Prehistoric Compendium
Prehistoric Compendium
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Raptors can be identified by their colorful feathers whose
Raptors unique individual patterns and colors can often can reveal its
Raptors are one of the smallest of all dinosaur species. age and gender. Additionally, raptors are known to use their
Although they lack the titanic proportions of their relatives, feathers to disorient their prey, intimidate their rivals, as well
they make up for it with their intellect, numbers, and speed. as communicate with other members of its packs.
As a result, raptors are notorious pack hunters using
skirmishing tactics to bring down much larger prey.
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Blood Raptors
These are the most common of all raptors and are known for
their uncanny sense of smell and ability to track their prey.
Their pack instincts and superior sense of smell makes them
ideal companions or mounts for many hunters and
mercenaries. However, these raptors tend to be especially
dangerous and unruly whenever they catch the smell of blood
which them to enter in a violent feeding frenzy.
Blood Raptor Tactics
Blood raptors are very aggressive and will not shy away from
attacking colossal prey or even other apex predators. They
tend to hunt in large packs of about 13(3d8) members. Their
favorite method of hunting is to target the weakest member
of a group and harry it with a flurry of bites and claws before
fleeing beyond the reach of its prey. When the creature is
sufficiently bloodied and injured, the raptors close in for the
kill latching onto the prey using its hooked claws to slow it
down, bleeding it to death. If their target is much stronger
than it, it will resort to hit and run tactics draining their foes
stamina and then swarm it once it is exhausted.
Bone Raptors
Despite their intimidating appearance, bone raptors are quite
peaceful creatures, at least towards other living beings.
Although bone raptors are primarily scavengers feasting on
corpses, they do possess an instinctual desire to consume
Blood Raptor undead as their primary source of food. Their body has
adapted to hunt their undying prey causing them to develop
an immunity to poison and necrotic effects. Their innate
Blood Sense The raptor can knows the direction of a
creature below half its hitpoint maximum within 1
resistances, bone crushing jaws, and their ability to track
mile. This feature does not work on creatures that
undead make them ideal mounts used by many holy orders to
do not have blood such as plants, constructs, and
seek out and exterminate the undead. Many necromantic
undead.
cults also train these creatures as guardians of temples by
keeping a generous supply of undead to feed them.
Blood Frenzy When the raptor makes an attack
against a creature below half its hitpoint maximum, Bone Raptor Tactics
it can make an additional bite attack as part of its Since bone raptors pursue a rather unique form a prey, their
action tactics differ greatly from their kin. Instead of stealthily
stalking their prey, bone raptor packs tend to lure the undead
into ambushes. Bone raptors know the dangers of their
undead prey and will rarely engage large hordes of undead
directly rather attempting to divert stragglers away from their
hordes. Typically, 3(1d4) bone raptors will lure roaming
Bone Raptor undead away from hordes acting as living bait leading their
quarry to an ambush where 5(2d4) raptors lie in wait.
Damage Immunities Necrotic, Poison
Condition Immunities Poisoned
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Deep Raptors
Deep raptors have developed an alien appearance due to
Deep Raptor adaptation to living in the Underdark. No longer relying on
Damage Resistances Acid, Psychic sight, deep raptors can sense the footfall of creatures through
Damage Immunities Poison vibrations in the ground and body heat. Their life in the
Condition Immunities Poisoned Underdark has also given them hardened scales and
particular resistance against poisons and mind altering
effects. However, their most notable adaptation is their
Mental Fortitude The raptor has advantage on saving elongated claws that allow them to climb subterranean
throws against being charmed or frightened. ceiling with ease and a barbed stinger used to incapacitate
Spider Climb The raptor can climb difficult surfaces, prey.
including upside down ceilings , without needing to
make an ability check. Deep Raptor Tactics
Deep Raptors hunt in small packs of 5(1d8). Having adapted
Subterranean Skulker The raptor has advantage on to living underground, the deep raptors are able to use the
Dexterity (Stealth) checks it makes in dim light or
darkness. While these conditions are met, it can use
shadows to evade detection even by natural denizens of the
its bonus action to Hide.
Underdark. This allows them to stalk and ambush their prey
with ease. They use their environment to their advantage
Umber Skulker While in darkness, the raptor is often dropping from the ceiling and lunging from tunnels to
invisible to any creature that relies on vision to strike at their quarry. When they attack, deep raptors tend to
perceive it. While in darkness, the deep raptor is target one or two creatures; quickly overwhelming them and
considered invisible to any creature that relies on dragging them off to the safety of the pack's lair where they
sight to see it. finish it off.
Actions
Multiattack The raptor can make a bite, two claw,
and a sting attack.
Sting +4 to hit:, 5ft., , one target. Hit 6(1d4+2)
piercing damage. The target must succeed a DC 12
Constitution saving throw or take an additional
7(2d6) poison damage and or become poisoned
until the end of its next turn.
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Chameleon Raptor Crag Raptor
Movement Speed 30ft. climb Movement Speed: Climb 40ft.
