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Dinosaurs

D
inosaurs are among the oldest reptiles in the
world, ancient in every sense of the word.
Their presence can inspire both awe and
dread into any adventurer fortunate -- or
unfortunate -- enough to cross their path. They
roam far and wide across Azeroth; all the way
from remote mountain valleys, to humid
jungles, and to rugged barren plains.
Feared and Revered. Some of Azeroth's denizens, trolls
in particular, revere dinosaurs. Several of the primal Loa
take the appearance of a dinosaur, such as the devilsaur
Loa Rezan and the direhorn Loa Torcali.
For the Zandalar tribe, it is a rite of passage to venture
away from home, into the wilds, in order to steal or subdue
a beast. Any beast would do for such trials, but a wild
dinosaur is a prized claim.
Giants Among Beasts. Dinosaurs come in many sizes
and shapes, some absolutely tremendous, featuring a wide
variety of markings and colorations. They primarily split
into two groups: savage, territorial predators, and docile yet
still undeniably dangerous herbivores.
Ankylodon
The ankylodon is a broad, low-slung dinosaur, native to
Zandalar. It is kept up by its powerful limbs, and almost
every part of its body, save for the belly, is decked with
hardened plates. Long spikes protrude from these plates;
a characteristic appearance that has flocks of ankylodons
sometimes referred to as "thornhides". It is a herbivore,
preferring to graze on ferns and low shrubs, shearing them
off with its beak-like upper jaw.
Brutosaur
Brutosaurs are enormous, even among dinosaurs. They
have small heads and incredibly long necks, relative to the
rest of their body, and move along at a lumbering pace with
their pillar-like legs. Despite their imposing stature, bruto-
saurs are known to be very docile unless threatened. They
are omnivores, yet most appear to have an exclusively herb-
ivorous diet, rarely ever hunting meat of their own volition.
Devilsaur
This giant lizard stands tall on its two powerful hind legs,
with two stunted forelimbs stretched out before it. The
devilsaur takes its name from its utterly savage attacks, as
it tackles its prey down with immense force before tearing
it limb from limb. Despite its ferocity, the devilsaur's
massive size has many hunters seeking the beast out for its
hide, which is both supple and extraordinarily tough.
Devilsaurs may grow well above thirty feet, weighing in at
almost sixteen tons.
Female devilsaurs tend to be smaller and lighter, though
they are even more aggressive than their male counterpart.
During mating seasons, once the nest has been made and
her eggs have been laid, she will leave it to the male who
fathered the clutch to protect them until they hatch.

