Circle of The Primals

by Druid4Life

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Art by Young Qin

Circle of The Primals

You have become fascinated with the primal beasts. You spend your time studying the ancient and powerful forms of these creatures. In doing so you have begun a journey of rediscovery as your druidic powers shift to better suit your more savage and primal nature... primal refers to the animals listed in this subclass.

Primal Forms

Starting at 2nd level can no longer use Wild Shape to change into a Beast. Instead you can transform into a primal form with a challenge rating of 1, and can stay in primal form twice as long. You can change into forms with a swim or fly speed. At 6th level this increases to a CR as high as your druid level divided by 3, rounded down.(you ignore the Max. CR column of the Beast Shapes Table as well as the restrictions on flying and swimming primal forms). The studies of your circle allow you to use the forms without seeing them.

Primal Adaptation

At 2nd level you have learned how life adapts over time to a new environment and can apply this knowledge to your primal form. Chose one of the following Primal Adaptations. Your primal forms gain the benefits of this Adaptation. You can readapt to a changing world by removing one current adaptation and choosing a new one at every even level after 2 (4 ,6 ,8 ,10 ,12 ,14 ,16 ,18 ,20).

Primal Aquatic: You have a swim speed of half your speed (If the primal form has a natural swim, instead increase it by half), you cannot be surprised underwater and, you can hold your breath for twice the length. You gain advantage on checks to avoid being grappled or escape a grapple.

Primal Grassland: Use dash as a bonus action, you no longer require rations while traveling in primal form.

Primal Forest: You have a climb speed of half your speed (If the primal form has a natural climb instead increase it by half. Forms with only a swim speed do not benefit from this), advantage on Dexterity (Stealth) checks in natural terrain and you ignore rough terrain caused by nonmagical plants.

Primal Desert: You gain resistance to fire, you ignore difficult terrain caused by sand, you require half the water and you suffer no ill effects from extreme heat.

Primal Tundra: You gain resistance to cold, you ignore difficult terrain caused by ice/snow, you require half the food, and you suffer no ill effects from extreme cold.

Primal Strength

At 6th level you gain the true strength of a primal beast and your attacks in primal form count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. Your connection to your forms has also grown stronger and if you would be forced to change out of primal form by means other than dropping to 0 hit points or dying, you can make a DC 15 Wisdom saving throw. On a successful save, you remain in your primal form.

Primal Spirit

At 10th level your connection to the primal spirits has grown, and with it your understanding of your primal forms. You can expend 2 uses of wildshape to take a maximum CR primal form equal to half your druid level.

Primal Avatar

At 14th level you have learned how to adapt to more than one enviroment. Choose a second primal adaptation, this adaptation is permanent and cannot be changed. If your permanent adaptation is Desert/Tundra then you are unable to adapt to the other.

Primal Ascension (optional)

At 20th level you ascend the limitations of nature. When you take primal form add the following features. Gain +6 Str and Con, +2 Dex, +4 ac, and Resistance to Slashing, Piercing and Bludgeoning nonmagical attacks. Gain Advantage on saves to stay in primal form. You no longer have a time limit on wildshape. You may use this ability 1/long rest. This feature replaces Archdruid

Official Primal List

CR Name
1/4 Dimetrodon
1/4 Hadrosaurus
1/4 Pteranodon
1/4 Velociraptor
1 Deinonychus
2 Allosaurus
2 Plesiosaurus
2 Quetzalcoatlus
3 Ankylosaurus
4 Stegosaurus
5 Brontosaurus
5 Triceratops

This list is supplemented by a list of HB Primal Forms created by me, Official T-Rex has been replaced with a HB.

Art by Young Qin

HB Primal Forms CR 1

This is a list of my personal homebrew forms designed to add variety and plug CR holes in this subclass that official does not have dinosaurs to fill. Tyrannosaurus Rex Official has been replaced with a homebrew, according to the CR calculations released by WoTC the official Rex is actually a CR 7 monster, and a weak one at that. The homebrew better reflects the officials CR of 8.


Dilophosaurus

Medium, Unaligned


  • Armor Class 14 (Natural Armor)
  • Hit Points 32 (5d8+10)
  • Speed 40ft

STR 12 DEX 17 CON 14 INT 3 WIS 12 CHA 6
Str (+1) Dex (+3) Con (+2) Int (-3) Wis (+1) Cha (-2)

  • Languages: None
  • Challenge: 1 (200xp)

  • Frilled Fear: As a standard action the Dilophosaurus can attempt to frighten one enemy. The enemy must make a DC 11 Wisdom saving throw or be frightened for 1 minute. The enemy can make a new save at the end of each of their turns.

