Great Macco (5e Creature)
Great Macco
Large dragon, unaligned Armor Class 14
Saving Throws Str +4, Dex +6 ACTIONSMultiattack. The macco makes two attacks with its claws. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 12). Until the grapple ends, the target is restrained. The macco has two claws, each of which can grapple only one target. Tail. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 18 (3d10 + 2) bludgeoning damage. Tail Charge (Recharge 4-6). The macco uses the leverage of it's spiked tail to assist a charge. If the macco takes any damage it must make a DC 15 Dexterity saving throw or be knocked prone. At the start of its next turn, if it isn't prone the macco can move up to 60 feet in a straight line. The macco can move through other creatures' spaces, but it can't end this movement in another creature's space. The first time it moves through a creature's space, that creature must make a DC 13 Dexterity saving throw, taking 27 (5d10) bludgeoning damage on a failed save, or half as much damage on a successful one.
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The great macco is a large and dexterous pack leader with feathers covering it body, expect for it's feet and arms, which are covered in tough amber coloured spikes. Nimble Hunter. The great macco owns the jungle it resides in, only compromising for creatures much longer than itself. The feathers that line it's head if the raptor like beast are a valuable trophy. It's Macco are colorful red and green bird wyverns much like itself but much smaller. |
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