Ceradons: Lizardmen's War Beasts
Ceradons: Lizardmen's War Beasts
1
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
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The Thunderous One And should it enter a rampage, the Thunderous One's primal
roar is said to be powerful to shatter armies and scatter
This legendary ancient ceradon is said to be an avatar of the dozens of foes before it.
lizardmen storm god. It is a sacred beast, taller and more The howdahs mounted on the Thunderous One are the
formidable than even its other ancient kin, and its presence is most powerful and sacred among the lizardmen, often
said to be an omen of great battles to come. Its scales are the adorned with religious icons and potent relics. They carry
color of a stormy sky, and its eyes crackle with the energy of a elite skink crews, who wield powerful weapons blessed by
tempest. Unlike other ancient ceradons, the Thunderous the lizardmen priests. These skinks, though humbled by their
One's temper has not cooled with age; instead, it rages like a proximity to such a mighty beast, are the only ones with the
storm, manifesting in thunderous effects that send experience and knowledge to guide the Thunderous One in
shockwaves through enemy ranks. battle.
In battle, the Thunderous One's steps echo with the sound In the heat of war, the Thunderous One becomes a force of
of thunder, and its roars flash with claps of lightning. Those nature, bringing the wrath of the storm god upon the enemies
who incur its wrath not only face its primeval natural of the lizardmen. Its mere presence on the battlefield is a
weapons but the divine lightning of its god. Bolts of this testament to the power of the lizardmen's gods and a sign
lightning rain down on the Thunderous One's foes and that the storm god's will is manifesting through the actions of
electrify those it tramples underfoot. the lizardmen and their mighty ally, the Thunderous One.
Ceradon Actions
Huge monstrosity, unaligned Multiattack. The ceradon can make a Stomp attack
against any number of creatures within 5 feet of it and
Armor Class 17 (natural armor) then a Gore or Bite attack. It can forgo all of its Stomp
Hit Points 220 (21d12 + 84) attacks to use its Trample action.
Speed 30 ft.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 17 (3d6 + 7) piercing damage.
STR DEX CON INT WIS CHA Gore. Melee Weapon Attack: +11 to hit, reach 5 ft., one
24 (+7) 9 (-1) 18 (+4) 2 (-4) 12 (+1) 10 (0) target not in the ceradon's space. Hit: 20 (3d8 + 7)
piercing damage.
Saving Throws Dex +3, Int +0 Stomp. Melee Weapon Attack: +11 to hit, reach 5 ft.,
Skills Perception +5 one target. Hit: 18 (2d10 + 7) bludgeoning damage. If
Senses passive Perception 15 the target is prone and in the same space as the
Challenge 11 (7,200 XP) Proficiency Bonus +4 ceradon, the stomp instead deals 29 (4d10 + 7)
bludgeoning damage.
Cold Blooded. The ceradon has advantage on saving Trample. The ceradon moves up to its speed in a
throws against being charmed or frightened. straight line. During this move, it can attempt to enter
Immutable Form. The ceradon is immune to any spell or Large or smaller creatures' spaces if it has moved at
effect that would alter its form. least 10 ft in a straight line beforehand. A creature
whose space the ceradon would enter must succeed on
Impale. If the ceradon moves at least 20 feet straight a DC 19 Dexterity or Strength saving throw (the
toward a target and then hits it with a Gore attack on target's choice). On a failed save, the creature falls
the same turn, the target takes an extra 13 (3d8) prone and takes 18 (2d10 + 7) bludgeoning damage,
piercing damage. If the target is a creature, the ceradon and the ceradon moves into its space.
impales the target on its horns, grappling it if it is a On a successful Dexterity save, the target takes no
Large or smaller creature (escape DC 19). Until the damage, is not knocked prone, and is pushed 5 feet to
grapple ends, the target is restrained, takes 20 (3d8 + the nearest space out of the ceradon's path. On a
7) piercing damage at the start of each of the ceradon's successful Strength save, the creature takes half
turns, and the ceradon can't use its Gore attack. damage, is not knocked prone, and the ceradon's
Primal Instinct (73 HP, Recharges after a Short or Long movement ends.
Rest). When the ceradon's hit points drop to 73 or If the ceradon remains in a prone creature's space, the
fewer or it becomes charmed or frightened, it enters a creature is also restrained until it's no longer in the
rampage that lasts for one minute. same space as the ceradon. While a creature is
restrained in this way, it, or another creature within 5
Territorial. The ceradon and any creature mounted on it feet of it, can make a DC 19 Strength check. On a
have advantage on saving throws and checks against success, the creature is pulled to an unoccupied space
effects that would knock them prone or move them of its choice within 5 feet of the ceradon and is no
against their will. If any of them fail such a saving throw longer restrained.
or check that they had advantage on, the ceradon
enters a Rampage that lasts for one minute. Reactions
Armored Crest. When an attacker the ceradon can see
makes an attack roll against the ceradon or a creature
within 5 feet of it, the ceradon can impose
2 disadvantage on the attack roll.