Actions

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

Poison Spit. Ranged Weapon Attack: +5 to hit, Range 30ft, one target. Hit: The target must make a DC 12 Constitution save, taking 13(3d8) poison damage on a failed save or half damage on a successful one. On a failed save the target is blinded for 1 minute. The creature can take one action to wipe the spit from its eyes.


Ichthyosaurus

Medium, Unaligned


  • Armor Class 12 (Natural Armor)
  • Hit Points 45 (6d8+18)
  • Speed 40ft swim

STR 17 DEX 12 CON 16 INT 6 WIS 12 CHA 6
Str (+3) Dex (+1) Con (+3) Int (-2) Wis (+1) Cha (-2)

  • Senses: 60ft Blindsight
  • Skills +7 Perception
  • Languages None
  • Challenge 1 (200xp)

  • Hold Breath: The Ichthyosaurus can hold its breath for 15 minutes.
  • Echolocation: Ichthyosaurus can't use its blindsight while deafened.
  • Sense Prey: The Ichthyosaurus has advantage on rolls to find, and track an enemy in water.

Actions

Bite. Melee Weapon Attack: +5 to hit, Reach 5ft, one target. Hit: 9(1d12+3) Piercing damage.The target is grappled (escape DC 13) Until this grapple ends, the target is restrained, takes 12(1d12+6) Piercing Damage during the Ichthyosaurus's turn and the Ichthyosaurus cannot use its bite attack.

Art by Young Qin

HB Primal Forms CR 3

This is a list of my personal homebrew forms designed to add variety and plug CR holes in this subclass that official does not have dinosaurs to fill.


Parasaurolophus

Large, Unaligned


  • Armor Class 14 (Natural Armor)
  • Hit Points 76 (8d10+36)
  • Speed 50ft

STR 18 DEX 14 CON 18 INT 2 WIS 12 CHA 6
Str (+4) Dex (+2) Con (+4) Int (-4) Wis (+1) Cha (-2)

  • Languages: None
  • Challenge: 3 (700xp)

  • Trumpeting Blast: The Parasaurolophus lets out a blast of sound, forcing any creature within 5ft to make a DC 14 constitution saving throw of be deafened for 1 min. A deaf creature can make a new save at the beginning of its turn to end the effect.
  • Charging Trample: The Parasaurolophus moves at least 30ft straight toward a creature and attempts a body slam attack in the same turn, that target must make a DC 14 Strength saving throw or be knocked prone and take an additional 14(3d8+4) bludgeoning damage on top of the body slam damage.
  • Pack Animal: The Parasaurolophus has a carrying capacity of its strength score times 40.

Actions

Body Slam. Melee Weapon Attack: +6 to hit, Reach 10ft, one target. Hit: 8(1d12+4) Bludgeoning damage


Utahraptor

Large, Unaligned


  • Armor Class 16 (Natural Armor)
  • Hit Points 51 (6d10+18)
  • Speed 60ft

STR 15 DEX 20 CON 16 INT 8 WIS 12 CHA 6
Str (+2) Dex (+5) Con (+3) Int (-1) Wis (+1) Cha (-2)

  • Skills +7 Perception
  • Languages None
  • Challenge 3 (700xp)

  • Keen Smell: The Utahraptor has advantage on Wisdom (Perception) checks that rely on smell.
  • Tearing Leap: If the Utahraptor moves at least 30ft straight toward a creature and then hits with a bite attack, that target must succeed on a DC 15 Dexterity saving throw or immediately be knocked prone, the Utahraptor can then make 2 claw attacks on the target as a bonus action.
  • Pack Tactics: The Utahraptor has advantage on an attack roll against a creature if at least one of the Utahraptors allies is within 5ft of the creature and is not incapacitated.

Actions

Bite. Melee Weapon Attack: +7 to hit, Reach 5ft, one target. Hit: 10(1d10+5) Piercing damage

Claw. Melee Weapon Attack: +7 to hit, Reach 5ft, one target. Hit: 18(2d12+5) Slashing damage

Art by Young Qin

HB Primal Forms CR 4

This is a list of my personal homebrew forms designed to add variety and plug CR holes in this subclass that official does not have dinosaurs to fill.


