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These triceratops riding bad-guys didn’t get much screen time in my game.  PCs saw them but they didn’t interact. 

Medium humanoid (fey), lawful evil

Armour Class 22 (studded leather, shield)
Hit Points 176 (11d8 +88)
Speed 30 ft.

STR 21 (+5)        DEX 26 (+8)       CON 22 (+6)
INT    9 (-1)        WIS 17 (+3)        CHA 11 (+0)

Skills Land Vehicle (Ride) +10, Perception +6
Saving Throws Dex +7, Con +6, Wis +6
Senses darkvision 120ft., passive Perception 16
Languages Elven, Lashunta (can’t speak)
Challenge 11 (7,200 XP)

Cavalier. The lashunta cavalier are a dangerous foe to face while mounted.  Lashunta cavaliers usually ride quadrahorns (a triceratops like dinosaur) which allows them to fight from reach with their lance. While mounted and aren’t incapacitated, he gains the following benefits:

  • The lashunta cavalier have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • The lashunta cavalier 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.
  • The lashunta cavalier’s mount may also fight independently but on the same initiative count as the cavalier.

Fengar-Infused. The fengar infusion grants these lashunta a +8 alchemical bonus to Strength, Dexterity, and Constitution, a +4 enhancement bonus to Wisdom, a –2 penalty to Intelligence, and Great Fortitude and Iron Will as bonus feats, but it completely negates their ability to speak or use lashunta telepathy.

Fey Ancestry. The lashunta has advantage on saving throws against being charmed, and magic can’t put the lashunta to sleep.

Multiattack. The lashunta makes two lance attacks or a charging lancer attack.

Lance. Melee Weapon Attack: +7 to hit, reach 10ft., one target.
Hit: 12 (1d12 + 5) piercing damage.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target.
Hit: 12 (1d6 + 8) piercing damage plus 10 (3d6) poison damage. 

Longbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target.
Hit: 12 (1d6 + 8) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Charging Lancer. If the lashunta guard is mounted and can move at least half his mounts movement he may perform a charge. The attack as advantage and the movement does not provoke an attack of opportunity and if the mount has a natural attack it may make that attack as well.

Charging Lance. Melee Weapon Attack: +7 to hit, reach 10ft., one target.
Hit: 24 (3d12 + 5) piercing damage (critical range of 19~20).

Parry. The lashunta adds 3 to its AC against one melee attack that would hit it. To do so, the lashunta must see the attacker and be wielding a melee weapon.

During Combat These guards have little interest in discussion; they charge foes with their lances and then try to maintain reach while their mounts fight in melee.

Morale The lashunta guards fight to the death.

Combat Gear potions of cure serious wounds (3); Other Gear +2 breastplate, +1 lance, +1 composite longbow with 20 arrows, amulet of natural armor +1, cloak of resistance +1, ring of protection +1



Posted in Dungeons & Dragons

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