This is homebrew, submitted by a member of the community.
Tarraptor
Tarraptor
Medium Monstrosity (Tarrasquespawn), UnalignedMedium Monstrosity (Tarrasquespawn), Unaligned
Legendary Resistance (1/Day). If the Tarraptor fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Tarraptor has advantage on saving throws against spells and other magical effects.
Tarraptor's Plating. Any time the Tarraptor is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d8. On a 5 to 7, the Tarraptor takes half damage and halves any effect duration. On an 8, the Terraptor is unaffected, and heals 10 HP. In addition, Any time the Tarraptor is attacked with a melee weapon without the reach property, the attacker must roll a DC 16 dexterity saving throw or take (1d6+1) piercing damage.
Tarraptor's Regeneration. The Tarraptor has enhanced regenerative capabilities, healing 7 health at the start of each of its turns.
Enhanced Pack Tactics. The Tarraptor has advantage on an attack roll against a creature if at least one of the Tarraptor's allies is within 5 feet of the creature and the ally isn't incapacitated. In addition, if an allied Tarraptor is within 5 ft, and they are hit with an attack, the Tarraptor can choose to change the target of the attack to themselves.
Silent Killer. The Tarraptor has advantage on stealth checks to muffle sound they make.
Mageslayer. The Tarraptor's Teeth and Claws are coated in an insidious venom. Those hit by its Bite or Claw attacks must make a DC 15 constitution save or be inflicted with Mageslayer Venom.. Those under the effects cannot speak, have disadvantage on constitution saves made to maintain concentration, and suffer 1d4 poison damage, as well as the poisoned condition for 1 minute. At the end of the creature's turn, they may re-roll this save, ending the effects on a success.
[b][i]Legendary Resistance (1/Day).[/b][/i] If the Tarraptor fails a saving throw, it can choose to succeed instead.
[b][i]Magic Resistance.[/b][/i] The Tarraptor has advantage on saving throws against spells and other magical effects.
[b][i]Tarraptor's Plating.[/b][/i] Any time the Tarraptor is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a [d8]. On a 5 to 7, the Tarraptor takes half damage and halves any effect duration. On an 8, the Terraptor is unaffected, and heals 10 HP. In addition, Any time the Tarraptor is attacked with a melee weapon without the reach property, the attacker must roll a DC 16 dexterity saving throw or take ([1d6+1]) piercing damage.
[b][i]Tarraptor's Regeneration.[/b][/i] The Tarraptor has enhanced regenerative capabilities, healing 7 health at the start of each of its turns.
[b][i]Enhanced Pack Tactics.[/b][/i] The Tarraptor has advantage on an attack roll against a creature if at least one of the Tarraptor's allies is within 5 feet of the creature and the ally isn't incapacitated. In addition, if an allied Tarraptor is within 5 ft, and they are hit with an attack, the Tarraptor can choose to change the target of the attack to themselves.
[b][i]Silent Killer.[/b][/i] The Tarraptor has advantage on stealth checks to muffle sound they make.
[b][i]Mageslayer.[/b][/i] The Tarraptor's Teeth and Claws are coated in an insidious venom. Those hit by its Bite or Claw attacks must make a DC 15 constitution save or be inflicted with Mageslayer Venom.. Those under the effects cannot speak, have disadvantage on constitution saves made to maintain concentration, and suffer [1d4] poison damage, as well as the poisoned condition for 1 minute. At the end of the creature's turn, they may re-roll this save, ending the effects on a success.
Actions
Multiattack. The Tarraptor makes Three attacks: one with its bite or its frightful presence, one with its claws, and one with its tail.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d6+1) piercing damage. If the target is a creature, and is medium or smaller, it is grappled (escape DC 15). Until this grapple ends, the target is grappled, has disadvantage on dexterity saves, and the Tarraptor can't bite another target.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (3d4+3) slashing damage. This attack has advantage vs a target restrained by the Tarraptor's bite.
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (2d4+1) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Frightful Gaze. One creature of the Tarraptor's choice within 30 feet of it and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Tarraptor is within line of sight, ending the effect on itself on a success. If a creature's saving throw Is successful or the effect ends for it, the creature is immune to the Tarraptor's Frightful Presence for the next 24 hours.
[b][i]Multiattack.[/b][/i] The Tarraptor makes Three attacks: one with its bite or its frightful presence, one with its claws, and one with its tail.
[b][i]Bite.[/b][/i] [i]Melee Weapon Attack:[/i] [+6] to hit, reach 5 ft., one target. Hit: 8 ([2d6+1]) piercing damage. If the target is a creature, and is medium or smaller, it is grappled (escape DC 15). Until this grapple ends, the target is grappled, has disadvantage on dexterity saves, and the Tarraptor can't bite another target.
