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Chaos Raptor 2014

CR 13 monstrosity

Gargantuan monstrosity, chaotic neutral


Armor Class
18 (natural armor)
Hit Points
248 (16d20+80)
Speed
20 ft., fly 120 ft., burrow 80 ft.

STR28 (+9)
DEX10 (+0)
CON20 (+5)
INT5 (-3)
WIS10 (+0)
CHA10 (+0)

Saving Throws
Dexterity +5, Constitution +1, Wisdom +5, Charisma +5
Skills
Perception +0
Senses
tremorsense 60 ft., passive Perception 15
Languages
understands Common and Terran, but can't speak
Challenge
13 (10,000 XP) · Proficiency Bonus +5

Aura of Chaos.

When a creature with Int of 4 or higher starts its turn within 30' of raptor creature must make a DC 18 Cha save. Fail: creature can’t take reactions until start of its next turn and must roll a d8 to determine what it does during that turn. On 1-4 creature does nothing. On 5-6 creature takes no action but uses all its movement to move in a random direction. On 7-8 creature makes one melee attack vs. randomly determined creature within its reach or it does nothing if no creature is within its reach. At start of raptor’s turn it chooses whether this aura is active.

Earth Glide.

Can burrow through nonmagical unworked earth/stone with o disturbing material it moves through.

Keen Sight.

Advantage: sight Wis (Percept) checks.

Regeneration.

Raptor regains 20 hp at start of its turn if at least half of its body is submerged in earth or stone. If raptor takes thunder this trait doesn’t function at start of raptor’s next turn. Raptor dies only if it starts its turn with 0 hp and doesn’t regenerate.

Source: Tome of Beasts 3 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details