Tricenatorus
Huge Monstrosity, unaligned
Armor Class 15 (natural armor)
Hit Points 184 (16d12+80)
Speed walk +50
Challenge 13
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