[b][i]Claw.[/b][/i] [i]Melee Weapon Attack:[/i] [+6] to hit, reach 5 ft., one target. Hit: 10 ([3d4+3]) slashing damage. This attack has advantage vs a target restrained by the Tarraptor's bite.
[b][i]Tail.[/b][/i] [i]Melee Weapon Attack:[/i] [+6] to hit, reach 10 ft., one target. Hit: 6 ([2d4+1]) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
[b][i]Frightful Gaze.[/b][/i] One creature of the Tarraptor's choice within 30 feet of it and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Tarraptor is within line of sight, ending the effect on itself on a success. If a creature's saving throw Is successful or the effect ends for it, the creature is immune to the Tarraptor's Frightful Presence for the next 24 hours.
Legendary Actions
The Tarraptor can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Tarraptor regains spent legendary actions at the start of its turn.
Attack. The Tarraptor makes one claw attack or tail attack.
Move. The Tarraptor moves up to one half its speed.
Chomp. (Costs 2 Actions). The Tarraptor makes one bite attack.
The Tarraptor can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Tarraptor regains spent legendary actions at the start of its turn.[b][i]Attack.[/b][/i] The Tarraptor makes one claw attack or tail attack.
[b][i]Move.[/b][/i] The Tarraptor moves up to one half its speed.
[b][i]Chomp. (Costs 2 Actions).[/b][/i] The Tarraptor makes one bite attack.
Details
The Tarraptor, colloquially known as a "Shellback", is a social pack hunter who prowls the undergrowth. Rarely, these creatures work in consort with their lesser brethren, though more often than not they are found working in groups of three. If the prey of their choosing is made aware of their presence, one draws the attention of the victim while the other two circle behind to catch them unawares. These creatures have a fondness for carrying off unsuspecting spellcasters in the night, the venom they carry ensuring the victim has no way of calling for help. The Tarraptor, colloquially known as a "Shellback", is a social pack hunter who prowls the undergrowth. Rarely, these creatures work in consort with their lesser brethren, though more often than not they are found working in groups of three. If the prey of their choosing is made aware of their presence, one draws the attention of the victim while the other two circle behind to catch them unawares. These creatures have a fondness for carrying off unsuspecting spellcasters in the night, the venom they carry ensuring the victim has no way of calling for help.Shout outs: Stacey, elijah D. maben, R., bruschkin, Vincent Drone, thea musing, Brian Nunziato, Garrett Smith, Matt Yates, Elisa Martinez, Ryan Flagg, Jade Arrowood, yoland katamari, Dave Walker, Rhonda Seiter, Alexa Hobusch, Jonathan Lekse, Katie White, JollyGamer, Tiernan Greenman, Burlyfighter, Gillian Tolbert, David R Abbott, Rick Marsh, Brittany DeNicholas, Phillip Hash, Amanda Kettles, John Trent Dumproff, Lou Bliss, Pythor Sen, Desedent, Michael Isberg, Nat, Thomas Wilhelm, Krueger82, Irate The Pirate, Mark L, Conall Reilly, keith oneal rogers, Cam Largent, Siren, AstroLass, Lizzie, Michael Hamilton, Vedie V, Mylon Schroder, Nathan, Jordan Florez, Robert Rich, Rodney O'Dell, Robin Ellis-Foster, Jess, Lars Yell, Zee Livezey, Kevin, Kerry Melton, Mary Kieser, SallySparrow132, Naomi B, J, Millergendraft, Federica Frezza, Nick Soucy, Ellen Mitchell, Melanie Warga, Jeremiah Walker, Bryan Sheairs, Bryan Kempka, chris wilson, Max Hops, Sarah Holland, Joshua David Maddox, Jennifer Smith, Liz Fontain, Ray Bissonnette, Joe Dalby, Joline Tran, Nicholas Zamora, ShortyMcgibble, Mr. Vinclair, mtnman1979@aol.com, KFB_Patreon, eric sun, Dani, Gundar Wez, Nahellion, Ben Pytlik, Nicholas Hanke, bilbens baggo, Stuart, Brysen Packer, Maxwell Mayer, Gannon Dubay, Thobek, Aaron Teupe, Felix Schmäche, XMrMonkyx ., Miss Zilla M, Jordan Brazeal, Kyle Clark, Jake Lane, Adam Ruiz, Phillip P Torchia, Stefan Gottschalk's, Remora Jewel, jeremy baisch, Daniel Edwards, Zealot23, Shane Andrews, Brandon Mußiq, CJMAXP, Dylan Rintoul, KingHavok1217, Mx Charlie, Zachary Burgess-Hicks, Shazear, Steve Rosenlund, Ezzela1891, John Nazario, Gordon Alexander Fallon, Justin Stensgard, Jason Clark, Trey Vickory
Their contribution stands as a beacon of hope for all adventurers!