Carnotaurus

Large, Unaligned


  • Armor Class 14 (Natural Armor)
  • Hit Points 95 (10d10+40)
  • Speed 50ft

STR 22 DEX 14 CON 18 INT 4 WIS 12 CHA 6
Str (+6) Dex (+2) Con (+4) Int (-3) Wis (+1) Cha (-2)

  • Skills: +7 Perception
  • Languages: None
  • Challenge: 4 (1,100xp)

  • Keen Smell: The Carnotaurus has advantage on Wisdom (Perception) checks that rely on smell.
  • Ferocious Charge: If Carnotaurus moves at least 30ft straight toward a creature and then hits with a gore attack that attack deals an extra 15(2d8+6) Bludgeoning Damage and the enemy must succeed at a DC 16 Strength saving throw or be knocked prone. The Carnotaurus can make a bite attack on the target as a bonus action.
  • Rampage: When the Carnotaurus reduces a creature to 0 Hit Points with a Melee Attack on its turn, the Carnotaurus can take a Bonus Action to move up to half its speed and can make a Bite Attack.

Actions

Gore. Melee Weapon Attack: +8 to hit, Reach 5ft, one target. Hit: 15(2d8+6) Piercing damage

Bite. Attack Style: +8 to hit, Reach 5ft, one target. Hit: 17(2d10+6) Piercing damage


Baryonyx

Large, Unaligned


  • Armor Class 15 (Natural Armor)
  • Hit Points 85 (9d10+36)
  • Speed 40ft, 30ft Swim

STR 20 DEX 17 CON 19 INT 4 WIS 12 CHA 6
Str (+5) Dex (+3) Con (+4) Int (-3) Wis (+1) Cha (-2)

  • Skills +7 Perception
  • Languages None
  • Challenge 4 (1,100xp)

  • Hold Breath: The Baryonyx can hold its breath for 10 minutes.

Actions

Multiattack. The Baryonyx can make two attacks a turn, one bite and one claw.

Bite. Melee Weapon Attack: +7 to hit, Reach 5ft, one target. Hit: 18(2d12+5) Piercing damage. The target must make a DC 15 Constitution saving throw or lose 9(2d8) hp due to heavy bleeding.

Claw. Melee Weapon Attack: +7 to hit, Reach 5ft, one target. Hit: 16(2d10+5) Slashing damage.

Art by Young Qin

HB Primal Forms CR 5-6

This is a list of my personal homebrew forms designed to add variety and plug CR holes in this subclass that official does not have dinosaurs to fill.


Megalosaurus

Large, Unaligned


  • Armor Class 16 (Natural Armor)
  • Hit Points 93 (9d10+44)
  • Speed 50ft

STR 22 DEX 18 CON 20 INT 4 WIS 12 CHA 6
Str (+6) Dex (+4) Con (+5) Int (-3) Wis (+1) Cha (-2)

  • Senses: Darkvision 120ft
  • Skills: +9 Stealth
  • Languages: None
  • Challenge: 5 (1,800xp)

  • Stealthy Hunter: The Megalosaurus has advantage on stealth checks.

Actions

Bite. Melee Weapon Attack: +9 to hit, Reach 5ft, one target. Hit: 19(2d12+6) Piercing damage. If the target is medium size or smaller it is grappled (escape DC 17) Until this grapple ends, the target is restrained, takes 25(2d12+12) Piercing Damage during the Megalosaurus's turn and the Megalosaurus cannot use its bite attack. The Megalosaurus can move normally during this grapple.

Claw. Attack Style: +9 to hit, Reach 5ft, one target. Hit: 14(2d8+5) Piercing damage

Art by Young Qin

HB Primal Forms CR 6

This is a list of my personal homebrew forms designed to add variety and plug CR holes in this subclass that official does not have dinosaurs to fill.


Mosasaurus

Huge, Unaligned


  • Armor Class 13 (Natural Armor)
  • Hit Points 125 (10d12+60)
  • Speed 50ft Swim

STR 24 DEX 13 CON 22 INT 4 WIS 12 CHA 6
Str (+7) Dex (+1) Con (+6) Int (-3) Wis (+1) Cha (-2)

  • Skills +8 Perception
  • Languages None
  • Challenge 6 (2,300xp)

  • Hold Breath: The Mosasaurus can hold its breath for 20 minutes.
  • Sense Prey: The Mosasaurus has advantage on rolls to find, and track an enemy in water

Actions

Bite. Melee Weapon Attack: +10 to hit, Reach 5ft, one target. Hit: 29(4d10+7) Piercing damage. The target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the Mosasaurus can't bite another target.

