Wereceratops (5e Creature)
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Wereceratops[edit]
Medium humanoid (human, shapechanger), chaotic neutral Armor Class 12 in humanoid form, 13 (natural armor) in triceratops or hybrid form
Skills Perception +6, Survival +6 Shapechanger. The wereceratops can use its action to polymorph into a Large triceratops-humanoid hybrid or into a triceratops, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Trampling Charge (Triceratops or Hybrid Form Only). If the wereceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the wereceratops can make one stomp attack against it as a bonus action. ACTIONSMultiattack (Humanoid or Hybrid Form Only). The wereceratops makes two attacks, only one of which can be with its gore. Gore (Triceratops or Hybrid Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with wereceratops lycanthropy. Stomp (Triceratops or Hybrid Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one prone target. Hit: 22 (3d10 + 6) bludgeoning damage. Spiked Greatclub (Humanoid or Hybrid Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) bludgeoning damage.
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The wereceratops are a brutish strain of lycanthrope seldom encountered beyond the distant lands where dinosaurs can be found, such as verdant tropical paradises or secluded valleys. In humanoid form, wereceratops are noted to have unusually large noses and ears and rough skin. Characters as WereceratopsA character that becomes a wereceratops gains a Strength of 22 if his or her score isn't already higher, and a +1 bonus to AC while in triceratops or hybrid form (from natural armor). Attack and damage rolls for the gore and stomp are based on Strength. For the Trampling Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier. |
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