OotA Dinosaur Monster Manual

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5th Edition Dinosaur Monster Manual

Table of Dinosaurs

Dinosaur Ref. Book CR Size AC HP Speed STR DEX CON INT WIS CHA
Brontosaurus VG p.139 5 Gargantuan 15 120 30w 21(+5) 9(-1) 17(+3) 2(-4) 10(+0) 7(-2)
Deinonychus VG p.139 1 Medium 13 25 40w 15(+2) 15(+2) 14(+2) 4(-3) 12(+1) 6(-3)
Dimetrodon VG p.139 1/4 Medium 12 20 30w 20s 14(+2) 10(+0) 15(+2) 2(-4) 10(+0) 5(-3)
Hadrosaurus VG p.140 1/4 Large 11 20 40w 15(+2) 10(+0) 13(+1) 2(-4) 10(+0) 5(-3)
Stegosaurus VG p.140 4 Huge 13 75 40w 20(+5) 9(-1) 17(+3) 2(-4) 11(+0) 5(-3)
Quetzalcoatlus VG p.140 2 Huge 13 30 10w 80f 15(+2) 13(+1) 13(+1) 2(-4) 10(+0) 5(-3)
Velociraptor VG p.140 1/4 Tiny 13 10 30w 6(-2) 14(+2) 13(+1) 4(-3) 12(+1) 6(-1)
Allosaurus MM p.79 2 Huge 13 50 60w 19(+4) 13(+1) 17(+3) 2(-4) 12(+1) 5(-3)
Ankylosaurus MM p.79 3 Huge 15 70 30w 19(+4) 11(+0) 15(+2) 2(-4) 12(+1) 5(-3)
Plesiosaurus MM p.80 2 Large 13 70 20w 40s 18(+4) 15(+2) 16(+3) 2(-4) 12(+1) 5(-3)
Pteranodon MM p.80 1/4 Medium 13 15 10w 60f 12(+1) 15(+2) 10(+0) 2(-4) 9(-1) 5(-3)
Triceratops MM p.80 5 Huge 13 95 50w 22(+6) 9(-1) 17(+3) 2(-4) 11(+0) 5(-3)
Tyrannosaurus Rex MM p.80 8 Huge 13 135 50w 25(+7) 10(+0) 19(+4) 2(-4) 12(+1) 9(-1)

Brontosaurus (Neckron)

This massive four-legged dinosaur is large enough that most predators leave it alone. Its deadly tail can drive away or kill smaller threats.

Variant: Mosskron

The mosskron has adapted to the magic of the lizardfolk by growing a magical symbiotic moss on its body. Vines grow down the length of its back and down its legs, allowing it to be ridden by up to six people.

The mosskron has a CR of 7, an AC of 16, a walking speed of 25 ft, and a Wisdom score of 14(+2), gains Innate Spellcasting with a spellcasting ability of Wisdom (spell save DC 14), and can cast the following spells with no material components:

At will: druidcraft

3/day: entangle, goodberry

1/day: barkskin

Variant: Skypiercer Neckron

The skypiercer neckron is specially armored and equipped to hold a fully equipped trebuchet on its back, as well as a rotatable ballista on each side. A minimum of two people are required to use the trebuchet, one to spot targets on the skypiercer's head, with one operating the machine. Lizardfolk use them as highly mobile siege and antiaircraft weapons.

The skypiercer can hold up to four trebuchet operators and two ballista operators. It has a CR of 8, an AC of 16, a walking speed of 25 ft, and has the following attack:

Trebuchet Launch (Recharge 5-6). Ranged Weapon Attack. +5 to hit, range 300/1200 ft (Can't hit targets within 60 ft). Hit: 44 (8d10) bludgeoning damage.

Ballista. Ranged Weapon Attack. +5 to hit, range 120/480 ft, one target. Hit: 16 (3d10) piercing damage.

Deinonychus (Greater Huntrak)

This larger cousin of the velociraptor kills by gripping its target with its claws and feeding while the creature is still alive.

Variant: Bloodtrak

The lizardfolk have selectively bred and trained a subgroup of greater huntrak to serve as mounts in the war against Dragonsreach. These huntrak have been taught to hunt and kill blue dragonborn in particular and have several new traits.

Bloodtrak have a CR of 3, an AC of 15 (leather armor), resistance to lightning damage, and an Intelligence score of 6(-2). They have advantage on Wisdom (Survival) checks to hunt dragonborn, and they deal an extra 1d8 damage to dragonborn.

Dimetrodon (Saylbak)

This sail-backed reptile is commonly found in areas where dinosaurs live. It hunts on shores and in shallow water, filling a similar role as a crocodile.

Variant: Spiked Saylbak

Like the deinonychus, the dimetrodon have also been trained as mounts. Their large sails have been enhanced with poisonous spikes that can be fired from its back. They are a useful tool in naval battles, as their sail spikes can pierce the underside of a boat when fired.

