Razorsaurs

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The Rampaging Condition

All the creatures in this document have abilities


that cause them to enter a rampage. Rampages last
for one minute and have the following effect on a
creature unless an ability states otherwise:
• Any charmed or frightened effects on the
Razorsaurs creature are suspended.
• The creature must take the Attack action on each
Razorsaurs are naturally found in dense jungles, of its turns, targeting the nearest hostile creature it
swamplands, and primordial river basins. Within the dense can see unless there are no creatures it can reach
vegetation of their habitats, razorsaurs utilize their ability to with an attack.
launch spines to hunt prey or deter larger predators. These • If no hostile creatures are within range of any of
creatures are highly territorial and will almost never back the creature’s attacks, it must use a Dash action to
down from a threat. move toward the closest hostile creature it is
aware of.
Skinks have learned how to keep razorsaurs in captivity for • The creature can’t maintain concentration on
use as beasts of war. In combat, skink handlers guide the spells or other effects.
razorsaurs, relying on their natural aggression and defensive
capabilities.

Razorsaur Spiked Hide. A creature that touches the razorsaur or


misses it with a melee attack while within 5 feet of it
Large beast, unaligned
takes 5 (2d4) piercing damage.

Armor Class 17 (natural armor) Actions


Hit Points 90 (12d10 + 24)
Multiattack. The razorsaur makes one bite attack and
Speed 40 ft, swim 40 ft
one claw attack, or it makes three attacks with its
spikes.
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
18 (+4) 18 (+4) 14 (+2) 3 (-4) 12 (+1) 4 (-3) target. Hit: 13 (2d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Skills Perception +7, Stealth +7 target. Hit: 10 (1d12 + 4) slashing damage.
Senses Darkvision 30 ft., passive Perception 17
Challenge 5 (1,800 XP) Proficiency Bonus +3 Spike. Ranged Weapon Attack: +7 to hit, range
100/200 ft., one target. Hit: 9 (2d4 + 4) piercing
damage.
Cold Blooded. The razorsaur has advantage on saving
throws against being charmed or frightened. Reactions
Primal Instinct (30 HP, Recharges after a Short or Long Instinctive Defence. When a creature moves towards the
Rest). When the razorsaur’s hit points drop to 30 or razorsaur and is within 15 feet of it, the razorsaur may
lower, or it becomes charmed or frightened, it enters a make a Spike attack against it. 1
rampage that lasts for one minute.
When goaded by their handlers, razorsaurs unleash a hail of
spines, turning them into deadly living ballistae. Razosaur Adventure Hooks
These capabilities allow razorsaurs to play a critical role in d4 Plot Hook
lizardmen strategies. Forming the backbone of their ranged Isle of Spines: An uncharted island has emerged from
artillery, these creatures can quickly decimate infantry ranks the sea, reportedly home to strange creatures,
with their barrage of spines. They are also adept at charging including feral razorsaurs. The players are hired to
into enemy lines, using tooth and claw to wreak havoc. 1 explore and document its flora, fauna, and any
potential dangers. But soon after arriving, they come
Venomous Razorsaurs into conflict with lizardmen hunting parties here to
This rare subspecies is prized by lizardmen for its poisonous capture razorsaurs for use as war beasts.
spines. Found only in the deepest wilds, venomous
razorsaurs are more patient than their kin, relying on their Razorsaur Recruitment: A military force battling
toxic spines to slowly sap the life from their prey before lizardmen utilizing razorsaurs to great effect tasks the
moving in for the kill. In war, their skink handlers use them to 2 players with capturing razorsaurs of their own to see if
debilitate entire regiments of enemy soldiers, leaving them they can be utilized in a similar fashion against the
easy prey. lizardmen, thus evening the balance of power.
Razorsaur Pass: In a war against the lizardmen, a crucial
mountain pass serves as the only route for the players'
allies to send reinforcements. However, lizardmen,
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using the natural high ground advantage and
accompanied by razorsaurs, block the way. Players
must clear the path and ensure safe passage.
Spine Heist: A mysterious alchemist has found a way to
extract a potent toxin from venomous razorsaur spines
to use in the creation of devastating weapons for
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unscrupulous ends. The players must foil the
alchemist's plan, which involves capturing venomous
razorsaurs and extracting their deadly spines.

Venomous Razorsaur A poisoned creature repeats the saving throw at the


end of each of its turns, ending the effect on a success
Large beast, unaligned
or taking 9 (2d8) poison damage on a failure.

Armor Class 17 (natural armor) Toxic Spiked Hide. A creature that touches the razorsaur
Hit Points 90 (12d10 + 24) or misses it with a melee attack while within 5 feet of it
Speed 40 ft, swim 40 ft takes 5 (2d4) piercing damage and is inflicted with
Razorsaur Toxins.

