Reanisaurus
These reanimated remians, of tar-pit suffocated dinosaurs, have been modified by the devil lord Gog'magogh into vicious and toothful vehicles for his mephit servants. Over the centuries working side by side with Anaemonae the dracolich, the processes and engineering required to successfully partner a mephit with a skeleton have been honed to a razor's edge. Special saddle rigging has been set up, to allow for both the mephits' unique physiology and the skeletal mounts' substantially easier anatomy to secure a saddle to. The reanimated dinosaur skeletons can walk and run up walls and on ceilings, which suits the flying mephits just fine, and dovetails their purposes underground. A typical component gathering squad will have a large, slower moving vehicle for carrying most of the gathered materials, a large armored fighting unit, and five small but very fast raptor units. All of these units have been modified with enlarged jaws and teeth, and each of them are able to carry some amount of cargo. The little devils are clever, persistent, and as mean as a badger with a sore tooth, but they get their jobs done for their master, Gog'magogh. |
Power Generation
The reanisaurs are powered by magic, using Ankh Anah'tuhn Crystals as magical focii.
Propulsion
They are animated in such a way as to walk as they did in life, whether on all fours, or bipedally. However it is that they do walk, they have been modified in such a way that they can walk on walls and ceilings as easily as they can walk on a clear floor. Dangerous terrain holds no obstacle to them, as they will just climb over anything in their path.
They have also been modified to use as vehicles by Mephits. This includes an array of bony protrusions that act as control levers and pedals.
Weapons & Armament
The larger Reanisaurs can be fitted with canons and other ordinance, althought working in closed spaces like they do the squads tend to try to keep noise to minimum to avoid cave ins as much as possible. Mostly, the reanisaurs themselvs are a toothful weapon, and the riders carry lances tipped with cruelly barbed points.
Armor and defense
These vehicles can be, and often are, modified with bony armor strategically placed to be the most effective. Armor is often eschewed in favor of preserving cargo capacity.
Tellus' Standard Reference
Reanisaurus, Raptor
STR
18 +4
DEX
12 +1
CON
16 +3
INT
7 -2
WIS
6 -2
CHA
8 -1
Special Abilities
- Pack Tactics: The Reanisaurus has advantage on attacks if it is within 5' of a friendly creature.
- Blind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Actions
Multiattack:
The Reanimasaurus makes 2 attacks per round; either a claw and a bite, or two bite attacksBite
Melee weapon attack: +8 to hit, reach 5', one target. Hit: (1d12+12) piercing damage, if the target is grappled this attack is at advantageClaw
Melee weapon attack: +10 to hit, reach 5', one target. Hit: (1d10+8) slashing damage, DC16 Str Save, or target is grappledTellus' Standard Reference
Devil's Tooth
STR
17 +3
DEX
13 +1
CON
16 +3
INT
13 +1
WIS
10 +0
CHA
16 +3
Special Abilities
- Action Surge: On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again.
- Born to the Saddle: Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
- Mounted Combatant: You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount. You can force an attack targeted at your mount to target you instead. If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
- Piercer: When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
- Commander's Strike: Once per turn, the Devil's Tooth can direct its mount to use its reaction to make an attack.
Comments