Wednesday, 21 March 2018

better dinosaurs 2

Let's keep reskinning MM critters into dinosaurs

Slow Bulette
It's like a bulette, but slower! And that turtle shell implies it'd have better armour. Rather than burrowing really fast like the 'land shark' this thing scoops out a little hole and lies in wait, before leaping out like a really dangerous frog.
Basing the stats off've the 'giant snapping turtle' from Tomb of Annhilation.

Large beast, unaligned 
Armor Class 17 (natural armor),  
Hit Points 75 (l0dl0 + 20)
Speed 20 ft., burrow 20 ft. 

STR 19 (+4) 
DEX 6 (-2) 
CON 14 (+2) 
INT 2 (- 4) 
WIS 12 (+l) 
CHA 5 (-3) 

Senses darkvision 60 ft., passive Perception 11 

Challenge 3 (700 XP) 

Stablility. Whenever an effect knocks the kappasaur prone, it can make a DC 10 Constitution saving throw to avoid being knocked prone. 

Deadly Leap: If the kappasaur jumps at least 15 ft. as part of its Movement, it can then use this action to land on its ft. in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 8 (2d4 + 4) bludgeoning damage plus 8 (2d4 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 ft. out of the kappasaur's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the kappasaur's space.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage

Got a bite that turns you to stone, like a cockatrice. Built like a skinny long-necked dino, with kinda crocodile-y splayed legs. 

Large beast, unaligned
Armor Class 13 (Natural Armor)
Hit Points 68 (8d10+24)
Speed 30 ft., swim 20 ft.
STR      DEX      CON      INT     WIS      CHA
18 (+4)  15 (+2)  16 (+3)  2 (-4)  12 (+1)  5 (-3)
Skills Perception +3, Stealth +4
Senses passive Perception 13
Challenge 2 (450 XP)

Bite Melee Weapon attack, + 6 to hit, reach 10 ft, one creature. 13 (3d6+4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw against being magically Petrified. On a failed save, the creature begins to turn to stone and is Restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is Petrified for 24 hours.

It's like a giant elk, but with an acid spit attack instead of an antler attack. 10 ft, does the same damage. I'll let you just ad-lib the stats for this one.

Weird dino worms! 
Basing this off the 'young remhoraz' stats, adding in some carrion crawler for flavour.

Large Monstrosity (dinosaur)

Armor Class 14 (natural armor)
Hit Points 93 (11d10+33)
Speed 30 ft., burrow 20 ft.
18 (+4) 13 (+1) 17 (+3) 3 (-4) 10 (0) 4 (-3)
Damage Resistance: Acid, Poison
Senses darkvision 60 ft., tremorsense 60 ft.
Challenge 5 (1,800 XP)

Keen Smell
The saurworm has advantage on Wisdom (Perception) checks that rely on smell.

The saurworm makes two attacks: one with its tentacles and one with its bite.
Tentacled Bite
Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 20 (1d10 piercing + 2d10 poison +4), and the target is grappled.
Inject Poison. The saurworm injects poison into one creature it is grappling. Make opposed grapple checks, and the saurworm has advantage. If the saurworm wins the grapple, it deals 30 (6d10) poison damage to the target, and the target gains 1d4 bleed and 1d4 pain dice. At the end of each of the target's turns, they may make a DC 14 Constitution save, removing one of the dice on a success.

Next on 'Better Dinosaurs!' 
Ettercaps, but they're dinosaur ettercaps now!

Fire-spitting dinosaur! 

This thing!!

Technically a mammal, but we're calling it a dinosaur!!

No comments:

Post a Comment

Faerie and the Long Earth

There are nigh-infinite iterations of the world, spread out across the multiverse like pearls sewn into lace. Not all of them are real , tho...