The spiked dimetrodon has a CR of 1, an AC of 13, a Dexterity score of 14(+2), and an additional attack:

Sail Spike. Ranged Weapon Attack: +4 to hit, range 20/80 feet, one target. Hit: 4 (1d4+2) piercing damage plus 3 (1d6) poison damage.

Hadrosaurus (Crestrak)

A hadrosaurus is a semi-quadrepedal herbivore recognizable by its bony head crests. It can be trained to carry a Small or Medium rider. The lizardfolk use it as a beast of burden.

Variant: Hammerak

A subspecies of crestrak has been altered by the lizardfolk such that the bony crest on their head resembles a hammer. These altered crestraks are frequently used as rams.

The hammerak has a CR of 2, an AC of 13, a STR score of 16(+3), a CON score of 16(+3), the Charge feat, and a Headbutt attack, as described below.

Charge. If the hammerak moves at least 20 feet straight towards a creature and then hits it with a headbutt attack on the same turn, that target must succeed on a DC13 Strength saving throw or be knocked prone.

Headbutt. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 12 (2d8+3) bludgeoning damage.

Quetzalcoatlus (Quetzlon)

This giant relative of the pteranodon has a wingspan exceeding 30 feet. Although it can move on the ground like a quadruped, it is more comfortable in the air. Most quetzalcoatlus have a deep green feather coloration.

Variant: Broad-Wing Quetzlon

The broad-wing has an even larger wingspan than a normal quetzalcoatlus, ranging out to almost 40 feet. With this enhanced wingspan, the broad-wing can cause devastating wind gusts as it takes off from the ground. Its feathers are typically white to light blue in color. Broad-wings are typically reserved for high-ranking members of the lizardfolk forces.

The broad-wing has a CR of 4, an AC of 14, an HP of 50, a STR of 16(+3), and a Wing Attack action, described below.

Wing Attack. The broad-wing beats its wings. Each creature within 10 feet of the broad-wing must succeed on a DC15 Dexterity saving throw or take 10 (2d6+3) bludgeoning damage and be knocked prone. The broad-wing can then fly up to half its flying speed.

Variant: Pelican Quetzlon

The pelican quetzlon has a dark tan feather coloration, stronger wings, and a bulkier body, as well as a scooped beak like a pelican's beak. This makes it ideal for troop and munitions transportation. Up to six lizardfolk and up to 100 pounds of cargo can be carried by a pelican. The pilot, who sits on the pelican's back, can activate several mechanisms to detach bombs or troops in mid-flight.

The pelican has a CR of 4, an AC of 15, an HP of 50, a STR of 18(+4), and the Drop Troops, Drop Bombs, and Drop Supplies actions, described below.

Drop Troops. The pelican swoops low and drops up to 6 lizardfolk onto the battlefield from a height of approximately 20 feet.

Drop Bombs. The pelican's pilot drops up to three bombs. Targets within a 10-foot radius of the explosion make a DC12 Dexterity saving throw or take 3d6 fire damage per bomb dropped (half damage on a passed save).

Drop Supplies. The pelican's pilot drops a single supply cache, a crate with a small parachute attached. The crate contains 1d12 food rations, 1d12 water rations, 1d6 melee weapons, and 1 (1d4-1) piece(s) of confiscated dragonborn equipment.

Variant: Banzai Quetzlon

Despite its relative frality, the banzai quetzlon has a magically regenerative nervous system, allowing it to regrow limbs or heal bones remarkably fast. It is distinctive for its dozens of sharp quills on its back that make good spears or javelins. Lizardfolk use it as an aerial juggernaut with their specialized ballistas, snapping off the banzai's spines to use as repeatable ammunition.

The banzai has a CR of 4, an HP of 15, a Regeneration ability, and a Spine Ballista attack, shown below.

Regeneration. The banzai regenerates all of its health at the start of its turn. If the banzai is decapitated or if it takes acid or fire damage, this feat doesn't function on the banzai's next turn. The banzai only dies if it starts its turn with 0 hit points and doesn't regenerate.

Spine Ballista. Ranged Weapon Attack. +6 to hit, range 120/480 ft, one target. Hit: 16 (3d10) piercing damage.

Stegosaurus (Spynebak)

This heavily built dinosaur has rows of plates on its back and a flexible, spiked tail held high to strike predators. It tends to travel in herds of mixed ages.

Variant: Playtebak

This variant of spynebak is more heavily armored, with extra rows of spines along its sides. It is resistant to most types of damage, making it an ideal ground troop transport creature. Up to nine Medium-sized creatures can ride on its back and sides (including the pilot). Creatures riding the playtebak can use the plates as three-quarters cover while making ranged attacks.

