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Level Up: Advanced 5th Edition (A5E)
A Leveled Up Bestiary
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<blockquote data-quote="Faolyn" data-source="post: 8871910" data-attributes="member: 6915329"><p>There are no monsters for the next several months, but we pick up again the following April—for, of course, for monsters with punny names. Both of these monsters are semi-magical variants on normal animals, so I’m going to present both of them in a single article. The first of these creatures is the <strong>battering ram</strong>, which is exactly what it says on the tin: a wild sheep with ginormous horns. Battering rams might go well with an earlier April monster, the <a href="https://www.enworld.org/threads/a-leveled-up-bestiary.689467/page-9#post-8791191" target="_blank">death sheep</a>. The second is the <strong>quakedancer</strong>, a six-legged, omnivorous brontosaurus that can cause earthquakes through dancing.</p><p></p><p><strong><span style="font-size: 26px"><span style="color: rgb(65, 168, 95)">Battering Ram</span></span></strong></p><p>The Dragon’s Bestiary, Dragon Magazine #180</p><p>Created by Spike Y. Jones</p><p></p><p>[ATTACH=full]270736[/ATTACH]</p><p><span style="font-size: 15px">Art by Tom Baxa</span></p><p></p><p>Battering rams resemble large bighorn sheep, but with oversized and extra-curly horns. Ewes have horns as well, although they’re not as large. Although normally non-aggressive, battering rams become violent towards anyone who seems to be threatening the flock or kids. Strangely, three out of four battering rams are female.</p><p></p><p>Although they can be domesticated, battering rams view fences and even walls as a natural enemy and will knock them down whenever possible.</p><p></p><p>The battering ram uses <strong>giant goat</strong> statistics. It is immune to the paralyzed, petrified, slowed, and stunned conditions, its Ram action has been altered, and it gains the following trait:</p><p></p><p><strong><em>Siege Monster. </em></strong>The battering ram deals double damage to objects and structures.</p><p></p><p><strong><em>Ram.</em></strong><em> Melee Weapon Attack: </em>+5 to hit, reach 5 ft., one target. <em>Hit: </em>12 (2d8+3) bludgeoning damage. If the target is a creature and the battering ram moves at least 20 feet towards the target before the attack, the target takes an additional 9 (2d8) bludgeoning damage and must make a DC 13 Strength saving throw, getting knocked backwards 10 feet and falling prone on a failure, or getting knocked back 5 feet on a success.</p><p></p><p>*</p><p></p><p><strong><span style="font-size: 26px"><span style="color: rgb(65, 168, 95)">Quakedancer</span></span></strong></p><p>The Dragon’s Bestiary, Dragon Magazine #180</p><p>Created by Spike Y. Jones</p><p></p><p>[ATTACH=full]270737[/ATTACH]</p><p><span style="font-size: 15px">Art by Tom Baxa</span></p><p></p><p>Quakdancers, also called quakebeasts, quakemakers, and thunderers, are tremendous six-legged reptiles that bear a close resemblance to sauropod dinosaurs. Their middle pair of legs are zygodactyl—two clawed toes pointing forwards, and two pointing backwards—and have oversized knee joints. These solitary beasts are omnivorous and prefer meat, eating vegetation only to fool other herbivores into thinking they’re harmless. To hunt, they hold fast to the ground with their middle feet and rock back and forth. The rhythmic rocking produces a short-lived but nasty earthquake, and the quakedancer can then eat its choice of any of the creatures that are killed or stunned by quake.</p><p></p><p>The quakedancer uses <strong>diplodocus</strong> statistics. It is a Monstrosity and its Charisma is 12 (+1). It gains the following new traits and action:</p><p></p><p><strong><em>Innate Spellcasting (1/day). </em></strong>The quakedancer can cast <em>earthquake</em>, requiring only Seen components. Its spellcasting ability for this trait is Charisma (spell save DC 12). The casting time for this spell is 1d4+2 rounds.