DINOSAURS
1
Diemetradon Saurid
The diemetradon—one of the strongest predators in the Saurid are small bipedal dinosaurs native to Zandalar,
Un'Goro Crater—is recognized for the two enormous, jag- known for their nimble grace and venomous bite. The
ged crests protruding from its back. Its legs are squat and Zandalari trolls consider the saurid to be vermin, no better
strong, for which it is far from the fastest dinosaur, though than rats, as they frequently steal food, poison waters, and
its body is decked in plate-like scales able to withstand prey on children and on the wounded.
tremendous force. When a diemetradon fights or hunts, it However, when Zandalar renewed their alliance with the
is known to simply lumber dead ahead against its target; mogu at the Isle of Thunder, they brought the saurid with
rushing in to pin them down against a tree or in a swamp. them to train. There, the tiny critters proved an immensely
It is said that the diemetradon's howl is deafening, like a valuable weapon in the trolls' arsenal, let out loose in the
thundering boom capable of drowning out most other wilds to hunt in the night.
sounds around it.
Stegodon
Direhorn Stegodons are large herbivorous dinosaurs, whose massive
Direhorns are three-horned saurian titans known to popu- bodies are heaved along on legs the size of tree trunks.
late many islands throughout the South Seas. They are They are notorious for their short temper and alarmingly
especially prominent on Zandalar, the Isle of Giants and aggressive turns, often attacking trespassers on sight as
the Isle of Thunder. They may seem like gentle giants at they patrol their territories. An enormous horn extends
first, though they are among the toughest and strongest from the stegodon's snout, and spike-like plates run like a
animals to walk on Azeroth. Even juvenile direhorns have jagged fin across the length of its spine, over a back decked
been known to wreak utter havoc on unsuspecting victims. in hardened scales. Most stegodons have skin in dark
shades of green, though some grow paler and grittier hues.
Pterrordax
Tall as a horse and weighing up to 1,500 pounds, the Threshadon
pterrordax's keen senses guides it along as it soars through The threshadon is a marine dinosaur, whose compact body
the air in search for fresh meat. Its claw-tipped wings are is driven by a set of powerful flippers. Much like a bruto-
utterly tremendous, and its beak-like snout is lined with saur, its neck accounts for a third of its total length, and is
razor-sharp teeth. The pterrordax prefers to hunt alone, able to flex and twist in whichever direction it needs to dig
swooping down on unsuspecting prey from above to batter around muddy lake-beds and pull branches from riversides.
it to death with its wings before proceeding to tear flesh Though they are herbivores first and foremost, grazing
from bone. It is a solitary hunter, and adventurers' accounts threshadon herds are notorious for how fast they tear
of multiple have mainly been during mating season: a two- through and and all plant life within reach—before migrat-
week period during early spring-time. ing on to new grounds. When a herd has found a grazing
If their breeding grounds are threatened, otherwise lone spot, the threshadons defend it aggressively. Any other
pterrordax are quick to band together in large flights to creatures they encounter are attacked on sight. When it
fend off attackers. Afterwards, they disband just as quickly. fights, the threshadon uses its long neck to lunge at its
A pterrordax's pigmentation ranges from bright mossy target, dealing devastating blows with rows of long, jagged
greens to deep emerald hues, with brightly shining eyes. teeth. Its jaws are strong enough to crush armor and snap
Closely related to the pterrordax is the even more terrifying bones, and it is not unusual for it to consume it kills whole.
pterrorwing—also known as Skyscreamer. It is massive in
comparison, and stands out for the large sail on its snout.
Raptor Ankylodon
The raptor is a large, aggressive dinosaur, known far and Large beast, unaligned
wide for its strength and immense speed. Out in the open,
it is near impossible to outrun its leaping stride, and once it
has caught up to its prey it pounces; driving its hooked Armor Class 16 (natural armor)
Hit Points 52 (7d10 + 14)
talons in deep. Speed 30 ft.
Even among dinosaurs, raptors are exceptionally intelli-
gent. Their packs act closer to colonies, with established
hierarchies and and breeding grounds that could be mis- STR DEX CON INT WIS CHA
taken for settlements when viewed from afar. They are very
visually striking creatures, decked in scales and feathers 19 (+4) 11 (+0) 15 (+2) 2 (-4) 12 (+1) 5 (-3)
ranging from bright blue and white, to striking red and
orange, to deep black, purple, and green. Damage Resistances poison; bludgeoning, piercing,
and slashing from nonmagical attacks
Sabertusk Senses passive Perception 11
Languages —
Little is known about the enigmatic sabertusk, other than Challenge 4 (1,100 XP)
its nativity to Zandalar and occasional sightings on other,
smaller islands nearby. Though unwary adventurers have Actions
occasionally mistaken it for other land-dwelling reptiles,
the sabertusk is visibly striking for the long and heavy tusks Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
D protruding from its maw. Its legs are long and its tail is one target. Hit: 22 (4d8+4) piercing damage.
narrow, with tall and coarse spikes running the length of its
spine; all the way up to a prominent horn on its snout.
DINOSAURS
2
Devilsaur
Huge beast, unaligned

Armor Class 13 (natural armor)


Hit Points 136 (13d12 + 52)
Speed 50 ft.

STR DEX CON INT WIS CHA


25 (+7) 10 (+0) 19 (+4) 2 (-4) 12 (+1) 9 (-1)

Skills Perception +4
Senses passive Perception 14
Languages —
Challenge 8 (3,900 XP)