Ancient Ceradon Gore. Melee Weapon Attack: +12 to hit, reach 5 ft., one
target not in the ceradon's space. Hit: 20 (3d8 + 7)
Huge monstrosity, unaligned
piercing damage.
Armor Class 18 (natural armor) Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one
Hit Points 262 (21d12+126) target. Hit: 17 (3d6 + 7) piercing damage.
Speed 30 ft Stomp. Melee Weapon Attack: +12 to hit, reach 5 ft.
Hit: 18 (2d10 + 7) bludgeoning damage. If the target is
prone and in the same space as the ceradon, the stomp
STR DEX CON INT WIS CHA instead deals 29 (4d10+7) bludgeoning damage.
24 (+7) 9 (-1) 22 (+5) 2 (-4) 16 (+3) 14 (+2) Trample. The ceradon moves up to its speed in a
straight line. During this move, it can attempt to enter
Saving Throws Dex + 4, Int +1, Wis +8 Large or smaller creatures' spaces if it has moved at
Skills Perception +8 least 10 ft in a straight line beforehand. A creature
Senses passive Perception 18 whose space the ceradon would enter must succeed on
Challenge 13 (10,000 XP) Proficiency Bonus +5 a DC 20 Dexterity or Strength saving throw (the
target's choice). On a failed save, the creature falls
Impale. If the ceradon moves at least 20 feet straight prone and takes 18 (2d10 + 7) bludgeoning damage,
toward a target and then hits it with a Gore attack on and the ceradon moves into the space.
the same turn, the target takes an extra 13 (3d8) On a successful Dexterity save, the target takes no
piercing damage. If the target is a creature, the ceradon damage, is not knocked prone, and is pushed 5 feet to
impales the target on its horns, grappling the target if it the nearest space out of the ceradon's path. On a
is a Large or smaller creature (escape DC 20). Until the successful Strength save, the creature takes half
grapple ends, the target is restrained, takes 20 (3d8 + damage, is not knocked prone, and the ceradon's
7) piercing damage at the start of each of the ceradon's movement ends.
turns, and the ceradon can't use its Gore attack. If the ceradon remains in a prone creature's space, the
creature is also restrained until it's no longer in the
Implacable. The ceradon has advantage on saving same space as the ceradon. While a creature is
throws against being charmed, frightened, restrained in this way, it, or another creature within 5
incapacitated, stunned, or paralyzed. feet of it, can make a DC 20 Strength check. On a
Primal Instinct (87 HP, Recharges after a Short or Long success, the creature is pulled to an unoccupied space
Rest). When the ceradon's hit points drop to 87 or of its choice within 5 feet of the ceradon and is no
fewer or it becomes charmed or frightened, it enters a longer restrained.
Rampage that lasts for one minute.
Reactions
Unwavering. The ceradon and any creature mounted on
Armoured Crest. When an attacker the ceradon can see
it have advantage on saving throws and checks against
makes an attack roll against a ceradon or creature
effects that would knock them prone or move them
within 5 feet of it, the ceradon can impose
against their will.
disadvantage on the attack roll.
Actions
Multiattack. The ceradon can make a Stomp attack
against any number of creatures within 5 feet of it and
then a Gore or Bite attack. It can forgo all of its Stomp
attacks to use its Trample action.
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Ceradon, Stomp. Melee Weapon Attack: +14 to hit, reach 5 ft.
Hit: 18 (2d10 + 7) bludgeoning damage. If the target is
Thunderous One prone and in the same space as the ceradon, the stomp
instead deals 29 (4d10+7) bludgeoning damage.
Huge monstrosity, unaligned
Trample. The ceradon moves up to its speed in a
Armor Class 19 (natural armor) straight line. During this move, it can attempt to enter
Hit Points 379 (33d10+198) Large or smaller creatures' spaces if it has moved at
Speed 30 ft. least 10 ft in a straight line beforehand. A creature
whose space the ceradon would enter must succeed on
a DC 21 Dexterity or Strength saving throw (the
STR DEX CON INT WIS CHA target's choice). On a failed save, the creature falls
prone and takes 18 (2d10 + 7) bludgeoning damage,
24 (+7) 9 (-1) 22 (+5) 2 (-4) 16 (+3) 12 (+1) and the ceradon moves into the space.
On a successful Dexterity save, the target takes no
Saving Throws Dex +5, Int +2, Wis +9 damage, is not knocked prone, and is pushed 5 feet to
Skills Perception +9 the nearest space out of the ceradon's path. On a
Damage Immunities Thunder, Lightning successful Strength save, the creature takes half
Senses passive Perception 18 damage, is not knocked prone, and the ceradon's
Challenge 20 (25,000 XP) Proficiency Bonus +6 movement ends.
