Nature has a magic all its own. By its mysterious will the world is shaped into a delicate balance that fosters life. When this balance is threatened, nature will call upon mighty defenders; great beasts of tremendous power that far surpasses their normal brethren. These “beasts of legend” are paragons of their kind, gifted with dramatically enhanced strength and size. Any beast, from humble raven to terrifying tyrannosaurus, can become these champions. Each beast of legend is unique, though all are considerably larger than ordinary members of their species. Additionally, certain characteristics of a beast are augmented to aid in protecting the balance. Thicker hides, longer claws, massive muscles, or natural camouflage; all are examples of the kind of augments a beast of legend may possess. Wherever there are wilds there exists the potential for a beast of legend, which the creatures of civilized societies would do well to respect.
TYRANNOSAURUS REX OF LEGEND
Gargantuan Beast, unaligned
Armor Class 13 (natural armor)
Hit Points 379 (23d20 + 138)
Speed 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
30 (+10) | 10 (+0) | 22 (+6) | 2 (-4) | 20 (+5) | 9 (-1) |
Saving Throws Con +12, Wis +11
Skills Athletics +16, Insight +11, Perception +17
Senses passive Perception 27
Languages —
Challenge 17 (18,000 XP)
TRAITS
Legendary Resistance (3/day). When the tyrannosaurus fails a saving throw, it can choose to succeed instead.
Devastator. The tyrannosaurus has advantage on attack rolls and ability checks against creature’s smaller than it. Additionally, on each of its turns the tyrannosaurus can spend half its movement to deal 20 bludgeoning damage to an object or structure within 5 ft. of it.
Frenzied Attacks. As a bonus action on each of its turns, the tyrannosaurus can make a single weapon attack.
ACTIONS
Multiattack. The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can’t make both attacks against the same target.
Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 55 (7d12 + 10) piercing damage. If the target is a Medium or smaller creature, it is grappled (Escape DC 26). Until this grappled ends, the target is restrained, and the tyrannosaurus can’t bite another target.
Crushing Grip. If the tyrannosaurus scores a hit with its bite attack against a creature it is grappling, it instead scores a critical hit.
Tail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage.
LEGENDARY ACTIONS
The tyrannosaurus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The tyrannosaurus regains spent legendary actions at the start of its turn.
Brace. The next time the tyrannosaurus would take damage before the start of its next turn, it instead takes half damage.
Ferocity. The tyrannosaurus moves up to its speed or jumps a distance up to half its speed. The tyrannosaurus then makes a single attack.
Keen Sight. The tyrannosaurus makes a Wisdom (Perception) check. Until the end of their next turn, each creature the tyrannosaurus detects with this ability check has disadvantage on the next attack roll against the tyrannosaurus.
Ref: TPKB1 p51