Tricenatorus

Huge Monstrosity, unaligned

Armor Class 15 (natural armor)

Hit Points 184 (16d12+80)

Speed walk +50

Challenge 13

STR
26
+8
DEX
10
+0
CON
20
+5
INT
2
-4
WIS
12
+1
CHA
8
-1

Saving Throws con +9, wis +5

Skills perception +5

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Senses passive Perception 15

Languages

Special Abilities

Blood Frenzy. The tricenatorus has advantage on melee attack rolls against any creature that doesn't have all its hp.

Relentless (Recharges after a Short or Long Rest). If the tricenatorus takes 40 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead.

Siege Monster. The tricenatorus deals double damage to objects and structures.

Tail Spike Regrowth. The tricenatorus has twenty-four tail spikes. Used spikes regrow when the tricenatorus finishes a long rest.

Actions

Multiattack. The tricenatorus makes two attacks: one with its bite and one with its gore, or two with its tail spikes. It can't use its gore against a creature restrained by its bite.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 34 (4d12 + 8) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the tricenatorus can't bite another target.

Gore. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) piercing damage and the target must succeed on a DC 18 Strength saving throw or be knocked prone.

Tail Spike. Ranged Weapon Attack: +12 to hit, range 150/300 ft., one target. Hit: 26 (4d8 + 8) piercing damage.

Source: Tome of Beasts 2 · OGL/Open