The Greater Tarraptor can take 2 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 Tarraptor regains spent legendary actions at the start of its turn.[i][b]Attack.[/i][/b] The Greater Tarraptor makes one claw attack or tail attack.
[i][b]Move.[/i][/b] The Greater Tarraptor moves up to one half its speed.
[i][b]Chomp. (Costs 2 Actions).[/i][/b] The Greater Tarraptor makes one bite attack.
Details
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