Swallow. The Mosasaurus makes one bite Attack against a medium or smaller target it is Grappling. 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 Mosasaurus, and it takes 21 (6d6) acid damage at the start of each of the Mosasaurus's turns. If the Mosasaurus takes 20 damage or more on a single turn from a creature inside it, the Mosasaurus must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Mosasaurus. The Mosasaurus can have only 1 target swallowed at a time. If the Mosasaurus dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, exiting prone.

Art by Young Qin

HB Primal Forms CR 6-7

This is a list of my personal homebrew forms designed to add variety and plug CR holes in this subclass that official does not have dinosaurs to fill.


Pachycephalosaurus

Large, Unaligned


  • Armor Class 15 (Natural Armor)
  • Hit Points 95 (10d10+40)
  • Speed 40ft

STR 24 DEX 14 CON 18 INT 2 WIS 12 CHA 6
Str (+7) Dex (+2) Con (+4) Int (-4) Wis (+1) Cha (-2)

  • Condition Immunities: Stunned
  • Languages: None
  • Challenge: 6 (2,300xp)

  • Concussive Charge: If the Pachycephalosaurus moves at least 30ft straight toward a target and then hits with a ram attack, that target must succeed on a DC 18 Strength saving throw or be thrown 5ft backward, is knocked prone, stunned until the end of its next turn, and takes an extra 25(2d10+14) Bludgeoning Damage. Add an additional 5(1d10) Bludgeoning Damage if the target hits a creature or object upon being knocked back.

Actions

  • Multiattack: The Pachycephalosaurus can make two attacks per turn, one ram attack and one tail attack. These attacks may not be against the same target.

Ram. Melee Weapon Attack: +9 to hit, Reach 5ft, one target. Hit: 25(2d10+14) Bludgeoning damage

Tail. Melee Weapon Attack: +9 to hit, Reach 5ft, one target. Hit: 16(2d8+7) Bludgeoning damage


Therizinosaurus

Large, Unaligned


  • Armor Class 14 (Natural Armor)
  • Hit Points 105 (10d10+50)
  • Speed 40ft

STR 23 DEX 15 CON 20 INT 3 WIS 12 CHA 6
Str (+6) Dex (+2) Con (+5) Int (-4) Wis (+1) Cha (-2)

  • Languages None
  • Challenge 7 (2,900xp)

  • Dying Rampage: When the Therizinosaurus starts its turn with 50 or less hp it falls into a rage and gains +6 Strength and no longer falls unconcious at 0 hp. The Therizinosaurus still makes death saving throws normally but may take regular actions until it dies. Once the Therizinosaurus begins to rage it continues to do so until it dies or is healed to above 50hp.

Actions

Multiattack. The Therizinosaurus can make three attacks each turn. Two claw attacks and one bite attack.

Bite. Melee Weapon Attack: +9 to hit, Reach 5ft, one target. Hit: 15(2d8+6) Bludgeoning damage

Claw. Melee Weapon Attack: +9 to hit, Reach 10ft, one target. Hit: 23(2d10+12) Slashing damage

Art by Young Qin

HB Primal Forms CR 7-8

This is a list of my personal homebrew forms designed to add variety and plug CR holes in this subclass that official does not have dinosaurs to fill.


Majungasaurus

Large, Unaligned


  • Armor Class 14 (Natural Armor)
  • Hit Points 115 (10d10+60)
  • Speed 50ft

STR 26 DEX 12 CON 23 INT 4 WIS 12 CHA 6
Str (+8) Dex (+1) Con (+6) Int (-3) Wis (+1) Cha (-2)

  • Skills: +9 Perception
  • Languages: None
  • Challenge: 7 (2,900xp)

  • Keen Smell: The Majungasaurus has advantage on Wisdom (Perception) checks that rely on smell.
  • Pinning Charge: If the Majungasaurus moves at least 30ft straight toward a creature and then hits with a stomp attack, that target must succeed on a DC 19 Strength saving throw or be knocked prone. The Majungasaurus can make an immediate bite attack at a target knocked prone in this way.
  • Wounded Fury: *While it has 40 hit points or fewer, the Majungasaurus has advantage on attack rolls. In addition, it deals an extra 9(2d8) damage to any target it hits with a melee attack.

Actions

Multiattack The Majungasaurus can make two attacks each turn. One bite attack and one stomp attack.