If the ceradon remains in a prone creature's space, the
Implacable. The ceradon has advantage on saving creature is also restrained until it's no longer in the
throws against being charmed, frightened, same space as the ceradon. While a creature is
incapacitated, stunned, or paralyzed. restrained in this way, it, or another creature within 5
feet of it, can make a DC 21 Strength check. On a
Impale. If the ceradon moves at least 20 feet straight success, the creature is pulled to an unoccupied space
toward a target and then hits it with a Gore attack on of its choice within 5 feet of the ceradon and is no
the same turn, the target takes an extra 13 (3d8) longer restrained.
piercing damage. If the target is a creature, the ceradon
impales the target on its horns, grappling the target if it Reactions
is a Large or smaller creature (escape DC 20). Until the
Armored Crest. When an attacker the ceradon can see
grapple ends, the target is restrained, takes 20 (3d8 +
makes an attack roll against the ceradon or a creature
7) piercing damage at the start of each of the ceradon's
within 5 feet of it, the ceradon can impose
turns, and the ceradon can't use its Gore attack.
disadvantage on the attack roll.
Primal Instinct (126 HP, Recharges after a Short or Long
Rest). When the Ceradon's hit points drop to 126 or Legendary Actions
fewer, or it becomes charmed or frightened, it enters a The ceradon can take 3 legendary actions, choosing
Rampage that lasts for one minute. from the options below. Only one legendary action
Unwavering. The ceradon and any creature mounted on option can be used at a time and only at the end of
it have advantage on saving throws and checks against another creature's turn. The ceradon regains spent
effects that would knock them prone or move them legendary actions at the start of its turn.
against their will. Check. The ceradon makes a skill check that would
Thunderous Wrath (Recharges after a Short or Long Rest). normally require an action.
When the ceradon enters a rampage, each creature of Tenacious Will. If the ceradon is suffering from an effect
its choice within 10 feet of it must make a DC 21 that allows it to make a saving throw as an action or at
Constitution saving throw. On a failed save, a creature the beginning or end of its next turn, it may
takes 16 (3d10) thunder damage, and the ceradon may immediately make that save against the effect with
push it 20 feet away. On a successful save, the creature advantage. It can use this legendary action while
takes half as much damage and can't be pushed. incapacitated.
Actions Storm God's Judgement. The ceradon chooses a creature
it is aware of within 300 feet of it that just took its turn
Multiattack. The ceradon can make a Stomp attack
and marks it for judgement. At the end of that
against any number of creatures within 5 feet of it and
creature's next turn, it must make a DC 21 Dexterity
then a Gore or Bite attack. It can forgo all of its Stomp
saving throw. The creature takes 16 (3d10) lightning
attacks to use its Trample action.
damage on a failed save, or half as much damage on a
Gore. Melee Weapon Attack: +14 to hit, reach 5 ft., one successful one. If the creature is restrained by the
target not in the ceradon's space. Hit: 20 (3d8 + 7) ceradon, it has vulnerability to this damage.
piercing damage. Trample (Costs 2 Actions). The Ceradon uses its Trample
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one ability.
target. Hit: 17 (3d6 + 7) piercing damage.
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Ceradon Adventure Hooks
d6 Plot Hook
Raging Fire, Raging Beasts: A dormant volcano in the
lizardmen homeland suddenly erupts, sending molten
lava and ash into the air. As though the eruption is not Ceradon Siege: A fortified city is under siege by
deadly enough, it also causes a nearby herd of lizardmen forces, and a massive ancient ceradon
1 ceradons to go on a wild stampede, threatening nearby adorned with a war howdah is leading the assault. The
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settlements. The adventurers are called upon to adventurers must help the city's defenders repel the
protect these villages, divert the ceradon herd away invasion, find a way to neutralize the ceradon, and
from inhabited areas, and rescue any stranded villagers uncover the reason behind the lizardmen's aggression.
from the volcanic disaster. The Cursed Ceradon: A powerful curse has befallen an
The Sunken Temple: An ancient underwater temple has ancient ceradon, making it a rampaging monster that
surfaced, rumored to be home to a legendary treasure. terrorizes the jungle. The adventurers must seek the aid
However, a fearsome ceradon guards the entrance, 5 of a skink priest who knows how to lift the curse and
2 adorned with a howdah filled with elite skink warriors. restore the ceradon's original nature. They must battle
The adventurers must carefully navigate the temple's dark magic, confront twisted spirits, and face the curse's
traps and confront the ceradon and its crew to claim origin to save the ceradon and the jungle it calls home.
the treasure. Storm God's Test: The lizardmen believe the adventurers
Gift of the Gods: A lizardmen tribe believes that the have been chosen by the storm god to undergo a trial.
adventurers have been chosen by their gods to fulfill They must journey through the Thunderous One's
an ancient prophecy. They offer a tamed ceradon as a 6 storm-wracked home and prove themselves worthy by
3 gift, complete with a howdah and skink crew. The facing its challenges and surviving its wrath. Success will
adventurers must use their new allies to defend the grant them the storm god's blessing and the favor of the
lizardmen settlement from an impending demonic lizardmen, but failure may have dire consequences.
invasion.