Actions
Brutosaur Multiattack. The devilsaur makes two attacks: one with
its bite and one with its tail. It can't make both attacks
Gargantuan beast, unaligned against the same target.
Bite. Melee Weapon Attack: +10 to hit, reach 10ft.,
Armor Class 12 (natural armor)
one target. Hit: 39 (5d12 + 7) piercing damage. If the
Hit Points 162 (12d20 + 36)
target is a Medium or smaller creature, it is grappled
Speed 30 ft.
(escape DC 17) . Until this grapple ends, the target is
restrained, and the devilsaur can't bite another target.
STR DEX CON INT WIS CHA Tail. Melee Weapon Attack: +10 to hit, reach 10ft.,
21 (+5) 9 (-1) 17 (+3) 2 (-4) 10 (+0) 7 (-2) one target. Hit: 25 (4d8 + 7) bludgeoning damage. If
the target is a creature, it must succeed on a DC 17
Strength saving throw or be pushed up to 10 feet
Saving Throws Con +6 away from the devilsaur and knocked prone.
Senses passive Perception 10
Languages — Maim. One creature grappled by the devilsaur's bite
Challenge 6 (2,300 XP) takes 59 (8d12 + 7) piercing damage. If this reduces
the creature to 0 hp, the devilsaur swallows it and the
grapple ends. While swallowed, the creature is
Actions blinded and restrained, it has total cover against
Stomp. Melee Weapon Attack: +8 to hit, reach 20 ft., attacks and other effects outside the devilsaur, and it
one target. Hit: 36 (7d8 + 5) bludgeoning damage, takes 10 (3d6) acid damage at the start of each of the
and the target must succeed on a DC 16 Strength devilsaur's turns. If the Devilsaur takes 20 damage or
saving throw or be knocked prone. more on a single turn from creatures inside it, it must
succeed on a DC 15 Constitution saving throw at the
Tail. Melee Weapon Attack: +8 to hit, reach 20 ft., one end of that turn or regurgitate all swallowed creatures,
target. Hit: 32 (6d8 + 5) bludgeoning damage. If the which fall prone in a space within 10 feet of it. If the
target is a creature, it must succeed on a DC 15 devilsaur dies, a swallowed creature is no longer
Strength saving throw or be pushed up to 30 feet restrained by him and can escape from the corpse
away from the brutosaur and knocked prone. using 15 feet of movement, exiting prone.
D

DINOSAURS
3
Devilsaur King Tail. Melee Weapon Attack: +14 to hit, reach 10ft., one
target. Hit: 25 (4d8 + 7) bludgeoning damage. If the
Huge beast, unaligned
target is a creature, it must succeed on a DC 19
Strength saving throw or be pushed up to 10 feet away
Armor Class 15 (natural armor) from the devilsaur king and knocked prone.
Hit Points 187 (15d12 + 90)
Speed 50 ft. Maim. One grappled creature takes 59 (8d12 + 7)
piercing damage. If this reduces the creature to 0 hp,
the devilsaur swallows it and the grapple ends. While
STR DEX CON INT WIS CHA swallowed, the creature is blinded and restrained, it has
total cover against attacks and other effects outside the
29 (+9) 12 (+1) 22 (+6) 2 (-4) 12 (+1) 15 (+2) devilsaur king, and it takes 21 (6d6) acid damage at the
start of each of the devilsaur king's turns. If the devil-
Skills Intimidation +6, Perception +6, Stealth +6 saur king takes 45 damage or more on a single turn
Senses passive Perception 16 from creatures inside it, it must succeed on a DC 15
Languages — Constitution saving throw at the end of that turn or
Challenge 14 (11,500 XP) regurgitate all swallowed creatures, which fall prone in
a space within 10 feet of it. If the devilsaur king dies, a
Legendary Resistance (1/Day). If the devilsaur king fails a swallowed creature is no longer restrained by it and can
saving throw, it can choose to succeed instead. escape from the corpse using 15 feet of movement,
exiting prone.
Trample. Whenever the devilsaur moves into an area Terrifying Roar. Each creature within 60 feet of the
occupied by a Medium or smaller creature, the creature devilsaur king that can hear him must succeed on a DC
must succeed on a DC 19 Strength saving throw or be 17 Wisdom saving throw or be frightened for 1
knocked prone, taking 11 (2d10) bludgeoning damage. minute. A frightened target can repeat the saving throw
at the end of each of its turns, ending the frightened
Actions condition on itself on a success.
Multiattack. The devilsaur king makes two attacks: one
with its bite and one with its tail. It can't make both Legendary Actions
attacks against the same target. The devilsaur king can take 3 legendary actions,
Bite. Melee Weapon Attack: +14 to hit, reach 10ft., one choosing from the options below. Only one legendary
target. Hit: 39 (5d12 + 7) piercing damage. If the action option can be used at a time and only at the end
target is a Medium or smaller creature, it is grappled of another creature's turn. The devilsaur king regains
(escape DC 19) . Until this grapple ends, the target is spent legendary actions at the start of his turn.
restrained, and the devilsaur king can't bite another Move. The devilsaur king moves half his speed.
target. Terrifying Roar The devilsaur king uses Terrifying Roar.
Swallow (Costs 2 Actions). The devilsaur king swallows
D a creature it is grappling and the grapple ends.

