Thundertusk
Thundertusk CR: 6
STR
24 +7
DEX
6 -2
CON
22 +6
INT
2 -4
WIS
7 -2
CHA
4 -3
Momentous. If the Thundertusk spends all its movement travelling in a straight line, it can do so for an additional 15 ft.
Actions
Multiattack. The Thundertusk makes one Gore attack and and either one Stomp or Sonic Boom. Gore. Melee Weapon Attack: +8 to hit, reach 10 ft., hits all creatures in a 90 degree arc. Hit: 11 (1d8+7) bludgeoning damage. Each creature hit must make a DC 16 Strength or Dexterity save or be knocked prone. Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10+7) bludgeoning damage. Sonic blast. Every creature in a 30 ft cone must make a DC 16 Constitution saving throw takes 16 (3d10) thunder damage and is deafened until the end of its next turn, or take half damage on a success. This ability automatically deals double damage to structures.
Reactions
Grounded. If the Thundertusk is targeted with an attack or effect that would deal it thunder or bludgeoning damage it passes that force down into the ground causing a small quake. Every creature within 20 ft of the Thundertusk must make a DC 16 Dexterity save or be knocked prone.
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