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Lizardmen Howdahs
When lizardmen deploy their most titanic reptilian jungle
monsters in combat, they are sometimes equipped with
mighty war howdahs crewed by smaller lizardmen such as Huge Howdah
skinks. These howahs are wooden structures that allow an
entire lizardman crew to ride atop a mighty steed. The Huge Howdah, 1000 lbs.
structure provides cover for the crew and can be equppied
with siege weapons and even an arcane Engine of the Gods Howdah DC 16
which provides the lizardmen with magical aid. Most Armor Class 16
lizardmen monsters are far too wild to allow such structures Hit Points 100 (Damage threshold 10)
on their back, so those that can be equipped this way are Damage Immunities Poison, Psychic
prized by the lizardmen. Steed size Gargantuan
Rules for howdahs and the siege weapons they can be Carriage Capacity 10 Medium creatures
equipped with are found at the end of the document. Constitution Modifier +4
Challenge 2 (450 XP)
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Lizardmen Howdah Upgrades Giant Blowpipe
The howdah is equipped with a giant blowpipe capable of
Large howdahs and huge howdahs can be given any of the firing a hail of poison-tipped darts.
following upgrades. Each upgrade increases the howdahs The howdah is equipped with the giant blowpipe siege
effective CR by 1 unless its states otherwise. weapon.
Sacred Howdah
The howdah is not only an instrument of war but a small
shrine complete with relics and offerings dedicated to the Old Giant Blowpipe
Ones to curry their favor.
The howdah counts as a magic object, and the three- Medium siege weapon
quarters cover granted by the howdah gives a +5 bonus to all
saving throws from effects outside the howdah, not just Weapon DC 15
Dexterity saves. If a creature in the howdah is subjected to an Armor Class 15
effect from outside that allows it to make a saving throw to Hit Points 60 (damage threshold: 5)
take only half damage, it takes no damage if it succeeds on
the saving throw, and half damage if it fails. Damage Immunities poison, psychic
Ammo Poison Dart Cluster (1 round, 100g)
Poison Ballista Challenge 1 (200 XP)
The howdah is equipped with a ballista whose bolts are
tipped with deadly jungle toxins. Functions
The howdah is equipped with the poison ballista siege
weapon. Load. The weapon is loaded with a Poison Dart
Cluster. This must be done before it is prepped.
Prep. The weapon is prepped to fire its next shot.
This prep must be done while it is loaded.
Poison Ballista Fire. The blowpipe fires a barrage of darts that rain
Medium siege weapon
down at a point of the user's choice within 120
feet. Each creature in a 5-foot radius centered on
Weapon DC 15 that point must make a DC 15 Dexterity saving
Armor Class 15 throw. On a failed save, a creature takes 12 (5d4)
Hit Points 60 (damage threshold: 5) piercing damage, is inflicted with Jungle Toxins, and
makes the saving throw at the end of its turn against
Damage Immunities poison, psychic the toxins with disadvantage. On a successful save,
Ammo Poison Bolt (1 round, 100g) a creature takes half damage, is still inflicted with
Challenge 1 (200 XP) Jungle Toxins, but does not have disadvantage on
the saving throw at the end of its turn against the
toxins.
Functions
Load. The weapon is loaded with a Poison Bolt. This
must be done before it is prepped.
Prep. The weapon is prepped to fire its next shot.
This prep must be done while it is loaded.
Jungle Toxins
Fire. The ballista fires a bolt that flies in a straight
line up to 480 feet in the direction of the user's At the end of the turn, each creature hit by one or
choice before falling to the ground. If the bolt would more weapons that inflict Jungle Toxins must
strike a target, that target must make a DC 15 succeed on a DC 13 Constitution saving throw or
Dexterity saving throw. The target has advantage on be poisoned for 1 hour. A creature that has been
the saving throw if the bolt has flown 120 feet or hit by two or more attacks from weapons with
more. On a failed save, the target takes 33 (6d10) Jungle Toxins this turn makes the saving throw
piercing damage and is inflicted with Jungle Toxins. with disadvantage. The target repeats the saving
If the target is reduced to 0 hit points or destroyed, throw at the end of each of its turns, ending the
the bolt keeps flying and deals 11 (2d10) less effect on a success or taking 5 (2d4) poison
damage if it hits another target. Otherwise, the damage on a failure.
bolt's flight ends at the target's location.
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Engine of the Gods Arcane Configuration
The howdah is equipped with a sacred relic of the Old Ones The engine siphons the winds of magic to aid in casting
capable of unleashing a variety of magical effects by those spells of specific energy.
familiar with its usage. When activating this ability, the rider chooses a damage
A howdah is equipped with an Engine of the Gods, which type and any number of creatures within 30 feet. The rider
causes the howdah to be treated as a magical object. The and all the chosen creatures then become empowered until
engine has 3 charges by default and can possess up to 3 of the start of the rider's next turn. The next time an empowered
the abilities listed below. Riders with the howdah who have creature casts a spell dealing the chosen damage type, it rolls
proficiency in Religion and a Wisdom and Intelligence of 14 three additional damage dice. The rider activating this ability
or higher can use their action to expend 1 charge to activate can also cast a spell with a casting time of 1 action as a bonus
one of the engine's abilities. The engine regains all expended action on the same turn.
charges daily at dawn.
The Engine of the Gods increases the CR of the Howdah Time Slows
by 4 rather than 1. The engine bends the flow of time.