</p><p><strong><em>Sure-Footed. </em></strong>The quakedancer has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.</p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +10 to hit, reach 10 ft., one target. <em>Hit: </em>16 (2d8+7) piercing damage.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8871910, member: 6915329"] There are no monsters for the next several months, but we pick up again the following April—for, of course, for monsters with punny names. Both of these monsters are semi-magical variants on normal animals, so I’m going to present both of them in a single article. The first of these creatures is the [B]battering ram[/B], which is exactly what it says on the tin: a wild sheep with ginormous horns. Battering rams might go well with an earlier April monster, the [URL='https://www.enworld.org/threads/a-leveled-up-bestiary.689467/page-9#post-8791191']death sheep[/URL]. The second is the [B]quakedancer[/B], a six-legged, omnivorous brontosaurus that can cause earthquakes through dancing. [B][SIZE=7][COLOR=rgb(65, 168, 95)]Battering Ram[/COLOR][/SIZE][/B] The Dragon’s Bestiary, Dragon Magazine #180 Created by Spike Y. Jones [ATTACH type="full"]270736[/ATTACH] [SIZE=4]Art by Tom Baxa[/SIZE] Battering rams resemble large bighorn sheep, but with oversized and extra-curly horns. Ewes have horns as well, although they’re not as large. Although normally non-aggressive, battering rams become violent towards anyone who seems to be threatening the flock or kids. Strangely, three out of four battering rams are female. Although they can be domesticated, battering rams view fences and even walls as a natural enemy and will knock them down whenever possible. The battering ram uses [B]giant goat[/B] statistics. It is immune to the paralyzed, petrified, slowed, and stunned conditions, its Ram action has been altered, and it gains the following trait: [B][I]Siege Monster. [/I][/B]The battering ram deals double damage to objects and structures. [B][I]Ram.[/I][/B][I] Melee Weapon Attack: [/I]+5 to hit, reach 5 ft., one target. [I]Hit: [/I]12 (2d8+3) bludgeoning damage. If the target is a creature and the battering ram moves at least 20 feet towards the target before the attack, the target takes an additional 9 (2d8) bludgeoning damage and must make a DC 13 Strength saving throw, getting knocked backwards 10 feet and falling prone on a failure, or getting knocked back 5 feet on a success. * [B][SIZE=7][COLOR=rgb(65, 168, 95)]Quakedancer[/COLOR][/SIZE][/B] The Dragon’s Bestiary, Dragon Magazine #180 Created by Spike Y. Jones [ATTACH type="full"]270737[/ATTACH] [SIZE=4]Art by Tom Baxa[/SIZE] Quakdancers, also called quakebeasts, quakemakers, and thunderers, are tremendous six-legged reptiles that bear a close resemblance to sauropod dinosaurs. Their middle pair of legs are zygodactyl—two clawed toes pointing forwards, and two pointing backwards—and have oversized knee joints. These solitary beasts are omnivorous and prefer meat, eating vegetation only to fool other herbivores into thinking they’re harmless. To hunt, they hold fast to the ground with their middle feet and rock back and forth. The rhythmic rocking produces a short-lived but nasty earthquake, and the quakedancer can then eat its choice of any of the creatures that are killed or stunned by quake. The quakedancer uses [B]diplodocus[/B] statistics. It is a Monstrosity and its Charisma is 12 (+1). It gains the following new traits and action: [B][I]Innate Spellcasting (1/day). [/I][/B]The quakedancer can cast [I]earthquake[/I], requiring only Seen components. Its spellcasting ability for this trait is Charisma (spell save DC 12). The casting time for this spell is 1d4+2 rounds. [B][I]Sure-Footed. [/I][/B]The quakedancer has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. [B][I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +10 to hit, reach 10 ft., one target. [I]Hit: [/I]16 (2d8+7) piercing damage. [/QUOTE]
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