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Raptidons

Raptidon Matriarch Bite.


Melee Weapon Attack: +10 to hit, reach 5 ft., one
target.
Hit: 19 (3d10 + 7) piercing damage.
If the target
Huge monstrosity, unaligned
is a creature, it must succeed on a DC 18 Strength
saving throw or be knocked prone.
Armor Class 14 (natural armor)
Acid Spit.
Ranged Weapon Attack: +2 to hit, reach 30
Hit Points 100 (8d12 + 48)
ft., one target.
Hit: 13 (4d6 - 1) acid damage.
In
Speed 50 ft.
addition, nonmagical armor worn by the target is partly
dissolved and takes a permanent and cumulative -1
STR DEX CON INT WIS CHA penalty to the AC it offers.
The armor is destroyed if the
penalty reduces its AC to 10.
25 (+7) 8 (-1) 23 (+6) 3 (-4) 20 (+5) 12 (+1)
Frightful Presence.
Each creature of the matriarch's
choice that is within 30 feet of the dragon and aware of
Saving Throws Str +10, Con +9 it must succeed on a DC 12 Wisdom saving throw or
Skills Athletics +13, Perception +8 become Frightened for 1 minute.
A creature can repeat
Senses passive Perception 18 the saving throw at the end of each of its turns, ending
Challenge 8 (3,900 XP) the effect on itself on a success.
If a creature's saving
throw is successful or the effect ends for it, the
Keen Hearing and Smell.
The raptidon has advantage on creature is immune to the matriarch's frightful
Wisdom (Perception) checks that rely on hearing or presence for the next 24 hours.
smell.
Acid Spray (Recharge 6).
The matriarch exhales acid in a
Pack Tactics.
The raptidon has advantage on an attack 30-foot line that is 5 feet wide.
Each creature in that
roll against a creature if at least one of the raptidon's line must make a DC 17 Dexterity saving throw, taking
allies is within 5 ft. of the creature and the ally isn't 27 (6d8) acid damage on a failed save, or half as much
incapacitated. damage on a successful one.
The area of the attack also
becomes difficult terrain.
Charge.
If the raptidon moves at least 20 ft. straight
toward a target and then hits it with a bite attack on the Legendary Actions
same turn, the target takes an extra 16 (3d10) piercing
damage.
If the target is a creature, it must succeed on a The raptidon matriarch can take 2 legendary actions,
DC 18 Strength saving throw or be knocked prone choosing from the options below.
Only one legendary
before the attack is rolled. action option can be used at a time and only at the end
of another creature’s turn.
The raptidon matriarch
Call for Aid (1/Day).
A Matricarch has a 60% chance of regains spent legendary actions at the start of their
calling 2d4 raptidon infants, and 1d4-1 raptidons. turn.
Legendary Resistance (1/Day).
If the Matriarch fails a
Detect.
The matriarch makes a Wisdom (Perception)
saving throw, it can choose to succeed instead.
check.
Actions Acid Spit.
The matriarch makes an acid spit attack.
Multiattack.
The raptidon can use its frightful presence. Trample.
The matriach moves up to 25 feet in a straight
It then makes two attacks with its bite or three acid spit line.
All creatures in the matriarch's path must make a
attacks. DC 18 Strength saving throw or take 10 (3d6)
bludgeoning damage and be knocked prone.

Credits
Designed by d'Artagnan on DMs Guild, /u/dArtagnanDnD on
reddit, or dArtagnanDnD on patreon and dArtagnanDnD on
Twitter.

Made with "GM Binder".


Made with reference and for use with Dungeons and
Dragons 5th Edition, created by Wizards of the Coast.
Based off of the Raptidons in The Outer Worlds, by
Obsidian Entertainment.

1
Raptidon Infant Raptidon
Small monstrosity, unaligned Medium monstrosity, unaligned

Armor Class 13 (natural armor) Armor Class 14 (natural armor)


Hit Points 7 (2d6) Hit Points 11 (2d8 + 2)
Speed 45 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 10 (+0) 2 (-4) 10 (+0) 4 (-3) 16 (+3) 14 (+2) 13 (+1) 3 (-4) 14 (+2) 6 (-2)

Senses passive Perception 10 Skills Perception +6


Challenge 1/4 (50 XP) Senses passive Perception 16
Challenge 1/2 (100 XP)
Keen Hearing and Smell.
The raptidon has advantage
on Wisdom (Perception) checks that rely on hearing Keen Hearing and Smell.
The raptidon has advantage
or smell. on Wisdom (Perception) checks that rely on hearing
or smell.
Pack Tactics.
The raptidon has advantage on an
attack roll against a creature if at least one of the Pack Tactics.
The raptidon has advantage on an
raptidon's allies is within 5 ft. of the > creature and attack roll against a creature if at least one of the
the ally isn't incapacitated. raptidon's allies is within 5 ft. of the creature and
the ally isn't incapacitated.
Actions
Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft.,
Actions
one target.
Hit: 5 (1d4 + 3) piercing damage.
If the Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft.,
target is a creature, it must succeed on a DC 9 one target.
Hit: 8 (2d4 + 3) piercing damage.
If the
Strength saving throw or be knocked prone. target is a creature, it must succeed on a DC 13
Strength saving throw or be knocked prone.