Burning Alignment Each creature in a 15-foot-radius sphere centered on a
As the engine comes into alignment, magical power is point within 300 feet of the howdah must make a DC 17
unleashed to scour the enemy. Charisma saving throw or be affected by the slow spell until
A vertical column of divine fire, 10 feet in radius and 100 the howdah is destroyed. A creature can repeat the saving
feet high, descends at a point within 300 feet of the howdah throw at the end of each of its turns, ending the effect on a
of the user's choice. It then moves 30 feet horizontally in a success. If it fails the repeat saving throw by 5 or more (DC
straight line in the direction of the user's choice before 12), it is stunned until the effect ends.
dissipating. Each target the column passes through must Healing Light
make a DC 17 Dexterity saving throw. A creature takes 14 The engine releases a burst of light that heals battle-weary
(4d6) fire damage and 14 (4d6) radiant damage on a failed allies.
save and half as much damage on a successful save. When activating this ability, the rider chooses any number
Portent of Warding of creatures within 30 feet. Each chosen creature regains 18
Mysterious power pours from the engine, protecting nearby (4d8) hit points.
allies. Sacred Summon
When activating this ability, the rider chooses any number The engine calls to the heavens to summon a champion.
of creatures, and an aura of eldritch warding radiates from A saurus sacred spawn appears in an unoccupied space
the howdah in a 30-foot radius for one minute. Each chosen
creature gains resistance to damage from spells while within within 60 feet of the howdah of the rider's choice and
the aura. remains until it or the howdah is reduced to 0 hit points or 10
minutes have passed. The saurus shares the initiative count
of the rider who used the ability, and it takes its turn
immediately after. The saurus is an ally to the rider and its
companions.
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Blessings of the Old Ones
Some lizardmen and dinosaurs are created with enhanced
abilities attributed to their ancient gods. These creatures
bear colorations that signify their specialized abilities and the
unique ways they can serve their masters. You can apply one
of these blessings to any of the creature stat blocks described
in this document. Doing so increases that creature’s CR by 1.
Blessing of the Blood God
These hyper-aggressive lizardmen are marked with blood-red
scales and infused with a ferocity that drives them to
slaughter in their god’s name.
While the creature is rampaging, its has advantage on
attack rolls and deals additional 11 (2d10) damage on hit.
Blessing of the God of Fate
These lizardmen are marked by the oldest of gods with pure
white scales and are said to be destined for greatness as fate
itself bends to their will.
At the start of creature’s turns, it can choose to be under
the effects of the foresight spell until the end of its next turn.
Once the creature uses this feature, it can't use it again
until it finishes a long rest. Blessing of the Stoic God
These lizardmen are marked with yellow lines down their
Blessing of the Hunter God body that signify their impassive nature and level-headedness
These lizardmen are marked with a brown spotted coloration during combat.
to help them blend into the wilderness, and they possess The creature adds +3 to its Wisdom, Charisma, and
superior predatory instincts that allow them to stalk prey Intelligence saving throws and has resistance to psychic
through the thickest jungles. damage.
The creature has advantage on Dexterity (Stealth) checks Additionally, its Primal Instinct feature is only triggered by
made to hide using foliage and may do so even if it is only it becoming charmed or frightened.
lightly obscured.
Additionally, the creature has advantage on Wisdom Blessing of the Sun God
(Perception), Wisdom (Survival) checks and can make them These energetic lizardmen are marked with the orange of the
as a bonus action. setting sun across their scales, and their sun god's power
Finally, the creature can move through plants without drives them to chase down their prey at alarming speeds.
being slowed, taking damage, or being grappled or restrained The creature has advantage on intuitive rolls, and its speed
by them. is increased by 10 feet. If it would enter a rampage, it may
use its reaction to move up to its speed toward any enemy it
Blessing of the Protector God can see without provoking attacks of opportunity before its
These lizardmen are marked with bony nobs and thick scales rampage begins.
of a glittering silver color that deflect ranged attacks.
While the creature isn’t rampaging, when a creature 10 or Blessing of the Wind God
more feet away from it hits it with an attack or deals damage These mystical lizardmen are marked with shimmering
to it with a spell, the damage is halved. purple scales and possess primal wards that can sweep away
enemy magics.
Blessing of the River God The creature can cast counterspell once per day without
These aquatic lizardmen are marked with sea-green hues, any components, using Wisdom as its spellcasting ability. Its
gills, webbed claws, and crocodilian jaws they can use to drag Primal Instinct ability is triggered when it casts the spell this
their foes to a watery grave. way. (It can't cast the spell while rampaging.)
The creature has a swim speed of 40 ft. and can breathe
underwater. If the creature already has a swim speed, it is
increased by 20 feet.
When the creature hits a creature with its bite attack, the
target is grappled (escape DC equal to 8 + the creature’s
Strength Modifier + Its Proficiency Bonus). Until this grapple
ends, the target is restrained, and the creature can't bite
another target.
