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Monster Mix: What if pegasi and unicorns were prehistoric animals?

Monster Mix: What if pegasi and unicorns were prehistoric animals?

Intelligent alien creatures such as aboleths, as well as the occasional mad wizard or capricious deity, enjoy tinkering with creatures to make them more suited for their environments or just as a thought exercise. Then the PCs have to go out and fight things like owlbears or chimeras.

Doesn’t it make you want to get in on the action? Monster Mix crosses two monsters from the Tales of the Valiant Monster Vault to create new horrors that combine elements from the original creatures beyond just shuffling their component abilities.

Check here for previous installments. This installment looks at celestial beasts crossed with dinosaurs, in a reality where the gods deemed these prehistoric creatures as worthy recipients of divine power.

Angylosaurus

A silver-plated dinosaur with a club-tipped tail struggles to fly on golden reptilian wings tipped with sky-blue feathers.

Self-Assured Herbivore. An angylosaurus combines the sturdy armor of the ankylosaurus with the majesty of the pegasus. The resulting creature is proactive in protecting herd animals of all sorts as well as friendly herders. Its hardened head and tough scales allow it to interpose itself between attackers and those with frailer statures.

Bluff Dweller. Though an angylosaurus spends much of its time grazing in grasslands, it roosts in bluffs and other elevated spots in its territory. It keeps a lookout for predators and often partners with another angylosaurus to ensure adequate coverage of the pair’s domain.

ANGYLOSAURUS                               CR 3

Large Celestial (Animal)

Armor Class 14 (natural armor)
Hit Points 76
Speed 40 ft., fly 40 ft.
Perception 12                    Stealth 11
Resistant Celestial Resistance
Immune charmed
Senses —
Languages understands Celestial but can’t speak

STRDEXCONINTWISCHA
+4+1+3−1+2+0

Celestial Resilience. The angylosaurus is resistant to radiant damage.

Hardy. Any critical hit against the angylosaurus becomes a normal hit.

Diving Ram. If the angylosaurus is flying and moves at least 20 feet straight toward a creature and then hits it with a Head Butt attack on the same turn, that target must succeed on a DC 14 STR save or be knocked prone. If the target is prone, the angylosaurus can make one Tail attack against it as a bonus action.

Magic Resistance. The angylosaurus has advantage on saves against spells and other magical effects.

Magic Weapons. The angylosaurus’s weapon attacks are magical.

ACTIONS

Multiattack. The angylosaurus makes one Head Butt attack and one Tail attack.

Head Butt. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. If the angylosaurus scores a critical hit with this attack, the target must succeed on a DC 14 CON save or be stunned for 1 round.

Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage.

Tail Sweep (Recharge 4–6). The angylosaurus sweeps its tail knocking over nearby creatures in a 15-foot cone. Each creature in the area must make a DC 14 DEX save. On a failure, a creature takes 21 (6d6) bludgeoning damage and is pushed up to 15 feet away and knocked prone. On a success, a creature takes half the damage and isn’t pushed away or knocked prone.

REACTIONS

Protective Stretch. If an ally within 5 feet of the angylosaurus is subject to an attack from a creature it can see, the angylosaurus extends its body to intercept the attack. The attack targets the angylosaurus instead, and the angylosaurus halves the damage from the attack if it hits.


Plesiocorn

This lithe dinosaur plies the waves with ease while it opens its maw to ingest fish caught unaware. Its deep-blue hide contrasts with its golden horn.

Underwater Guardians. Plesiocorns range through oceans and other massive bodies of water. They maintain the carnivorous diets of plesiosaurs while heeding the inherent goodness of unicorns by limiting their humanoid consumption to evildoers who despoil the waters or attack defenseless intelligent sea dwellers.

Indirect Mediators. As plesiocorns can’t speak any languages, they have limited ability to end fights between warring aquatic species diplomatically. However, they intercede by using their healing horn and pulsing water to protect combatants on either side. In desperation, they grab hold of opposing leaders and threaten to devour them should they persist.

PLESIOCORN                      CR 4

Large Celestial (Animal)

Armor Class 13 (natural armor)
Hit Points 82
Speed 30 ft., swim 40 ft.
Perception 14                    Stealth 14
Resistant Celestial Resilience
Immune poison | charmed, frightened, poisoned
Senses —
Languages understands Aquan and Celestial but can’t speak

STRDEXCONINTWISCHA
+4+2+3−1+4+2

Celestial Resilience. The plesiocorn is resistant to radiant damage.

Hardy. Any critical hit against the plesiocorn becomes a normal hit.

Hold Breath. The plesiocorn can hold its breath for 1 hour.

Magic Resistance. The plesiocorn has advantage on saves against spells and other magical effects.

Magic Weapons. The plesiocorn’s weapon attacks are magical.

Speak with Aquatic Beasts. The plesiocorn can speak with Beasts that have a swimming speed as if they shared a language.

ACTIONS

Multiattack. The plesiocorn makes one Bite attack, one Flipper attack, and one Horn attack.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage and the target is grappled (escape DC 14).

Flipper. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.

Horn. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) radiant damage.

Clap of Radiance (Recharge 5–6). While underwater, the plesiocorn slams its flippers together, sending a shockwave of charged water in a 15-foot cone. Each creature in the area must make a DC 13 CON save. On a failure, a creature takes 13 (3d8) bludgeoning damage plus 10 (3d6) radiant damage and is knocked off-balance until the end of its next turn. On a success, a creature takes half the damage and is not knocked off-balance. While off-balance, a creature’s speed is halved and it has disadvantage on the first attack roll it makes on each of its turns.

Healing Touch (1/Day). The plesiocorn touches another creature with its horn. The target magically regains 9 (2d6 + 2) HP and receives another save against each curse, disease, and poison affecting it, ending the effect on a success.

REACTIONS

Shielding Current. While underwater and when a creature the plesiocorn can see within 20 feet of it, including the plesiocorn, is attacked, the plesiocorn sweeps a current of water to intercept the attack. The target adds 3 to its AC against the attack.

about Mike Welham

Mike Welham started gaming some time in the Mesozoic Era and has played at least one game in each edition of D&D. He has been happily writing for Kobold Press for over ten years and is partially responsible for all the darn drakes flying around Midgard.

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