Psychoraptor Alpha (5e Creature)

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Psychoraptor Alpha[edit]

Medium aberration, lawful evil


Armor Class 14
Hit Points 44 (8d8 + 8)
Speed 50 ft.


STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 12 (+1) 16 (+3) 14 (+2) 8 (-1)

Saving Throws Dex +6, Int +5
Skills Arcana +5, Perception +4, Stealth +6
Damage Resistances psychic
Senses darkvision 60 ft.; passive Perception 14
Languages Deep Speech; telepathy 120 ft.
Challenge 3 (700 XP)


Innate Spellcasting (Psionics). The psychosaur’s spellcasting ability is Intelligence (spell saving throw DC 13). It can innately cast the following spells, requiring no material components:
At will: detect thoughts
3/day: hunter’s mark
1/day: synaptic static[1]

Pack Tactics. The psychosaur has advantage on an attack roll against a creature if at least one of the psychosaur's allies is within 5 feet of the creature and the ally isn't incapacitated.

Pounce. If the psychosaur moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the psychosaur can make one bite attack against it as a bonus action.

Psychic Weapons. The psychosaur’s natural weapons are magical. On a hit, they inflict an extra 5 (2d4) psychic damage as shown in the entries below.

ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage or 12 (1d8 + 4 plus 1d6) piercing damage with hunter's mark, and 5 (2d4) psychic damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage or 11 (1d8 + 4 plus 1d6) piercing damage with hunter's mark, and 5 (2d4) psychic damage.


Bred from deinonychus, alphas are the leaders of psychoraptor packs. In addition to being stronger and smarter than their raptor subordinates, alphas can disorient large numbers of prey with bursts of synaptic static.


See Also[edit]

References[edit]

  1. p.167 Xanathar's Guide to Everything

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