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ceradon Tactics The Thunderous One
Thunderous Wrath: When the Thunderous One utilizes this
Ceradons are territorial, highly aggressive, and omnivorous ability, it repels adversaries not restrained by its feet or
creatures. While they don't actively hunt prey, they will readily impaled on its horns, creating distance between it and its
attack anything within charging distance. In battle, a ceradon next target for an effective charge and Gore attack.
is resolute and acts primarily on instinct. It focuses on
adversaries it perceives as the greatest threat, often choosing Thunderous One Legendary Actions
targets dealing significant damage or those of considerable The Thunderous One utilizes its legendary actions in the
size. However, it lacks the intelligence to realize the potential following ways:
benefits of trampling multiple targets for increased damage Storm God's Judgement: This legendary action is
output. reserved for use against a creature impaled on the ceradon's
If a ceradon starts an encounter already in melee combat, horns or trapped beneath its feet. The Thunderous One
it will retreat, even if doing so exposes itself to opportunity instinctively employs this legendary action in this way, even
attacks. To defend against such attacks, it employs its without external guidance.
Armoured Crest reaction. Following the retreat, it starts Trample: If there are no eligible targets for Storm God's
charging foes with its Trample action. The ceradon will Judgement, the Thunderous One defaults to this action.
follow this up with its Gore attack. While it can't gore a target When under the guidance of more intelligent beings, it
right beneath it, it can trample over a target before circling prefers to use this ability if it can potentially overrun more
back to Gore, often doing so with an advantage. Once an adversaries than those already pinned beneath it.
opponent is impaled on its horns, the ceradon shifts focus to Tenacious Will: This action is invoked solely when its
trampling nearby threats. If it pins another creature under its stomping and goring abilities are hindered or interrupted.
feet, it will continue its stomp attacks while standing atop the
pinned foe. Engine of the Gods
Ceradons With Howdahs When operating a howdah equipped with an Engine of the
Ceradons equipped with a howdah can display tactical battle Gods, understanding the sequence of how abilities should be
acumen under their rider's guidance. They frequently trample used is crucial. Here's the recommended priority order:
through dense clusters of enemies. Even if their Gore attack 1. Portent of Warding
misses, if the ceradon pins two or more creatures beneath it, 2. Sacred Summon
it remains stationary, concentrating on crushing them. 3. Time Slows
The Armoured Crest reaction is used strategically, saved 4. Arcane Configuration
for countering potent spell attacks or deflecting high damage 5. Burning Alignment
strikes, such as a rogue's sneak attack. 6. Healing Light
Ceradon Howdah Weapons
Skinks usually man the ceradon's howdah. They employ long-
range poison weapons integrated into the howdah to target
enemies beyond the ceradon's reach, especially when the
ceradon is stationary because it's pinning victims or it's
pursuing elusive targets.
10
Ceradon Loot
The valuable items looted from Ceradon will generally come
from whatever can be harvested from them. This harvesting
can usually be done using a Wisdom (Survival) or
Intelligence (Nature) check. However, you may allow players
proficient with specific tools to harvest items related to that
tool. For example, a character might make a Wisdom
(Leathworker’s Tools) check to harvest the hide of a Ceradon.
Alternatively, you can roll for the loot randomly using a flat
modifier.
Ceradon Loot Tables
The following tables describe the number of items and value
of those items the players are able to loot depending on the
result of their check or the results of your roll. If they're
making checks, you can have them make a separate check for
each creature they're looting or use one check for multiple
creatures at once to save time.
Ceradon Loot Table
Looting Check Result or 1d20 + 7 Loot
1-10 2d4(5) 50gp Item
11-15 2d6(7) 50gp Items
16-22 2d4(5) 100gp Items
23-25 2d6(7) 100gp Items Example Cerasaur Loot Names
You can give the different types of items unique names based
26+ 3d6(10) 100gp Items on their material and value to help differentiate them from
one another. The following tables provide some example
Ancient Ceradon Loot Table names.
Looting Check Result or 1d20 + 7 Loot
Example Cerasaur Item Names
1-8 2d4(5) 50gp Item
1d4 50gp Item 100gp Item 200gp Item
9-11 2d6(7) 50gp Items
1 Cracked Cerasaur Cerasaur Primeval Cerasaur
12-18 2d4(5) 100gp Items (Bone) Bone Bone Bone
17-23 2d4(5) 200gp Items 2 Stringy Cerasaur Cerasaur Primeval Cerasaur
(Flesh) Meat Meat Meat
24+ 2d6(7) 200gp Items
3 Clotted Cerasaur Cerasaur Primeval Cerasaur
The Thunderous One Loot Table (Fluid) Blood Blood Blood
Looting Check Result or 1d20 + 5 Tattered Cerasaur Cerasaur Primeval Cerasaur
7 Loot (Hide) Hide Hide Hide
1-8 3d6(10) 500gp Item
Example Thunderous One Item Names
3d6(10) 1,000gp 1d4 500gp Item 1,000gp Item 2,000gp Item
9-11
Items
Cracked Pristine
4d6(14) 1,000gp 1 Thunderous
12-18 Thunderous Thunderous
Items (Bone) Bone
Bone Bone
3d6(10) 2,000gp Stringy Prime
19-23 2 Thunderous
Items Thunderous Thunderous
(Flesh) Flesh
4d6(14) 2,000gp Flesh Flesh
24+
Items Clotted Pristine
3 Thunderous
Thunderous Thunderous
(Fluid) Blood
Blood Blood
5 Tattered Thunderous Pristine
(Hide) Thunderous Hide Hide Thunderous Hide
11
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Siege Weapons
T
hese weapons have been engineered for large-
scale warfare against enemy armies and Siege Weapon Attributes
settlements. What sets them apart from other In addition to the common attributes of size, weight, AC, HP,
weapons is their size and the number of and damage immunity, these weapons have the following
creatures required to operate them effectively
(generally more than two). These weapons additional attributes and considerations:
range from highly sophisticated cannons and
rocket launchers to crude catapults and giant slingshots. Hit Points
Regardless of their form, they are all large enough that A weapon has hit points that can be restored through repairs.