The playtebak has a CR of 5, an AC of 16, and resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Velociraptor (Lesser Huntrak)

This feathered dinosaur is about the size of a large turkey. It is an aggressive predator and often hunts in packs to bring down larger prey.

Variant: Blintrak

This multi-tailed lesser huntrak was altered using genes from the blink dog, giving it the ability to teleport short distances. This addition gives it another edge when chasing its prey.

The blintrak has a CR of 1/2 and gains the Teleport feat as described below.

Teleport (Recharge 4-6). The blinker magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the blinker can make one bite or claw attack.

Variant: Toatrak

This variant of the lesser huntrak is a magical creature. Their stomachs have extradimensional properties, and they were commonly used in ancient times to store items. Before their extinction, their stomachs were used to create bags of holding. They are known for being excessively curious, risking their own lives to try eating new objects.

Toatrak have a CR of 1, a STR score of 15(+2), an INT score of 6(-2), the Magical Stomach feature, and the Standing Leap feature. Toatrak also gain a Swallow attack.

Magical Stomach. As long as the toatrak is alive, its stomach counts as a 30-ft cube extradimensional space devoid of air, light, or gravity. It can regurgitate a specific object or creature inside its stomach as a bonus action.

Standing Leap. The toatrak's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Swallow. A toatrak can swallow whole a Medium or smaller creature or object. The toad makes one Bite attack against a Medium or smaller target within 5 feet of it. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toatrak. If the toatrak wants to eat it, it takes 10 (3d6) acid damage at the start of each of the toatrak's turns. If the toatrak dies, swallowed creatures are no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Allosaurus (Predatrak)

The allosaurus is a predator possessing great size, strength, and speed. It can run down almost any prey on open ground, pouncing to pull creatures down with its wicked claws.

Variant: Electrak

The electrak, a genetic variant of the predatrak, can generate high voltage electricity throughout its body, allowing it to use lightning breath to electrocute its prey. It can temporarily speed itself up using a short burst of its electricity or by absorbing electricity through its skin.

Electraks have a CR of 5, an AC of 14, an HP of 75, a speed of 65 ft, a DEX score of 18(+4), and the following features and attacks:

Voltage Absorption. The electrak is immune to lightning damage. If the electrak is hit with lightning damage, it regains 1d10 HP and regains the use of its Burst of Speed feature.

Burst of Speed (Recharge 5-6). Once a day, as a bonus action, the electrak can move up to its movement speed. Anyone who makes an attack of opportunity against the moving electrak takes 8 (2d6) lightning damage. This ability can be regained if the electrak takes 1 or more lightning damage from another source.

Lightning Breath (Recharge 5-6). The electrak exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw or take 4d10 lightning damage on a failed save, or half as much damage on a successful one.

Electrifying Bite. Melee Weapon Attack. +6 to hit, reach 5 feet, one target. Hit: 15 (2d10+4) piercing damage plus 6 (1d10) lightning damage.

Ankylosaurus (Macetail)

Thick armor plating covers the body of the plant-eating ankylosaurus, which defends itself against predators with a knobbed tail that delivers a devastating strike. Some varieties of ankylosaurus have spiked tails that deal piercing damage instead of bludgeoning damage.

Variant: Scorpitail

This variant of the predatrak was spliced with that of a giant scorpion. Its chitinous plates give it additional defensive capabilities, and its long tail has the telltale barbed stinger with highly poisonous venom. Scorpitail also have pincers in the front, making it a dangerous combination. Rumor has it that the scientist who created it pledged fealty to a new, insectile demon lord...

The scorpitrak has a CR of 8, an AC of 17, an HP of 100, a walking speed of 50 feet, a STR of 20(+5), a DEX of 18(+4), and Magical Resistance (advantage on saving throws against spells or other magical effects). It also has the following additional attacks:

Multiattack. The scorpitrak makes three attacks, two with its pincers, and one with its sting.

Pincer. Melee Weapon Attack. +7 to hit, reach 5 ft, one target. Hit: 8 (1d8+4) bludgeoning damage, and the target is grappled (escape DC 16). The scorpitail has two pincers, each of which can grapple only one target.

Sting. Melee Weapon Attack. +7 to hit, reach 10 ft, one target. Hit: 13 (2d8+4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC14 CON saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Plesiosaurus (Aquanon)

A plesiosaurus is a marine dinosaur whose compact body is driven by powerful flippers. Predatory and aggressive, it attacks any creature it encounters. Its flexible neck accounts for a third of its total length, letting it twist in any direction to deliver a powerful bite.

Variant: Aquitoad

The aquitoad has been altered with high amounts of grung DNA, giving it the ability to breathe air as well as water. It can secrete and even shoot disorienting poison from its body, and it can climb on land and leap large distances with its powerful legs.

The aquitoad has a CR of 3 and has the Amphibious, Poisonous Skin, and Standing Leap traits.

