Saturday, 18 July 2020

Better Dinosaurs 3

A long overdue follow-up post to my first two efforts to make dinosaurs better. It's only been like two years, cut me some slack

Ettercaps, but they're dinosaur ettercaps now!

One of my players found a baby one of these- very adorbs! The cutest little pocket flamethrower <3


Large beast,unaligned
Armor Class 12
Hit Points 19 (3d10+ 3)
Speed 30 ft., climb 30 ft. ft.
STR 15 (+2) DEX 12 (+1) CON 13 (+1) INT 2 (-4) WIS 10 (0) CHA 5 (-3)
Proficiency Bonus+2
Senses darkvision 30 ft., passive Perception 10
Challenge 1/4(50 XP)
Description

Actions
Fire Spittle. The Salasaur sprays a sticky substance that ignites on contact with air or flesh. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 12 (3d6) fire damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is caught on fire, and takes 3 (1d6) points of damage on each of it's turns until the flames are extinguished.

The fire also ignites any flammable objects in the area that aren’t being worn or carried.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage and 3 (1d6) fire damage. The target must also make a Strength saving throw or be grappled. A creature that starts it's turn grappled by the 


Grey Render


Such a dinosaur!

Found some perfectly serviceable 5e stats, so that part is done.

What ecological/encounter role do they play on the island?





Huge beast, unaligned
Armor Class 13 (mage armour)
Hit Points 59 (7d12+ 14)
Speed 40 ft. ft.
STR 21 (+5) DEX 8 (-1) CON 15 (+2) INT 2 (-4) WIS 12 (+1) CHA 6 (-2)
Proficiency Bonus+2
Sensespassive Perception 11
Challenge2(450 XP)

Charge. If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Magic Resistance. Thanks to it's horn, the thaumoceros has advantage on saving throws against magic.

Magic Horn. The thamoceros's gore and toss attacks count as magic for the purpose of overcoming damage resistance. 

Actions
Toss: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. The target must also make a Strength save or be tossed 2d5x5 feet in a random direction, taking 6 (2d6) extra damage upon landing.


Gnarax
Huge monstrosity, unaligned
Armor Class 17 (Natural Armor)
Hit Points 195 (17d12+85)
Speed 40 ft., burrow 20 ft, climb 30 fit.
STR 24 (+7)  DEX 13 (+1)  CON 21 (+5)  INT 4 (-3)  WIS 10 (+0)  CHA 5 (-3)
Damage Immunities Acid, Poison
Senses Darkvision 60 Ft., Tremorsense 60 Ft., passive Perception 10
Challenge 11 (7,200 XP)

Long Legs. The gnarax's long legs give disadvantage on melee attacks against it, unless those attacks are made with a polearm, or by a Large or larger creature. Creatures can attempt to climb on to the gnarax's back to negate this effect, with a DC 17 Acrobatics check to move around and make attacks on their turn, and a DC 17 Athletics check every round on the gnarax's turn as the creature tries to shake them off.

Actions
Multiattack: The gnarax makes four claw attacks.

Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 40 (6d10 + 7) piercing damage.. If the target is a creature, it is Grappled (escape DC 17). Until this grapple ends, the target is Restrained, and the gnarax can't bite another target.

Claws. Melee Weapon Attack: +11 to hit, reach 20 ft, one target. Hit: 18 (2d10+7) bludgeoning damage

Swallow: The gnarax makes one bite Attack against a Medium or smaller creature it is Grappling. If the Attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is Blinded and Restrained, it has total cover against attacks and other effects outside the gnarax , and it takes 21 (6d6) acid damage at the start of each of the gnarax turns.
If the gnarax takes 30 damage or more on a single turn from a creature inside it, the gnarax must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the gnarax . If the gnarax dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 15 feet of Movement, exiting prone.

Let's just do these guys up like giant otters, but give 'em a grab attack, cuz if these guys chomp you they're not letting go.

Otter-Flea
medium monstrosity, unaligned
Armor Class 13 (Natural Armor)
Hit Points 9 (2d8)
Speed 40 ft., swim 40 ft.
STR 12 (+1)  DEX 14 (+2)  CON 11 (+0)  INT 5 (-3)  WIS 12 (+1)  CHA 12 (+1)
Senses Passive Perception 11 (16 for hearing or smell)
Challenge 1/4 (50 XP)

  • Keen Hearing and Smell. The otter-flea has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Pack Tactics. The otter-flea has advantage on an attack roll against a creature if at least one of the otter-flea's allies is within 5 ft. of the creature and the ally isn't incapacitated.

    Standing Leap. The otter-fleas's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
    ---------------------
  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 + 2) piercing damage. If the target is a creature, it is Grappled (escape DC 11) if it is a Medium or smaller creature. Until the grapple ends, the otter-flea can't bite another target.



This is great, I would use stats similar to a giant rhino, but add a wicked tail attack. And some extra AC, of course. Also this one is already named! I guess it was in that one video game? I never played it

Ocryctomus
huge monstrosity, unaligned
Armor Class 16 (Natural Armor)
Hit Points 95 (10d12+30)
Speed 50 ft
STR 22 (+6)  DEX 9 (-1)  CON 11 (+0)  INT 3 (-4)  WIS 11 (+1)  CHA 8 (-1)
Senses Passive Perception 11 
Challenge 5 (1,800 XP)

Charge. If the rhinoceros moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 12 (3d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

ACTIONS
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Multiattack: The 0cryctomus makes two attacks: one ram attack and one attack with its tail. It can't make both attacks against the same target.

Ram. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.



THESE guys

These next few would just have stats as dire wolves or guard drakes. Nothing much needs tweaking.

Make sure this guy gets a good pounce attack for sure

Maybe a giant boar with a bite attack



Basically just a giant lizard with better armor, but this guy also has some lore from Dark Sun. Probably the most vanilla of those weird monster-dinosaurs they have over there, but I like the crawly illustration. Maybe next post (in another year or two) I'll tackle dark sun monsters specifically.


I just want to give them chin scritches




Do these guys need their own statblocks? Maybe...

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Better Dinosaurs 3

A long overdue follow-up post to my first two efforts to make dinosaurs better . It's only been like two years, cut me some slack Et...