The shaggy, brown creature blends a flightless bird and mountain goat. The titantiscore moves swiftly on the two bird-like legs, the talons of which plow the earth as it moves. Its claws, however, are far less dangerous than the quartet of chaotic curling horns around the monstrosity's head. Even castle walls buckle under a titantiscore's headbutt. Amid these horns sits the titantiscore's sharp, long face that is mostly a fang-filled jaw and a pair of deep-set eyes. A long, blood-stained goatee covers its throat and long neck.
Crag Hopper. Titaniscores live in rugged, mountainous regions. Their sure-footed nature and leaping abilities make navigating jagged peaks and near-sheer surfaces simple faire. Alas, it is not uncommon for Titaniscore to range into foothills and nearby valleys seeking meals. This is especially true if the mountain range is also inhabited by other massive predators such as dragons and rocs. Woe to a village that draws a hungry titaniscore's attention. Usually a flattened, lifeless ruin remains it its wake.
Titantiscore
Huge monstrosity, unaligned
Str 20 Dex 16 Con 17 Int 6 Wis 10 Cha 6
Damage Immunities cold
Senses passive Perception 10
Languages-
Butt Heads.
If the titantiscore long jumps at least 20ft straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 18 (4d8) bludgeoning damage. In addition, the titantiscore generates a 15ft shockwave cone. Each creature and object in the area of effect must succeed on a DC 16 Strength saving throw or take 10 (3d6) thunder damage.
Running Leap.
With a 10-foot running start, the titantiscore can long jump up to 25 feet
Siege Monster.
The titantiscore deals double damage to objects and structures.
Actions
Multiattack.
The titantiscore can make two bite attacks as one action.
Bite.
Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 21 (3d10 + 5) piercing damage.
Gore.
Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 23 (4d8 + 5) piercing damage. In addition, the creature must succeed on a DC 16 Strength save or be caught by the horns and thrown 40ft into the air. The creature travels 20ft in a random direction before plummeting to the ground.
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