DINOSAURS
4
Direhorn
Huge beast, unaligned

Armor Class 13 (natural armor)


Hit Points 95 (10d12 + 30)
Speed 50 ft.

STR DEX CON INT WIS CHA


22 (+6) 9 (-1) 17 (+3) 2 (-4) 11 (+0) 5 (-3)

Senses passive Perception 10


Languages —
Challenge 5 (1,800 XP)

Reflective Armor Plating. The direhorn has advantage


on saving throws against spells and other magical
Diemetradon effects.
Large beast, unaligned
Trampling Charge. If the direhorn moves at least 20
feet straight toward a creature and then hits it with a
Armor Class 13 (natural armor) gore attack on the same turn, that target must
Hit Points 90 (12d10 + 24) succeed on a DC 14 Strength saving throw or be
Speed 25 ft. knocked prone. If the target is prone, the direhorn can
make one stomp attack against it as a bonus action.
STR DEX CON INT WIS CHA Actions
14 (+2) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 4 (-3) Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 24 (4d8 + 6) piercing damage.
Skills Stealth +2
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Senses passive Perception 11
one prone creature. Hit: 22 (3d10 + 6) bludgeoning
Languages —
damage.
Challenge 3 (700 XP)

Hold Breath. The diemetradon can hold its breath for


15 minutes.
Variant: Incendosaur
Actions Found in regions of searing flames and flowing lava,
Multiattack. The diemetradon makes two attacks: one an incendosaur is a distent relative to the diemetra-
with its bite and one with its claws. don. An incendorsaur has the same statistics as a
diemetradon, except it is immune to fire damage and
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one replaces the diemetradon's silencing howl with the
target. Hit: 12 (3d6+2) piercing damage. following action.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one Fire Breath (Recharge 5-6). The incendosaur
target. Hit: 11 (2d8+2) slashing damage. exhales fire in a 15-foot cone. Each creature in that
area must make a DC 12 Dexterity saving throw,
Silencing Howl (1/day). The diemetradon casts silence, taking 17 (5d6) fire damage on a failed save, or half
centered on itself. as much damage on a successful one.
D

DINOSAURS
5
Pterrorwing
Huge beast, unaligned

Armor Class 15 (natural armor)


Hit Points 85 (10d12+20)
Speed 10 ft., fly 60 ft.

Pterrordax STR DEX CON INT WIS CHA


Large beast, unaligned 13 (+1) 17 (+3) 14 (+2) 2 (-4) 14 (+2) 5 (-3)

Armor Class 14 (natural armor) Skills Perception +8


Hit Points 44 (8d10) Senses passive Perception 18
Speed 10 ft., fly 60 ft. Languages —
Challenge 5 (1800 XP)
STR DEX CON INT WIS CHA
Flyby. The pterrorwing doesn’t provoke an opportunity
10 (+0) 16 (+3) 10 (+0) 2 (-4) 13 (+1) 5 (-3) attack when it flies out of an enemy’s reach.

