Tag: dinosaur

  • Rajasaurus

    Large Beast, Unaligned

    Armor Class 12 (Natural Armor)

    Hit Points 114 (12d10 + 48)

    Speed 50 ft.


    STR  23 (+6)

    DEX   10 (+0)

    CON   18 (+4)

    INT    2 (-4)

    WIS   12 (+1)

    CHA   7 (-2)


    Skills Perception + 4

    Senses Passive Perception 14

    Languages

    Challenge 6 (2,300 XP)

    Actions


    Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) Piercing damage. If the target is a Medium or smaller creature, it is Grappled (escape DC 16). Until this grapple ends, the target is Restrained, and the rajasaurus can’t Bite another target.

    Horn Ram. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) Piercing damage, or 27 (4d10 + 6) Piercing damage if the rajasaurus moved 20+ feet straight toward the target immediately before the hit.

    Credit: Ivo Hoying/Aaron Miller

  • Utahraptor

    Large Beast, Unaligned

    Armor Class 12

    Hit Points 66 (7d10 + 28)

    Speed 30 ft.


    STR   18 (+4)

    DEX   15 (+2)

    CON   18 (+4)

    INT    6 (-2)

    WIS   13 (+1)

    CHA   7 (-2)


    Skills Perception + 3, Stealth + 6

    Senses Passive Perception 13

    Languages

    Challenge 3 (700 XP)

    Traits


    Ambush Hunter. During its first turn, the utahraptor has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the utahraptor scores against a Surprised creature is a critical hit.

    Pounce. If the utahraptor moves at least 20 ft. straight toward a target and then hits it with a claw attack on the same turn, the target must succeed on a DC 14 Strength saving throw or be knocked Prone. If the target is Prone, the utahraptor can make one bite attack against it as a bonus action.

    Actions


    Multiattack. The utahraptor makes two Sickle Claw attacks.

    Sickle Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) Slashing damage. If the target is a Large or smaller creature and the utahraptor moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition.

    Bonus Actions


    Bite. Dexterity Saving Throw: DC 15, one creature within 5 feet that has the Prone condition. Failure: 9 (1d0 + 4) Piercing damage. Success: Half damage.

    Credit: Ivo Hoying/Aaron Miller

  • Stegosaurus

    Huge Beast, Unaligned

    Armor Class 13 (Natural Armor)

    Hit Points 126 (12d12 + 48)

    Speed 30 ft.


    STR   20 (+5)

    DEX   10 (+0)

    CON   19 (+4)

    INT    2 (-4)

    WIS   13 (+1)

    CHA   4 (-3)


    Senses Passive Perception 11

    Languages

    Challenge 4 (1,10 XP)

    Actions


    Thagomizer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) Piercing damage, and the target must succeed on a DC 15 Strength saving throw or be knocked Prone.

    Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft., one prone creature. Hit: 32 (6d8 + 5) Bludgeoning damage. 

    Credit: Ivo Hoying

  • Deinonychus (2014)

    Medium Beast, Unaligned

    Armor Class 14

    Hit Points 26 (3d10 + 5)

    Speed 40 ft.


    STR 14 (+2)

    DEX 16 (+3)

    CON 15 (+2)

    INT 6 (-2)

    WIS 14 (+2)

    CHA 10 (+0)


    Skills Perception + 4, Stealth + 6

    Senses Passive Perception 14

    Languages

    Challenge 1 (200 XP)

    Traits


    Keen Smell. Advantage on Wisdom (Perception) checks that rely on smell.

    Pounce. If the deinonychus moves at least 20 ft. straight toward a creature and then hits with a Claw attack on the same turn, the target must succeed a DC 13 STR save or be knocked Prone. If the target is Prone, the deinonychus can make one Bite attack against it as a Bonus Action. 

    Actions


    Multiattack. The deinonychus makes three attacks: one with its bite and two with its sickle claws.

    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) Piercing damage.

    Sickle Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) Slashing damage.

    Credit: Ivo Hoying/Aaron Miller

  • Allosaurus

    Large Beast, Unaligned

    Armor Class 13 (Natural Armor)

    Hit Points 59 (7d10 + 21)

    Speed 50 ft.


    STR 18 (+4)

    DEX 12 (+1)

    CON 12 (+1)

    INT 2 (-4)

    WIS 12 (+1)

    CHA 7 (-2)


    Senses Passive Perception 11

    Languages

    Challenge 2 (450 XP)


    Pounce. If the allosaurus moves at least 20 ft. straight toward a target and then hits it with a Headbutt attack on the same turn, the target takes an extra 7 (2d6) Piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked Prone. If the target is Prone, the allosaurus can make one Flesh Tear attack against it as a Bonus Action.

    Pack Tactics. The allosaurus has advantage on an attack roll against a creature if at least one of the allosaurus’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

    Rampage. When the allosaurus reduces a creature to 0 Hit Points with a melee attack on its turn, the allosaurus can take a Bonus Action to move up to half its speed and make a bite attack. 

    Actions


    Flesh Tear. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) Piercing damage. 

    Headbutt. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) Bludgeoning damage. 

    Credit: Ivo Hoying