Tag: dinosaur

  • Ash Eater

    Camouflaged green to hide in its jungle environment, the Ash Eater is named for the obsidian-black teeth in its mouth, perfect for devouring prey. When pressed, it uses the skull-like carapace around its head to bash in its victims. 

    Large Beast (Dinosaur), Unaligned

    Armor Class 13

    Hit Points 95 (10d10 + 40)

    Speed 50 ft.

    Initiative +3 (13)


    STR 21 (+5) (+5)

    DEX 11 (+0) (+0)

    CON 19 (+4) (+4)

    INT 3 (-4) (-4)

    WIS 12 (+1) (+1)

    CHA 4 (-3) (-3)


    Skills Perception +4, Stealth + 6

    Senses Passive Perception 14

    Languages None

    Challenge 6 (2,300 XP), Proficiency Bonus +3


    Actions


    Multiattack. The ash eater makes two Skull Bash attacks.

    Skull Bash. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Bludgeoning damage. If the target is a Huge or smaller creature and the ash eater moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition.

    Bonus Actions


    Feast. Constitution Saving Throw: DC 15, one creature within 5 feet that has the Prone condition. Failure: 23 (4d8 + 5) Slashing damage. Success: Half damage.

    Credit: Inti Navia and Ivo Hoying

  • Dimetrodon

    Dimetrodon

    v. 2014

    Medium Beast, Unaligned

    Armor Class 13

    Hit Points 22 (3d10 + 6)

    Speed 30 ft, Swim 20ft.

    Initiative +0


    STR   15

    Mod (+2) Save (+2)

    DEX   10

    Mod (+0) Save (+0)

    CON   13

    Mod (+1) Save (+1)

    INT    2

    Mod (-4) Save (-4)

    WIS   10

    Mod (+0) Save (+0)

    CHA   5

    Mod (-3) Save (-3)


    Saving Throws Strength +4, Constitution +3

    Senses Passive Perception 10

    Languages

    Challenge 1/4 (50 XP) PB +2

    Traits


    Hold Breath. When underwater, the dimetrodon can hold its
    breath for 15 minutes.

    Actions


    Bite. Melee Weapon Attack: +4, reach 5 ft. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.


    Credit: Ivo Hoying/Aaron Miller

    Dimetrodon

    v. 2024

    Medium Beast, Unaligned

    Armor Class 13

    Hit Points 22 (3d10 + 6)

    Speed 30 ft.

    Initiative +0


    STR   15

    Mod (+2) Save (+2)

    DEX   10

    Mod (+0) Save (+0)

    CON   14

    Mod (+2) Save (+2)

    INT    2

    Mod (-4) Save (-4)

    WIS   10

    Mod (+0) Save (+0)

    CHA   5

    Mod (-3) Save (-3)


    Resistances Poison

    Senses Passive Perception 10

    Languages

    Challenge 1/4 (50 XP) PB +2

    Traits


    Poisonous Skin. Trigger: Any creature that grapples the dimetrodon or otherwise comes into direct contact with the dimetrodon’s skin. Constitution saving throw: DC 12. Failure: Poisoned for 1 minute. A poisoned creature no longer in direct contact with the dimetrodon can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Actions


    Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. Constitution saving throw: DC 12. Failure: 10 (3d6) Poison damage. If the Poison damage reduces the target to 0 Hit Points, the target is stable and has the Poisoned condition for 1 hour. Success: Half damage only.


    

    Credit: Ivo Hoying/Aaron Miller

  • Velociraptor

    v. 2024

    Small Beast, Unaligned

    Armor Class 12

    Hit Points 10 (3d4 + 3)

    Speed 40 ft.

    Initiative +2 (12)


    STR   7

    Mod (-2) Save (-2)

    DEX   14

    Mod (+2) Save (+2)

    CON   13

    Mod (+1) Save (+1)

    INT    6

    Mod (-2) Save (-2)

    WIS   10

    Mod (+0) Save (+0)

    CHA   6

    Mod (-2) Save (-2)


    Skills Perception +2, Stealth +4

    Senses Passive Perception 12

    Languages

    Challenge 1/4 (50 XP) PB +2

    Traits


    Pack Tactics. The velociraptor has Advantage on an attack roll against a creature if at least one of the velociraptor’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

    Fast Reflexes. The velociraptor has Advantage on Dexterity saving throws.

    Actions


    Multiattack. The velociraptor makes two Rend attacks.

    Rend. Melee Weapon Attack: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage.

    Credit: Ivo Hoying/Aaron Miller

  • Quetzalcoatlus

    v. 2024

    Huge beast, unaligned

    Armor Class 13

    Hit Points 42 (5d12 + 5)

    Initiative +3 (13)

    Speed 10 ft., Fly 80 ft.


    STR   14

    Mod (+2) Save (+2)

    DEX   12

    Mod (+1) Save (+1)

    CON   13

    Mod (+1) Save (+1)

    INT    2

    Mod (-4) Save (-4)

    WIS   13

    Mod (+1) Save (+1)

    CHA   5

    Mod (-3) Save (-3)


    Skills Perception + 3

    Senses Passive Perception 13

    Languages Challenge 2 (450 XP; PB +2)

    Traits


    Light Frame. The quetzalcoatlus counts as one size smaller for the purpose of determining its carrying capacity.