Skills Perception +5 Actions


Senses passive Perception 15 Multiattack. The pterrorwing can use its Terrifying
Languages — Screech. It then makes three attacks: one with its bite
Challenge 2 (450 XP) and two with its claws.
Flyby. The pterrordax doesn’t provoke an opportunity Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
attack when it flies out of an enemy’s reach. target. Hit: 7 (1d8 + 3) slashing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Actions target. Hit: 12 (2d8 + 3) piercing damage.
Multiattack. The pterrordax can use its Terrifying Terrifying Screech. Each creature within 60 feet of the
Screech. It then makes two claw attacks. pterrorwing that can hear it must succeed on a DC 15
Wisdom saving throw or be frightened for 1 minute.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
A frightened target can repeat the saving throw at the
target. Hit: 7 (1d8 + 3) slashing damage.
end of each of its turns, ending the frightened
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one condition on itself on a success. If a target's saving
target. Hit: 12 (2d8 + 3) piercing damage. throw is successful or the effect ends for it, the target
is immune to this pterrorwing's Frightful Screech for
Terrifying Screech. Each creature within 60 feet of the
the next 24 hours.
pterrordax that can hear it must succeed on a DC 11
Wisdom saving throw or be frightened for 1 minute. Skycall (Recharge 5-6). The pterrorwing screams and a
A frightened target can repeat the saving throw at the thunderous force sweeps out from it in a 15 foot
end of each of its turns, ending the frightened cone. Each creature in that area must make a DC 15
condition on itself on a success. If a target's saving Constitution saving throw, taking 33 (6d10) thunder
throw is successful or the effect ends for it, the target damage on a failed save and is pushed 15 feet away
is immune to this pterrordax's Frightful Screech for from it. On a successful save, the creature takes half
D the next 24 hours. as much damage and isn't pushed.

DINOSAURS
6
Variant: Falcosaur
Falcosaurs are invasive, predatory dinosaurs found
on the coastlines of the Broken Isles. They resemble
feathered raptors with huge beaks for maws, and a
primal need to hunt that developes at a young age.
While falcosaurs are predatory, they are actually om-
nivorous and are as likely to hunt fruit and berries as
they are living prey. Falcosaurs share statistics with
raptors and gain the following additional trait:
Natural Camouflage. The falcosaur has advantage
on Dexterity (Stealth) checks made to hide.

Raptor
Medium beast, unaligned

Armor Class 13 (Natural Armor)


Hit Points 27 (5d8 + 5)
Speed 50 ft
Raptor Matriarch
STR DEX CON INT WIS CHA Medium beast, unaligned
12 (+1) 16 (+3) 12 (+1) 3 (-4) 14 (+2) 6 (-2)
Armor Class 13 (Natural Armor)
Skills Perception +4, Stealth +4 Hit Points 65 (10d8 + 20)
Senses passive Perception 14 Speed 50 ft
Languages —
Challenge 1 (200 XP)
STR DEX CON INT WIS CHA
Keen Hearing and Smell. The raptor has advantage on 12 (+1) 17 (+3) 14 (+2) 8 (-1) 14 (+2) 12 (+1)
Wisdom (Perception) checks that rely on hearing or
smell. Skills Perception +4, Stealth +5, Intimidation +3
Pack Tactics. The raptor has advantage on attack rolls Senses passive Perception 14
against a creature if at least one of the raptor's allies is Languages —
within 5 feet of the creature and the ally isn't Challenge 3 (700 XP)
incapacitated.
Keen Hearing and Smell. The raptor has advantage on
Pounce. If the raptor moves at least 20 ft. straight Wisdom (Perception) checks that rely on hearing or
toward a creature and then hits it with a claw or bite smell.
attack on the same turn, that target must succeed on
a DC 13 Strength saving throw or be knocked prone. Pack Tactics. The raptor has advantage on attack rolls
against a creature if at least one of the raptor's allies is
Actions within 5 feet of the creature and the ally isn't
Multiattack. The raptor makes two attacks: one with its incapacitated.
bite and one with its claws. Pounce. If the raptor moves at least 20 ft. straight
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one toward a creature and then hits it with a claw or bite
creature. Hit: 6 (1d6+3) piercing damage. attack on the same turn, that target must succeed on
a DC 13 Strength saving throw or be knocked prone.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 8 (1d8+3) slashing damage. Actions
Multiattack. The raptor makes two attacks: one with its
bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Variant: Raptor Ravager creature. Hit: 10 (2d6+3) piercing damage.
The most ferocious in a pack of raptors are often Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
referred to as ravagers. A raptor ravager has a one creature. Hit: 12 (2d8+3) slashing damage.
challenge rating of 2 (450 XP). It has the same
statistics as a raptor, and gains the following trait: Matron's Call (1/Day). The raptor utters a series of
Rampage. When the raptor reduces a creature to 0 guttural noises and cries. Other raptors within 30 ft.
hit points with a melee attack on its turn, the raptor who hear the call, can use their reaction to make an
can take a bonus action to move up to half its speed opportunity attack against a creature within 5 ft. of
and make a bite attack. them. D