Amphibious. The aquitoad can breathe air and water.

Poisonous Skin. Any creature that grapples the aquitoad or otherwise comes into direct contact with its skin must succeed on a DC12 CON ST or become poisoned for 1 minute. While poisoned this way, the creature acts as if it was under the effects of the confusion spell. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Standing Leap. The aquitoad's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Poison Shot. Ranged Weapon Attack. +6 to hit, range 20/60 feet, one target. Hit: 11 (2d6+4) poison damage.

Pteranodon (Shrillon)

These flying reptiles have wingspans of 15 to 20 feet and typically dive for small marine prey, though they are opportunists and will attack any creature that appears edible. A pteranodon has no teeth, instead using its sharp beak to stab prey too large to swallow with one gulp.

The lizardfolk have altered the shrillon to have no sense of self-preservation. It will fight to the death when commanded to, and it may suicidally charge into a group of enemies if its master wills it.

Variant: Kamikazon

The kamikazon is cursed to be eternally ablaze. It violently attacks anything it percieves as threatening with fire, and it explodes upon death.

The kamikazon has a CR of 1/2 and the Death Burst ability and the Fire Breath ability.

Death Burst. When the kamikazon dies, it explodes in a burst of fire. Each creature within 10 feet of it must make a DC13 DEX saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

Fire Breath (Recharge 6). The kamikazon exhales a 15-ft cone of fire. Each creature in that area must make a DC13 DEX saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

Variant: Shriekon

The shriekon is a wildly unstable creature, with an aura of magical fluctuation surrounding it. Wild magic surrounds a shriekon at all times, and its intensity spikes when multiples are gathered. When it dies, it unleashes a pulse of antimagical energy that proves useful to the lizardfolk for disabling enemy magic.

The shriekon has a CR of 1 and has the Wild Aura and Death Burst abilities.

Wild Aura. A 30-ft radius sphere surrounding the shriekon is visibly distorted with orange-tinted light. Any spell cast originating in or targeting a creature or object within this aura causes a d20 roll. On a 1, make a roll on the Wild Magic Table. For each additional two shriekon within 30 feet, increase the likelihood of wild magic occuring by 1/20. For example, with a flock of 5 shrillon, a spell cast would cause wild magic on a 1, 2, or 3.

Death Burst. When the shriekon dies, it explodes in a magical burst. Each creature within 10 feet of it must make a DC13 CON saving throw. On a failed save, a creature takes 7 (2d6) thunder damage, and any magical effects in the area immediately end if they were created from a 3rd level spell or lower. Otherwise, the creature concentrating on the effect must make a DC13 CON saving throw or have the effect dispelled.

Triceratops (Goranon)

One of the most aggressive of the herbivorous dinosaurs, a triceratops has a skull that flares out to form a protective plate of bone. With its great horns and formidable speed, a triceratops gores and tramples would-be predators to death.

Variant: Gorgodon

A monstrous combination of a goranon with a gorgon, the gorgodon sports iron plates and petrified breath like the gorgon while maintaining the terrifying size and speed of the goranon.

The gorgodon has a DEX of 11 (+0) and a CON of 18(+4), it is immune to the petrified condition, and it has passive perception 14. Its Trampling Charge ability requires a DC16 STR saving throw, and it has the following additional attack.

Petrifying Breath (Recharge 5-6) The gorgodon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC13 CON saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of the next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.

Tyrannosaurus Rex (Tyranion)

This enormous predator terrorizes all other creatures in its territory. Despite its size and weight, a tyrannosaurus is a swift runner. It chases anything it thinks it can eat, and there are few creatures it won't try to devour whole. While prowling for substantial prey, a tyrannosaurus subsists on carrion, and on any smaller creatures that try to dart in to steal its meal.

Variant: Tyrantron

The tyrantron takes the ferocity of a t-rex and combines it with the cunning of a demon. Its normal light green scales are replaced with an obsidian black, and its twisted teeth and curled horns are telltale signs of demonic influence on its appearance. The lizardfolk have been unable to truly tame it due to its uncharacteristic intelligence, although it still appears to follow most orders.

The tyrantron is highly intelligent and is theorized to speak humanoid languages, although few who have encountered one have survived to confirm this. It is also said to possess magic, making it even more of a highly dangerous threat.

The tyrantron has a CR of 12. It has an Intelligence score of 16(+3), a Wisdom score of 14(+2), and a Charisma score of 12(+1). It is considered a 9th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The tyrantron has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, fire bolt

1st level (4 slots): mage armor, jump, longstrider, unseen servant

2nd level (3 slots): crown of madness, enlarge/reduce, hold person, spider climb

3rd level (3 slots): counterspell, fireball, lightning bolt

4th level (3 slots): dimension door, Mordenkainen's faithful velociraptor

5th level (1 slot): telekinesis

 

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