Camouflage Scales The raptor can use its bonus False Appearance While motionless, the crag raptor
action to Hide, even with no available cover. These is indistinguishable from a rock
scale grant it advantage on any Dexterity (Stealth)
checks it makes Siege Monster The raptor can deal double damage to
buildings and structures
Keen Vision The raptor has advantage on
Spider Climb The raptor can climb difficult surfaces
Wisdom(Perception) checks relying on sight.
without needing an ability check
Sneak Attack The raptor deals an additional 7(2d6)
Spined Body Creatures that grapple or hits the raptor
damage against a surprised creature or whenever it
with a melee attack while within 5ft. of it takes
has advantage on its attack rolls. It can only benefit
5(1d8) piercing damage.
from this feature once on each of its turns
Actions
Chameleon Raptors Spines: Ranged Weapon Attack +4 to hit 20/80ft.,
one target, Hit 9 (2d6+2) piercing damage
As their name suggests, chameleon raptors are the masters
of disguise. Their scales have the unique ability to match that
of their surroundings giving them the illusion of invisibility. Crag Raptors
Their scales not only provide them a means to evade being
detected by their prey and rivals, but also serves as an Crag raptors find themselves completely at home on
indicator of their mood. For example, their skin may turn red dangerous precipices and ravines. Thanks to their rock-like
when angry or yellow when its not feeling well. scales, they are able to easily blend into the rocky terrain that
These raptors are also one of the rarest of their kind makes up their home. Thanks to their sharp claws and
partially due to their elusive nature but also because their nimble reflexes, they are able quickly traverse steep cliffs to
hide and scales are highly valued for its utility for camouflage literally drop upon quarry.
and high-end apparel. They are also equipped an array of spines that covers its
enitre body. When threatened, they are able to fire these
Chameleon Raptor Tactics spines from a distance to deter rivals or immobilize prey from
Just like the rest of their kin, chameleon raptors are a distance.
extremely clever and opportunistic predators. Their primary
hunting tactics rely heavily on ambushes and guerilla tactics Crag Raptor Tactics
using their scales to seemingly vanish in mid air. Crag raptors are extremely clever hunters utilizing the terrain
When hunting in groups, chameleon raptors prefer to focus to their advantage. By combining their ability to climb
on one larger target at a time, using their ability to disappear difficult surfaces as well as blending into their surrounding,
to disorient and isolate their foes quickly to wear it down they prefer to stage ambushes by trapping their prey. If
through a series of calculated strikes. possible, crag raptors prefer to attack from an distance
riddling them with dozens of spines before they even have a
chance to escape.
If their prey decides to retaliate, they use their superior
mobility to quickly stay out of the reach of their opponent. If
their quarry continues to pursue, they will intentionally lead it
to dangerous outcroppings and ledges where an
inexperienced creature would fall to its doom.
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Pseudoraptor
STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 14 (+2) 6 (-2) 16 (+3) 16 (+3)
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Lotus Raptor Manhunter Raptor
Damage Resistances Poison, Necrotic
Brutal Jaws Upon dealing a critical hit, it can triple
the damage die instead of doubling it.
Blighted Fangs When the raptor makes a claw or bite
attack against a plant, that plant cannot recover Favored Prey The raptor can deal a critical hit on a
hitpoints until the start of the raptor next turn 18-20 against humanoids.
Floral Hunter If the raptor makes an Attack action Humanoid Scent The raptor can detect the presence
against a plant, the raptor can make one additional of a humanoid creature within 1 mile of it.
bite attack as part of its action. Maneater If the raptor makes an Attack action
Poison Resilience The raptor has advantage on saving against a humanoid, the raptor can make one
throws against being poisoned. additional bite attack as part of its action.
Plant Camouflage While obscured by ample Mimicry The raptor can mimic sounds it has heard,
vegetation, the raptor has advantage on Dexterity including voices. A creature that hears the sounds it
(Stealth) checks. While these conditions are met, it makes can tell they are imitations with a successful
can use its bonus action to hide. Wisdom(Insight) check opposed by its
Charisma(Deception) check
Lotus Raptors
Manhunter Raptors
Lotus raptors are one of the strangest species of raptors,
primarily due to the fact that despite their appearance, they It is believed that manhunter raptors are not natural
are largely herbivorous. Their entire diet subsists completely creatures, but rather the result of alchemical or arcane
of plants. However, despite their diet, they are still very creation. These creatures were created as weapons to wreak
capable hunters as their favorite prey are awakened or havoc on enemy lines and to find and eliminate targets of
sentient plants. interest. Thanks to their uncanny sense of smell, they are able
Since lotus raptors are equipped a wide array of natural to pinpoint the location of a humanoid within a mile of it.
weapons that enables them to hunt awakened plants. They Manhunter Raptors
have a natural resilience against many forms of poison and Of all their kin, manhunter raptors are one of the most
necrotic attacks that seem to be a primary defense dangerous (especially to humanoids), as the sole purpose of
mechanism of many plants. Additionally, their saliva contains
special enzymes that halts any regenerative properties that their existence was to track and slay humanoids. When given
plants possess. their quarry, a pack of manhunters will relentlessly hunt
Because of their abilities and their appetite, lotus raptors down their quarry.