moving them is a slow process and labor-intensive enough to When its hit points reach 0, the weapon becomes inoperative
use that they require a team of creatures to operate them and irreparably damaged.
effectively. Many weapons have a damage threshold. Any source of
damage less than this threshold only inflicts superficial
Repairing Weapons damage and doesn't lower the weapon's hit points.
If a weapon has taken damage but still has at least 1 hit point, Weapon DC
a creature can spend 1 hour or more attempting to repair the
damage. The creature must have the necessary tools and The weapon's DC is used whenever a creature makes a check
parts for the repairs. After 1 hour of repair work, the creature to fix mishaps, when a creature is repairing the weapon, or
makes an Intelligence check, adding its proficiency bonus to the weapon forces a creature to make a saving throw.
the check if it is proficient with the required tools. If the
check succeeds, the weapon regains 2d4 + the creature's Challenge Rating
Intelligence modifier + the creature's proficiency bonus hit When players face enemies equipped with fully functioning
points. If the check fails, the weapon does not regain any hit siege weapons, the encounter's challenge rating (CR) should
points, but the repair can be attempted again using the same be calculated as if the weapon is an additional creature with
tools and replacement parts. its own CR.
12
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Ammo / Fuel Load
This function is used to reload the weapon's ammunition up
Weapons may require ammunition, such as bullets, or fuel, to its full capacity. It requires the creature loading it to have
such as flammable chemicals, to make attacks. This part of immediate access to the weapon's ammunition. If a creature
the stat block includes the cost of the ammo and the number doing the loading is hit by an opportunity it provoked by
of charges it has, which represents the number of times the doing this, it drops the ammo and wastes its action.
weapon can be used before it needs to be reloaded.
Fire
Functions This function is used to aim and fire the weapon at a target
By default, siege weapons have three different functions, chosen by the creature performing the function.
which can each be activated as an action by its operators:
Prep, Load, and Fire. Each function can only be performed Passive Traits
once per round unless it states otherwise. Creatures within This section describes any traits of the weapon has that don't
reach of a creature performing one of these functions can require actions to utilize.
make opportunity attacks against them.
Prep Mishaps table
Siege weapons need to be prepped in different ways between Some weapons can suffer a malfunction when certain
being fired. This preparation could be cranking a ballista or functions are used. When such an event occurs, it will suffer a
cleaning the barrel of a cannon. Many siege weapons have mishap and need to roll on its Mishap Table to determine
multiple Prep functions that must be performed before they what adverse effect it suffers.
can be used again. In these cases, the different Prep actions A creature can attempt to resolve a mishap by using its
can be done by different creatures within the same round. action to make an ability check based on the nature of the
Unless stated otherwise, all the Prep functions must be mishap. The creature making the check can be any member
completed before the weapon can be loaded. of the weapons team or anyone else within reach of the
weapon. If the creature is proficient with the tools required
for repairs and has them at hand, it adds its proficiency bonus
to the check. A successful check ends the mishap. Mishaps
that do not have a Repair Check Type cannot be repaired.
13
Howdahs
W
ar howdahs are small armored structured Entering & Exiting Howdahs. While there is space in the
mounted to the backs of large war beasts that howdah, a creature can spend all its movement to enter or
can hold multiple creatures. leave the howdah or only half its movement if it has a
The following rules can help you codify how climbing speed. While the steed is not incapacitated, it can
to use different types of howdahs in your make an opposed Strength (Athletics) check against a
games. They can be applied to howdahs of creature attempting to enter the howdah. If the steed
different shapes and sizes and used as tools succeeds, the creature can't enter the howdah. Any
for designing your own howdahs. movement it used to try to enter the howdah is wasted,
and it can't try to enter again until the start of its next turn.
Howdah Rules Each passenger already inside the howdah may use its
reaction to make an opportunity attack against the
Howdahs are generally structures that provide cover to creature entering or exiting the howdah.
multiple creatures mounted on a larger war beast of some
kind. The creatures within the howdah are referred to as Howdah Saving Throws
riders, and the creature the howdah is mounted upon is While objects normally automatically fail all Strength,
referred to as its steed. If one of the riders is controlling the Dexterity, and Constituion saving throws, howdahs are active
steed, that creature is the pilot. Howdah riders and steeds parts of combat, meaning it often doesn't make sense for
follow the mounted combat rules described in the Player's them to ignore effects that deal types of damage they are not
Handbook, but with the following differences: immune to. As such, you can use the following rules when
Movement & Initiative howdahs are subject to such saving throws.
