Velonosaur (5e Creature)

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Velonosaur[edit]

Large beast, unaligned


Armor Class 15 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 45 ft.


STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 4 (-3) 15 (+2) 6 (-2)

Saving Throws Str +5
Skills Perception +4
Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 14
Languages
Challenge 3 (700 XP)


Keen Senses. The velonosaur has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell.

ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 3) piercing damage.

Spinefire. Ranged Weapon Attack +6 to hit, range 80 ft., one target, Hit:19 (6d6+4) piercing damage.

Spinning Barrage. The velonosaur releases a mass of spines in a circle. Each creature within 60 feet of the velonosaur must make a DC 14 Dexterity saving throw, taking 12 (4d6) piercing damage on a failed save or half as much damage on a successful one.

War Cry. The velonosaur emits a low hooting sound when undetected by creatures and is out of range. All creatures that hear it must make a DC 14 Constitution save or be frightened.


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Velonosaur (Source)

The velonosaur is a theropod that appears pretty frail upon a passing glance. But do not be fooled, these guys are among the deadliest creatures of the desert. Often called spindles by travelers, the velonosaur is a defensive predator that is covered head to toe in spikes. They wander around the Canyon of the Griffin and Wyvern's Trench near the southern shores of Arkamata's Dune Sea. These predators are known for having a spikey frill that when opened, can rapidly fire spines at speeds of up to 100 mph, these spines are tipped with a mysterious metallic element that can be found in the velonosaur's blood. They also have spines on their tails that allow them to rapidly thrash around and launch spines in every direction when they feel threatened.

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