Bite. Melee Weapon Attack: +11 to hit, Reach 5ft, one target. Hit: 27(2d10+16) Piercing damage

Stomp. Attack Style: +11 to hit, Reach 5ft, one target. Hit: 19(2d10+8) Bludgeoning damage


Kentrosaurus

Medium, Unaligned


  • Armor Class 19 (Natural Armor)
  • Hit Points 102 (12d8+48)
  • Speed 40ft

STR 13 DEX 25 CON 19 INT 3 WIS 12 CHA 6
Str (+2) Dex (+7) Con (+4) Int (-3) Wis (+1) Cha (-2)

  • Resistances Slashing Damage from nonmagical attacks.
  • Languages None
  • Challenge 8 (3,900xp)

Actions

Tail. Melee Weapon Attack: +10 to hit, Reach 5ft, one target. Hit: 18(2d10+7) Piercing damage

Reactions

Spiked Hide: When the Kentrosaurus is hit by a melee attack, the attacker must make a DC 18 Dexterity saving throw, taking 11(2d10) Piercing Damage on a failed save or half damage on a sucessful save.

Art by Young Qin

HB Primal Forms CR 8-9

This is a list of my personal homebrew forms designed to add variety and plug CR holes in this subclass that official does not have dinosaurs to fill.


Tyrannosaurus Rex

Huge, Unaligned


  • Armor Class 13 (Natural Armor)
  • Hit Points 162 (12d12+84)
  • Speed 50ft

STR 27 DEX 10 CON 24 INT 5 WIS 12 CHA 6
Str (+8) Dex (+0) Con (+7) Int (-3) Wis (+1) Cha (-2)

  • Skills: +9 Perception
  • Languages: None
  • Challenge: 8 (3900xp)

  • Keen Smell: The Tyrannosaurus has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack The Tyrannosaurus can make two attacks each turn. One bite attack and one tail attack. It can't make both attacks against the same target.

Bite. Melee Weapon Attack: +11 to hit, Reach 10ft, one target. Hit: 34(4d12+8) Piercing damage. If the target is medium size or smaller it is grappled (escape DC 19) Until this grapple ends, the target is restrained, and the Tyrannosaurus cannot use its bite attack. The Tyrannosaurus can move normally during this grapple.

Tail. Attack Style: +11 to hit, Reach 10ft, one target. Hit: 21(3d8+8) Bludgeoning damage

Art by Young Qin

HB Primal Forms CR 9

This is a list of my personal homebrew forms designed to add variety and plug CR holes in this subclass that official does not have dinosaurs to fill.


Spinosaurus

Huge, Unaligned


  • Armor Class 14 (Natural Armor)
  • Hit Points 162 (12d12+84)
  • Speed 50ft, 30ft Swim

STR 27 DEX 10 CON 24 INT 5 WIS 12 CHA 6
Str (+8) Dex (+0) Con (+7) Int (-3) Wis (+1) Cha (-2)

  • Skills: +9 Perception
  • Languages: None
  • Challenge: 9 (5,000xp)

  • Hold Breath: The Spinosaurus can hold its breath for 10 minutes.
  • Keen Smell: The Spinosaurus has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack The Spinosaurus can use its Frightful Presence. It can then make two attacks. One bite attack and one tail attack. It can't make both attacks against the same target.

Bite. Melee Weapon Attack: +12 to hit, Reach 10ft, one target. Hit: 34(4d12+8) Piercing damage.

Tail. Attack Style: +12 to hit, Reach 10ft, one target. Hit: 21(3d8+8) Bludegoning damage

Frightful Presence: Each creature that is within 120 feet of the Spinosaurus and aware of it must succeed on a DC 18 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Spinosaurus's Frightful Presence for the next 24 hours.

Art by Young Qin

HB Primal Forms CR 9-10

This is a list of my personal homebrew forms designed to add variety and plug CR holes in this subclass that official does not have dinosaurs to fill.


Titanosaurus

Gargantuan, Unaligned


  • Armor Class 11 (Natural Armor)
  • Hit Points 246 (12d20+120)
  • Speed 40ft

STR 28 DEX 7 CON 30 INT 4 WIS 12 CHA 6
Str (+9) Dex (-2) Con (+10) Int (-3) Wis (+1) Cha (-2)

  • Languages None
  • Challenge 10 (5900xp)

  • Great Beast of Burden: Titanosaurus has a carrying capacity of its strength score times 150.

