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    Default Re: Conversion to 5e from 3.5: Kaorti, Runehounds and Dinosaurs, Oh My!

    Bloodstriker
    Large beast, unaligned

    Armour Class 15 (natural armour)
    Hit Points 115 (11d10 + 55)
    Speed 40 ft., burrow 20 ft.

    STR DEX CON INT WIS CHA
    22 (+6) 11 (+0) 21 (+5) 2 (-4) 10 (+0) 9 (-1)

    Senses darkvision 60ft., passive Perception 10
    Languages -
    Challenge 6 (2,300 XP)


    Spiked Skin. At the start of each of the bloodstriker's turns, each creature within 5 feet of it takes 7 (2d6) piercing damage.

    Caustic Blood. A creature that hits the bloodstriker with a melee weapon attack while within 5 feet of it takes 10 (3d6) acid damage.

    Stone Camouflage. The bloodstriker has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

    Trampling Charge. If the bloodstriker 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 17 Strength saving throw or be knocked prone. If the target is prone, the bloodstriker can make one attack with its bite against it as a bonus action.

    Actions

    Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage plus 4 (1d8) acid damage.

    Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

    Blood Squirt (Recharges 5-6). The bloodstriker squirts acidic blood in a line 30 feet long by 5 feet wide. Any creatures in that line must make a DC 16 Dexterity saving throw, taking 28 (8d6) acid damage on a failed save, or half as much on a successful one.






    Fleshraker
    Medium beast, unaligned

    Armour Class 15 (natural armour)
    Hit Points 52 (8d8 + 16)
    Speed 50 ft.

    STR DEX CON INT WIS CHA
    17 (+3) 19 (+4) 15 (+2) 2 (-4) 14 (+2) 12 (+1)

    Skills Acrobatics +8
    Senses darkvision 60ft., passive Perception 12
    Languages -
    Challenge 2 (450 XP)


    Pounce. If the fleshraker moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the fleshraker can make one bite attack against it as a bonus action.

    Actions

    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

    Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.
    Last edited by Ninja_Prawn; 2015-10-04 at 09:30 AM.
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