STR DEX CON INT WIS CHA Actions


18 (+4) 18 (+4) 14 (+2) 3 (-4) 12 (+1) 4 (-3) Multiattack. The razorsaur makes one bite attack and
one claw attack, or it makes three attacks with its
spikes.
Skills Perception +7, Stealth +7
Damage Resistances Poison Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Senses Darkvision 30 ft., passive Perception 17 target. Hit: 13 (2d8 + 4) piercing damage and the
Challenge 7 (2,900 XP) Proficiency Bonus +3 target is inflicted with Razorsaur Toxins.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Fervor. The razorsaur has advantage on saving throws target. Hit: 10 (1d12 + 4) slashing damage and the
against being charmed, frightened, poisoned, and target is inflicted with Razorsaur Toxins.
diseased.
Spike. Ranged Weapon Attack: +7 to hit, range
Primal Instinct (30 HP, Recharges after a Short or Long 100/200 ft., one target. Hit: 9 (2d4 + 4) piercing
Rest). When the razorsaur’s hit points drop to 30 or damage and the target is inflicted with Razorsaur
lower, or it becomes charmed or frightened, it enters a Toxins.
rampage that lasts for one minute.
Razorsaur Toxins. At the end of the turn, each creature Reactions
hit by one or more weapons that inflict Razorsaur Instinctive Defence. When a creature moves towards the
Toxins must succeed on a DC 15 Constitution saving razorsaur and is within 15 feet of it, the razorsaur may
throw or be poisoned for 1 hour. A creature that has make a Spike attack against it.
been hit by two or more attacks from weapons with
2 Razorsaur Toxins this turn makes the saving throw with
disadvantage.
Razorsaur Tactics Razorsaur Loot
In the Wild. In their wetland homes, razorsaurs operate as The valuable items looted from razorsaurs will generally
ambush predators, typically stalking their prey through thick come from whatever can be harvested from them. This
vegetation or by partially immersing themselves in water. harvesting can usually be done using a Wisdom (Survival)
Upon coming within 100 feet of their target, they release a or Intelligence (Nature) check. However, you may allow
barrage of spikes to incapacitate their prey. If the prey players proficient with specific tools to harvest items related
appears severely wounded and near death, the razorsaur to that tool. For example, a character might make a Wisdom
moves in to deliver the fatal blow using its claws and teeth, (Leathworker’s Tools) check to harvest the hide of a
preferring not to expend unnecessary spikes. However, if the razorsaur. Alternatively, you can roll for the loot randomly
prey still seems healthy and able to flee, the razorsaur often using a flat modifier.
opts not to pursue, deeming the prey not worth the effort.
Regardless of the situation, a razorsaur never flees, instead Razorsaur Loot Tables
choosing to stand its ground defensively, flinging spikes at The following tables describe the number of items and value
any aggressors. The razorsaur always uses its Instinctive of those items the players are able to loot depending on the
Defense reaction when able. result of their check or the results of your roll. If they're
With Animal Handlers. When directed by intelligent making checks, you can have them make a separate check for
handlers, the razorsaur can act as a living artillery piece. each creature they're looting or use one check for multiple
Spiky Hide and Instinctive Defense provide it with a creatures at once to save time.
substantial deterrence against melee attackers, enabling its
handlers to guide it towards enemy spellcasters and ranged Razorsaur Loot Table
attackers without facing less hindrance. Regardless of their Looting Check Result or 1d20 + 5 Loot
training, razorsaurs always use their Instinctive Defense 1-7 1 5gp Item
when possible, as their instincts cannot be fully suppressed.
8-10 1d4(2) 5gp Items
Venomous Razorsaurs 11-16 1d4(2) 10gp Items
In the Wild. In the wild, venomous razorsaurs display a
more patient approach than their ordinary counterparts. 17-22 1d6(3) 10gp Items
Their Razorsaur Toxins enable them to execute hit-and-run 23+ 2d4(5) 10gp Items
tactics, maintaining a safe distance while their poison takes
effect. They always stay within firing range but avoid closing
in until their prey has been significantly weakened and shows Venomous Razorsaur Loot Table
little sign of resistance. If a creature resists the toxins, the Looting Check Result or 1d20 + 5 Loot
razorsaur will cease pursuit to avoid wasting spikes. 1-6 1d4(2) 10gp Item
With Animal Handlers. When under the command of
animal handlers, venomous razorsaurs serve as debuffers, 7-9 1d6(3) 10gp Items
spreading their poisonous spike attacks out among as many 10-16 1d4(2) 20gp Items
targets as possible. If one target is a greater threat, the
razorsaur will allocate two of its spikes for that specific 17-21 1d6(3) 20gp Items
adversary to increase the odds of it being poisoned. 22+ 2d4(5) 20gp Items
Art Credit Example Razorsaur Loot Names
Tetzimoc, Primal Death - Zack Stella, Wizards of the You can give the different types of items unique names based
Coast on their material and value to help differentiate them from
Bloodspore Thrinax - Ralph Horsley, Wizards of the Coast one another. The following tables provide some example
Hissing Iguanar - Brandon Kitkouski, Wizards of the names.
Coast
Example Razorsaur Item Names
1d4 5gp Item 10gp Item 20gp Item
1 Dull Razorsaur Razorsaur Envenomed
(Bone) Spine Spine Razorsaur Spine
2 Stringy Razorsaur Envenomed
(Flesh) Razorsaur Meat Meat Razorsaur Meat
3 Clotted Razorsaur Envenomed
(Fluid) Razorsaur Blood Blood Razorsaur Blood
4 Tattered Razorsaur Envenomed
(Hide) Razorsaur Hide Hide Razorsaur Hide

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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