Great Maccao (5e Creature)
Great Maccao[edit]
Large dragon, unaligned Armor Class 14
Saving Throws Str +4, Dex +6 ACTIONSMultiattack. The maccao makes two attacks with its claws. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 12). Until the grapple ends, the target is restrained. The maccao has two claws, each of which can grapple only one target. Tail. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 18 (3d10 + 2) bludgeoning damage. Tail Charge (Recharge 4-6). The maccao uses the leverage of its spiked tail to assist a charge. If the maccao takes any damage it must make a DC 15 Dexterity saving throw or be knocked prone. At the start of its next turn, if it isn't prone the maccao can move up to 60 feet in a straight line. The maccao can move through other creatures' spaces, but it can't end this movement in another creature's space. The first time it moves through a creature's space, that creature must make a DC 13 Dexterity saving throw, taking 27 (5d10) bludgeoning damage on a failed save, or half as much damage on a successful one.
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The great maccao is a large and dexterous pack leader with feathers covering its body, except for its feet and arms, which are covered in tough amber coloured spikes. Nimble Hunter. The great maccao owns the jungle it resides in, only compromising for creatures much larger than itself. The feathers that line the head of the raptor like beast are a valuable trophy. Regular maccao are colorful red and green bird wyverns much like itself but much smaller. |
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