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Ankylosaurus CR: 5

Huge beast (thyreophore), unaligned
Armor Class: 18
Hit Points: 69 6d12+30
Speed: 25 ft

STR

20 +5

DEX

12 +1

CON

20 +5

INT

8 -1

WIS

12 +1

CHA

10 +0

Saving Throws: Saving Throws Strength +7, Dexterity +3
Damage Vulnerabilities: Cold
Damage Resistances: Bludgeoning, piercing, and slashing from nonmagical attacks
Senses: passive Perception 11
Challenge Rating: 5

Siege Monster. The Ankylosaurus deals double damage to objects and structures.   Stable Body. The Ankylosaurus has advantage on saving throws made against effects that would shove it or knock it prone.

Actions

Tail. Melee Weapon Attack: +7 to hit, 1d20+7 reach 10 ft., one target. Hit: 26 5d8+4 bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.   Ram. Melee Weapon Attack: +7 to hit, 1d20+7 reach 5 ft., one target. Hit: 11 2d6+4 bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be shoved 5 ft. directly away and knocked prone.   Entrench. The ankylosaurus readies itself for combat, reducing its movement speed to 5 ft. and enabling the use of the Defensive Stance reaction. This effect lasts until it is shoved more than 5 ft., knocked prone, or it chooses to end it at the start of its turn.

Reactions

Defensive Stance. While the ankylosaurus is Entrenched, when a creature within 5 feet hits it with a melee attack, it makes a Ram attack against that creature.

Regional Effects

If found in hilly or mountain foots it will have build-up of armor and will have a AC of 21.

An ankylosaurus is a tough, slow, and strong grazing animal, with a plodding gait and a generally peaceable nature. When threatened, however, it will defend itself with its thick armor and devastatingly powerful tail-club. Because of their versatility in labor and chill nature. They are a favorite of small caravans and construction crews.

Suggested Environments

Grassland, forests, hills


Created by

Dr.Reznor.

Statblock Type

Monster

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