Okay, let's go a little off the beaten track.
Some treasures need serious protection. For that, mages will create a zone of protection which, when an intelligent creature trespasses upon it, summons a hellspawn dinoguard.
These demonic dinosaurs simply defend their territory with tremendous savagery until they are defeated or the spell returns them to their home plane (which usually happens after an hour or so).
This creature combines aspects of the CR 8 Spirit Naga and the CR 8 Tyrannosaurus Rex. We'll give it a high AC but a low attack bonus.
Since this will likely be encountered as a solo monster, let's ensure that the fight doesn't get boring. However, since this is a bestial creature, its behavior shouldn't change drastically. Once it's reduced to half its HP or less, it gets an extra attack every round. A simple frenzy.
Okay, let's stat it up!
Homebrewery stat block:
Hellspawn Dinoguard
Large beast, chaotic
- Armor Class 16
- Hit Points 180 (20d10 + 80)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 12 (+1) 3 (-4) 10 (+0) 7 (-2) - Proficiency Bonus +3
- Skills Perception +4
- Senses passive Perception 14
- Languages None
- Challenge 8 (3,900 XP)
Actions
Multiattack. The hellspawn dinoguard makes two attacks on its turn.
Bloodied Frenzy. While a hellspawn dinoguard has half or less of its Hit Point total (90 HP), it can make three attacks on its turn: one bite and two claw attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 29 (4d12 + 3) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit 16 (3d8 + 3) slashing damage.
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