Actions

Stomp. Melee Weapon Attack: +13 to hit, Reach 10ft, one target. Hit: 27(4d8+9) Bludgeoning damage. The target must succeed a DC 22 Strength saving throw or be knocked prone.

Tail. Melee Weapon Attack: +13 to hit, Reach 20ft, one target. Hit: 31(4d10+9) Bludgeoning damage

Sweeping Tail. Melee Weapon Attack: +13 to hit, Reach 30ft, Multiple Targets. Hit: 40(4d10+18) Bludgeoning damage. This attack has the area of a 30ft cone and can strike multiple targets.


Basilosaurus

Gargantuan, Unaligned


  • Armor Class 12 (Natural Armor)
  • Hit Points 210 (10d20+84)
  • Speed 40ft Swim

STR 27 DEX 12 CON 27 INT 6 WIS 12 CHA 6
Str (+8) Dex (+1) Con (+7) Int (-2) Wis (+1) Cha (-2)

  • Skills: +9 Perception
  • Condition Immunities: Stunned
  • Languages: None
  • Challenge: 9 (5,000xp)

  • Hold Breath: The Basilosaurus can hold its breath for 20 minutes.
  • Sense Prey: The Basilosaurus has advantage on rolls to find, and track an enemy in water
  • Ramming Charge: If the Basilosaurus moves at least 30ft straight toward a target and then hits with a ram attack, that target must succeed on a DC 20 Strength saving throw or be stunned until the end of its next turn, and take an extra 38(4d10+16) Bludgeoning damage
  • Battering Ram: The Basilosaurus's Ram Attack and Ramming Charge deal double damage to watercraft.

Actions

Bite. Melee Weapon Attack: +12 to hit, Reach 10ft, one target. Hit: 41(6d10+8) Piercing damage. The target is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the Basilosaurus can't bite another target.

Ram. Attack Style: +12 to hit, Reach 5ft, one target. Hit: 38(4d10+16) Bludgeoning damage

Swallow. The Basilosaurus makes one bite Attack against a large or smaller target it is Grappling. 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 Basilosaurus, and it takes 21 (6d6) acid damage at the start of each of the Basilosaurus's turns. If the Basilosaurus takes 25 damage or more on a single turn from a creature inside it, the Basilosaurus must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Basilosaurus. The Basilosaurus can have only 1 large or 2 medium targets swallowed at a time. If the Basilosaurus dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, exiting prone.

Art by Young Qin

HB Primal Forms CR 10

This is a list of my personal homebrew forms designed to add variety and plug CR holes in this subclass that official does not have dinosaurs to fill.


Gigantosaurus

Gargantuan, Unaligned


  • Armor Class 12 (Natural Armor)
  • Hit Points 175 (10d20+70)
  • Speed 40ft

STR 29 DEX 8 CON 25 INT 5 WIS 12 CHA 6
Str (+9) Dex (-1) Con (+7) Int (-3) Wis (+1) Cha (-2)

  • Skills: +9 Perception
  • Condition Immunities: Frightened
  • Languages: None
  • Challenge: 10 (5,900xp)

  • Keen Smell: The Gigantosaurus has advantage on Wisdom (Perception) checks that rely on smell.
  • Rampage: When the Gigantosaurus reduces a creature to 0 Hit Points with a Melee Attack on its turn, the Gigantosaurus can take a Bonus Action to move up to half its speed and make a Bite Attack.

Actions

Multiattack The Gigantosaurus can make three attacks. One bite attack, one tail and one claw attack. It can't make the tail attack against the same target as the bite or claw attack.

Bite. Melee Weapon Attack: +13 to hit, Reach 10ft, one target. Hit: 48(6d12+9) Piercing damage. The target is grappled (escape DC 21). Until this grapple ends, the target is restrained, and the Gigantosaurus can't bite another target.

Tail. Melee Weapon Attack: +13 to hit, Reach 20ft, one target. Hit: 29(4d8+11) Bludgeoning damage

Claw. Melee Weapon Attack: +13 to hit, Reach 10ft, one target. Hit: 31(4d10+9) Slashing damage

Swallow. The Gigantosaurus makes one bite Attack against a large or smaller target it is Grappling. 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 Gigantosaurus, and it takes 21 (6d6) acid damage at the start of each of the Gigantosaurus's turns. If the Gigantosaurus takes 30 damage or more on a single turn from a creature inside it, the Gigantosaurus must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Gigantosaurus. The Gigantosaurus can have only one large or two medium targets swallowed at a time. If the Gigantosaurus dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, exiting prone.

 

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