2
Raptidon Mauler Raptidon Spitter
Medium monstrosity, unaligned Medium monstrosity, unaligned

Armor Class 13 (natural armor) Armor Class 15 (natural armor)


Hit Points 30 (4d8 + 12) Hit Points 26 (4d8 + 8)
Speed 40 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 14 (+1) 17 (+3) 3 (-4) 13 (+1) 6 (-2) 12 (+1) 17 (+3) 15 (+2) 3 (-4) 14 (+2) 6 (-2)

Skills Athletics +7, Perception +5 Skills Perception +6


Senses passive Perception 15 Senses passive Perception 16
Challenge 2 (450 XP) Challenge 1 (200 XP)

Keen Hearing and Smell.


The raptidon has advantage Keen Hearing and Smell.
The raptidon has advantage
on Wisdom (Perception) checks that rely on hearing on Wisdom (Perception) checks that rely on hearing
or smell. or smell.
Pack Tactics.
The raptidon has advantage on an Pack Tactics.
The raptidon has advantage on an
attack roll against a creature if at least one of the attack roll against a creature if at least one of the
raptidon's allies is within 5 ft. of the creature and raptidon's allies is within 5 ft. of the creature and
the ally isn't incapacitated. the ally isn't incapacitated.
Charge.
If the raptidon moves at least 20 ft. straight
toward a target and then hits it with a bite attack on
Actions
the same turn, the target takes an extra 7 (2d6) Bite.
Melee Weapon Attack: +3 to hit, reach 5 ft.,
piercing damage.
If the target is a creature, it must one target.
Hit: 6 (2d4 + 1) piercing damage.
If the
succeed on a DC 15 Strength saving throw or be target is a creature, it must succeed on a DC 11
knocked prone before the attack is rolled. Strength saving throw or be knocked prone.

Actions Acid Spit.


Ranged Weapon Attack: +5 to hit, reach
30 ft., one target.
Hit: 6 (1d6 + 3) acid damage.
In
Bite.
Melee Weapon Attack: +7 to hit, reach 5 ft., addition, nonmagical armor worn by the target is
one target.
Hit: 12 (2d6 + 5) piercing damage plus partly dissolved and takes a permanent and
3 (1d6) acid.
If the target is a creature, it must cumulative -1 penalty to the AC it offers.
The armor
succeed on a DC 15 Strength saving throw or be is destroyed if the penalty reduces its AC to 10.
knocked prone.
In addition, nonmagical armor worn
by the target is partly dissolved and takes a
permanent and cumulative -1 penalty to the AC it
offers.
The armor is destroyed if the penalty reduces
its AC to 10.

3
Raptidon Stalker Raptidon Colossus
Medium monstrosity, unaligned Large monstrosity, unaligned

Armor Class 15 (natural armor) Armor Class 17 (natural armor)


Hit Points 33 (6d8 + 6) Hit Points 76 (8d10 + 32)
Speed 50 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 19 (+4) 13 (+1) 3 (-4) 16 (+3) 6 (-2) 23 (+6) 12 (+1) 19 (+4) 3 (-4) 16 (+3) 8 (-1)

Skills Perception +7, Stealth +8 Saving Throws Str +9


Senses passive Perception 17 Skills Athletics +12, Perception +8
Challenge 2 (450 XP) Senses passive Perception 18
Challenge 5 (1,800 XP)
Keen Hearing and Smell.
The raptidon has advantage
on Wisdom (Perception) checks that rely on hearing Keen Hearing and Smell.
The raptidon has advantage
or smell. on Wisdom (Perception) checks that rely on hearing
or smell.
Pack Tactics.
The raptidon has advantage on an
attack roll against a creature if at least one of the Pack Tactics.
The raptidon has advantage on an
raptidon's allies is within 5 ft. of the > creature and attack roll against a creature if at least one of the
the ally isn't incapacitated. raptidon's allies is within 5 ft. of the creature and
the ally isn't incapacitated.
Actions Charge.
If the raptidon moves at least 20 ft. straight
Bite.
Melee Weapon Attack: +7 to hit, reach 5 ft., toward a target and then hits it with a bite attack on
one target.
Hit: 9 (2d4 + 4) piercing damage.
If the the same turn, the target takes an extra 9 (2d8)
target is a creature, it must succeed on a DC 11 piercing damage.
If the target is a creature, it must
Strength saving throw or be knocked prone. succeed on a DC 17 Strength saving throw or be
knocked prone before the attack is rolled.
Actions
Multiattack.
The raptidon makes two attacks with its
bite or acid spit.
Bite.
Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target.
Hit: 15 (2d8 + 6) piercing damage plus
3 (1d6) acid.
If the target is a creature, it must
succeed on a DC 15 Strength saving throw or be
knocked prone.
In addition, nonmagical armor worn
by the target is partly dissolved and takes a
permanent and cumulative -1 penalty to the AC it
offers.
The armor is destroyed if the penalty reduces
its AC to 10.
Acid Spit.
Ranged Weapon Attack: +4 to hit, range
30 ft., one target.
Hit: 11 (3d6 + 1) acid damage.
In
addition, nonmagical armor worn by the target is
partly dissolved and takes a permanent and
cumulative -1 penalty to the AC it offers.
The armor
is destroyed if the penalty reduces its AC to 10.

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