    Actions


    Multiattack. The quetzalcoatlus makes two Beak attacks.

    Beak.Melee Weapon Attack: +4, reach 10 ft. Hit: 8 (1D8+4) Piercing damage. If the target is a Large or smaller creature and the quetzalcoatlus moved 40+ feet straight toward it immediately before the hit, the target takes an extra 8 (2d8) Piercing damage and has the Prone condition.

    Credit: Ivo Hoying / Aaron Miller


    Quetzalcoatlus

    v. 2014

    Huge beast, unaligned

    Armor Class 13

    Hit Points 42 (5d12 + 5)

    Initiative +1 (12)

    Speed 10 ft., Fly 80 ft.


    STR   14

    Mod (+2)

    DEX   12

    Mod (+1)

    CON   13

    Mod (+1)

    INT    2

    Mod (-4)

    WIS   13

    Mod (+1)

    CHA   5

    Mod (-3)


    Skills Perception + 3

    Senses Passive Perception 13

    Languages Challenge 2 (450 XP; PB +2)

    Traits


    Dive. If the quetzalcoatlus is flying and dives at least 30 ft.
    straight toward a target and then hits it with a Bite attack on the
    same turn, the target takes an additional (2d8) Piercing damage.

    Flyby. Does not provoke an Opportunity Attack when it flies out
    of an enemy’s reach.

    Light Frame. The quetzalcoatlus counts as one size smaller for the purpose of determining its carrying capacity.

    Actions


    Multiattack. The quetzalcoatlus makes two Beak attacks.

    Beak.Melee Weapon Attack: +4, reach 10 ft. Hit: 8 (1D8+4) Slashing damage.

    Credit: Ivo Hoying / Aaron Miller

  • Rajasaurus

    2024

    Large Beast, Unaligned

    Armor Class 12 (Natural Armor)

    Hit Points 114 (12d10 + 48)

    Speed 50 ft.

    Initiative +3 (13)


    STR  23 mod/save (+6)

    DEX   10 mod/save (+0)

    CON   18 mod/save (+4)

    INT    2 mod/save (-4)

    WIS   12 mod/save (+1)

    CHA   7 mod/save (-2)


    Skills Perception +4

    Senses Passive Perception 14

    Languages

    Challenge 6 (2,300 XP); PB +3

    Actions


    Multiattack. The rajasaurus makes two Bite attacks.

    Bite. Melee Attack Roll: +9 to hit, reach 10 ft. Hit: 22 (3d10 + 6) Piercing damage. If the target is a Large or smaller creature and the rajasaurus moved 20+ feet straight toward it immediately before the hit, the target takes an additional 11 (2d10) Piercing damage and has the Prone condition.

    Bonus Actions


    Savage. Dexterity Saving Throw: DC 17, one creature within 5 feet that has the Prone condition. Failure: 22 (3d10 + 6) Piercing damage. Success: Half damage.

    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

  • Pteranodon

    v. 2014

    Medium Beast, Unaligned

    Armor Class 14 (Natural Armor)

    Hit Points 19 (3d8 + 6)

    Speed 10 ft., Fly 50 ft.


    STR   13 (+1)

    DEX   14 (+2)

    CON   14 (+2)

    INT    2 (-4)

    WIS   10 (+0)

    CHA   7 (-2)


    Senses Passive Perception 10

    Languages

    Challenge 1/4 (50 XP) PB +2

    Traits


    Flyby. The pteranodon doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

    Dive. If the pteranodon dives at least 30 feet straight toward a target and hits it with a Bite attack on the same turn, the target takes an extra 4 (1d8) Piercing damage. If the target is Small or smaller, it is Grappled (escape DC 12). Until this grapple ends, the target is Restrained, and the pteranodon can’t Bite another target.

    Carry Away. When grappling a creature, the pteranodon’s speed is not halved when flying when trying to move with that creature.

    Actions


    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) Piercing damage. 

    Credit: Ivo Hoying

  • Deinonychus

    v. 2024

    Medium Beast, Unaligned

    Armor Class 13

    Hit Points 26 (4d8 + 8)

    Speed 40 ft.

    Initiative +3


    STR   14

    Mod (+2) Save (+2)

    DEX   16

    Mod (+3) Save (+3)

    CON   15

    Mod (+2) Save (+2)

    INT    6

    Mod (-2) Save (-2)

    WIS   14

    Mod (+2) Save (+2)

    CHA   10

    Mod (+0) Save (+0)


    Skills Perception +4, Stealth +5

    Senses Passive Perception 14

    Languages

    Challenge 1 (200 XP) PB +2

    Actions


    Multiattack. The deinonychus makes one Bite and one Huge Claw attack.

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

    Huge Claw. Melee Weapon Attack: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. If the target is a Medium or smaller creature and the deinonychus moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition, and the deinonychus can make one Bite attack against it.

    Credit: Ivo Hoying/Aaron Miller


    Deinonychus

    v. 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

    v. 2014

    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