Forced Movement. If an effect moves a howdah or its
steed, the howdah and its steed are moved together.
Controlled & Independant Steeds. The howdah's steed
can be a controlled or independent mount as described in
the player's handbook. If it is controlled, there must be a
pilot who is controlling it.
14
Strength & Dexterity Saves
Howdahs equipped on an unencumbered steed do not Howdah Attributes
automatically fail their Strength and Dexterity saving throws, Besides the size, weight, AC, HP, and damage immunity
as they can rely on their steed to make the save for them. If a attributes common to all objects, howdahs have the following
howdah is subjected to a Strength or Dexterity saving throw, additional attributes and considerations:
its steed must make the saving throw against the effect. If the
steed succeeds on the save, the howdah passes the save. Howdah DC
Constitution Saves Whenever the howdah requires a creature to make a check or
Howdahs can make their own Constitution saving throws saving throw, that creature uses this value for the DC.
against effects capable of damaging them and have their own
modifier they apply to these saves. The howdah may make Damage Threshold
these saves regardless of whether or not it is mounted on a Most howdahs possess bulk or armor that enables them to
steed. withstand minor hits. A howdah with a damage threshold is
immune to all damage unless the amount of damage it takes
Opportunity Attacks is equal to or greater than its damage threshold value. In
When the howdah steed provokes an opportunity attack, the such cases, the howdah takes the damage as usual. Damage
attacker can target the howdah itself. Passengers cannot that fails to meet or exceed the howdah's damage threshold is
provoke opportunity attacks from creatures outside the considered superficial and does not reduce the howdah's hit
howdah. points.
Spacing Within Howdah Steed Size
All creatures inside a howdah are considered to be within 5 This is the minimum size a creature must be to be the
feet of each other. howdah's steed. If a creature ever becomes too small to carry
the howdah, the howdah falls off the creature and is knocked
Prone Howdahs over as though its steed was knocked prone, described in the
Prone Howdahs section.
If the steed is knocked prone, the howdah takes bludgeoning
damage equal to a roll of three of the steed's largest hit dice. Creature Capacity
Teleporting Creature capacity determines the number of creatures that
can ride in the howdah comfortably. Additional creatures may
If the steed is teleported, the howdah and its riders can be able to fit by squeezing or clinging to the outside of the
choose to teleport with it. howdah at the DM's discretion.
Falling Howdahs Constitution Modifier
When a howdah's steed falls from a height of 10 feet or more, This is the modifier the howdah adds to any Constitution
it and all its riders take fall damage as usual, and the riders saves it makes.
fall prone.
Challenge Rating
Repairing Howdahs
When players face enemies that are equipped with a fully
If a howdah has taken damage but still has at least 1 hit functioning howdah, the challenge rating (CR) of the
point, a creature can spend 1 hour or more attempting encounter should be calculated as if the howdah is an
repairs, provided it has the necessary tools and parts. After 1 additional creature with its own CR.
hour of work, the creature makes an Intelligence check,
adding its proficiency bonus if proficient with the required Passive Traits
tools. On success, the howdah regains 2d4 + the creature's
Intelligence modifier + its proficiency bonus hit points. On This section describes any traits the howdah has that don't
failure, the howdah doesn't regain any hit points, but repairs require actions to utilize.
can be reattempted with the same tools and parts.
Siege Weapons
Howdah Destruction A howdah may have one or more built-in siege weapons.
When a howdah is destroyed, riders that were in it are These siege weapons are built into the howdah and share its
knocked prone and land in unoccupied spaces within 5 feet Hit Points, AC, and Damage Threshold and are destroyed
of its steed. when the howdah is destroyed. These siege weapons can only
be operated by riders in the howdah, and riders can't provoke
attacks of opportunity from creatures outside the howdah
while operating these weapons. The weapons can't be used if
the howdah is not attached to a steed or the steed is prone.
15
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Art Credit Change Log
Siegehorn Ceratops - Filip Burburan, Wizards of the
Coast 1.0.0
Shifting Ceratops - Izzy, Wizards of the Coast Document release
Dinosaur Stampede - Bram Sels, Wizards of the Coast
Naya - Zoltan Boros & Gabor Szikszai, Wizards of the
Coast
Mastermind's Acquisition - Svetlin Velinov, Wizards of the
Coast
Thrakkus the Butcher - Nestor Ossandon Leal, Wizards of
the Coast
Spike-Tailed Ceratops - Lius Lasahido, Wizards of the
Coast
Goring Ceratops - Zezhou Chen, Wizards of the Coast
Unleash Shell - Campbell White, Wizards of the Coast
Goblin Artillery - Alex Horley-Orlandelli, Wizards of the
Coast
Linebreaker Baloth - Brent Hollowell, Wizards of the
Coast
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.