DINOSAURS
7
Sabertusk
Large beast, unaligned

Armor Class 14 (natural armor)


Hit Points 65 (10d10 + 10)
Speed 40 ft.
Saurid
STR DEX CON INT WIS CHA Tiny beast, unaligned
11 (+0) 18 (+4) 12 (+1) 2 (-4) 15 (+2) 9 (-1)
Armor Class 11 (natural armor)
Hit Points 12 (5d4)
Skills Perception +6, Stealth +6, Survival +4
Speed 25 ft.
Senses passive Perception 16
Languages —
Challenge 3 (700 XP) STR DEX CON INT WIS CHA
Keen Smell. The sabertusk has advantage on Wisdom 7 (-2) 13 (+1) 11 (+0) 2 (-4) 10 (+0) 4 (-3)
(Perception) checks that rely on smell.
Senses passive Perception 10
Pounce. If the sabertusk moves at least 20 feet Languages —
straight toward a creature and then hits it with a claw Challenge 1/2 (100 XP)
attack on the same turn, that target must succeed on
a DC 14 Strength saving throw or be knocked prone. Keen Smell. The saurid has advantage on Wisdom
If the target is prone, the sabertusk can make one bite (Perception) checks that rely on smell.
attack against it as a bonus action.
Tendon Rip. If the sabertusk hits the same creature Pack Tactics. The saurid has advantage on an attack
with two claw attacks in the same turn, the creature roll against a creature if at least one of the saurid's
takes another 7 (2d6) slashing damage and its speed allies is within 5 feet of the creature and the ally isn't
is halved until the end of its next turn. incapacitated.

Actions Actions
Multiattack. The sabertusk makes two claw attacks. Attack. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4+1) piercing damage, and the
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target must succeed on a DC 11 Constitution saving
target. Hit: 13 (2d8+4) piercing damage. throw or take 7 (3d4) poison damage and be
poisoned for 1 minute. The target can repeat the
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
saving throw at the end of each of its turns, ending
target. Hit: 7 (1d6+4) slashing damage.
D the poison on itself on a success.

DINOSAURS
8
Threshadon Stegodon
Huge beast, unaligned Huge beast, unaligned

Armor Class 14 (natural armor) Armor Class 14 (natural armor)


Hit Points 60 (7d10 + 22) Hit Points 95 (10d12 + 30)
Speed 20 ft., swim 40 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 14 (+2) 2 (-4) 12 (+1) 5 (-3) 21 (+5) 9 (-1) 17 (+3) 4 (-3) 11 (+0) 6 (-2)

Skills Perception +3, Stealth +4 Senses passive Perception 10


Senses passive Perception 13 Languages —
Languages — Challenge 4 (1,100 XP)
Challenge 3 (700 XP)
Trampling Charge. If the stegodon moves at least 20
Hold breath. The threshadon can hold its breath for 30 feet straight towards a creature and then hits it with a
minutes. gore attack on the same turn, that target must
succeed on a DC 13 Strength saving throw or be
Keen Hearing. The threshadon has advantage on knocked prone. If the target is prone, the stegadon
Wisdom (Perception) checks that rely on hearing. can make one stomp attack against it as a bonus
Relentless (Recharges after a Short or Long Rest). action.
If the threshadon takes 12 points of damage or less
that would reduce it to 0 hit points, it is reduced to 1 Actions
hit point instead. Gore. Melee Attack Weapon: +7 to hit, reach 5 ft., one
target. Hit: 18 (3d8 + 5) piercing damage.
Actions
Multiattack. The threshadon makes two bite attacks. Stomp. Melee Attack Weapon: +7 to hit, reach 5 ft.,
one target. Hit: 21 (3d10 + 5) bludgeoning damage.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft.,
Impale. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 14 (3d6 + 4) piercing damage.
one creature. Hit: 23 (4d8 + 5) piercing damage. If
the target is a Medium or smaller creature, it is
grappled (escape DC 13). Until this grapple ends, the
target is restrained, and the stegadon can't use its
impale on another target.

DINOSAURS
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