are viewed as a bane of the forest for many floran entities; Manhunter raptors prefer to use the element of surprise to
which often attempt to drive out these creatures from their gain the upper hand against its opponents and is willing to
forest homes. wait when their prey has let its guard down, such as when
they are sleeping. They are also known to be extremely bold,
Lotus Raptor Tactics sneaking into towns, traversing rooftops, and even entering
In general, lotus raptors prefer to keep their distance from homes to reach their victims.
other creatures. Their appearance seems to mimic that of In combat, manhunter raptors are intelligent enough to
plant life around it (for example its body feathers may gauge the threat level of most of its opponents and will
resemble that of tropical leaves or flower petals). When attempt to focus attacks on the strongest threats at a time.
threatened, they prefer to disappear in the forest relying on If their selected quarry is in range, they will seek to isolate
their natural camouflage. their prey using their ability to mimic human voices. Once the
However, in the presence of awakened plants, they are opportunity arises, they will swarm that creature; even
extremely brutal and efficient hunters as they enter into a risking life and limb if it means it has the opportunity to slay
hungering frenzy. Their first priority in combat is to nullify its chosen target.
the regenerative abilities of plants with their bite and typically
tend to focus on the larger targets assuming they have the
numerical advantage.
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Megaraptors Megaraptor Tactics
Megaraptors are the largest and most dangerous of all Their versatility is what make megaraptors so dangerous.
raptors. Their superior size, strength, and speed allows packs They will stalk potential prey for hours before making a strike
of these reptiles to easily dominate the local ecosystem, even sizing up any strengths and weaknesses. If the targets are
driving out much larger apex predators. Despite their large smaller than them, the each megaraptor will single out a
size, megaraptors are unnaturally stealthy allowing them to target quickly overwhelming it and dragging it off into the
easily ambush their prey. Thanks to their primitive wings, forest before help can arrive. It uses this tactic to separate
they are able to jump vast distances in a single bound prey safely from a group or to lure prey into a bigger ambush.
allowing them to traverse the forest canopies with easy while For much larger prey, they are not afraid to use their strength
hunting their prey. to knock their prey off-balance to provide its ally a window for
the finishing blow.
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Tide Raptor Woolly Raptor
Damage Resistances Acid, Cold Damage Resistances Cold
Movement Speed: 40ft swim
Senses blindsight 60ft. Ice Walk The raptor can move across and climb icy
surfaces without needing to make an ability check.
Aquatic Camouflage While underwater, the raptor Additionally, difficult terrain composed of ice or
can use its bonus action to Hide snow doesn't cost it extra moment.
Hold Breath The raptor can hold its breathe up to 30 While these conditions are met, it can use its bonus
minutes. action to Dash
Echolocation The raptor cannot benefit from Insulated Body Upon failing a saving throw against an
blindsight while deafened effect that deals cold damage, the raptor takes half
damage. Upon a successful saving throw, it takes no
Nimble Swimmer The raptor can swim outside a
damage.
creature's reach without provoking opportunity
attack. While underwater, it can use its bonus action Snow Camouflage The raptor has advantage on
to Dash Dexterity (Stealth) checks it makes in snowy terrain
with or if it is dim light or darkness. While either or
these conditions are met, it can use its bonus action
to Hide.
Tide Raptors Snow Sight The raptor's vision is not obscured by
Tide raptors are a special breed of raptors that find snowfall, fog, or similar effects.
themselves completely at home in the water. Their fin-like
feathers enable them to nimbly swim through the water to
catch small prey such as fish and crustaceans.
They have evolved a number of features to living an Woolly Raptors
amphibious lifestyle. One of their unique abilities is Woolly raptors are a rare species of raptor that reside in
echolocation that they are able to use to pinpoint the location frigid environments. Their thick down feathers provide them
of prey hiding in the murky depths of the sea. Their lungs ample protection against the elements as well as sufficiently
have adapted to grant them the ability to hold their breath for camouflage them against snow and ice. However, they have
30 minutes allowing them to descend to the sea floor for developed an uncanny relationship with wolves wherein
extended periods of time. packs of raptors and wolves hunt and live together. It is
They also have a number of defenses to protect themselves believed that such a symbiotic relationship developed as a
against underwater hazards. Their scales are coated with a survival mechanism to compete in the harsh polar
film that insulates them from extreme environments ecosystems dominated by megafauna such as dire beasts,
underwater. It also has the unique ability to allow the raptor remorhazes, and mammoths
to become seemingly invisible whenever it is attacked by
underwater predators. Woolly Raptor Tactics
Woolly raptors often hunt in large packs of 2d6(7) and are
Tide Raptor Tactics often accompanied by a similar amount of wolves. Using their
As their diet primarily consists of small aquatic creatures, superior strength, the raptors latch onto their prey pinning or
they tend to leave most humanoids alone unless directly slowing it down thanks to their hooked claws. This provides
threatened. If possible, the tide raptor will simply attempt to an opportunity for the wolves to close in to rip into and finish
flee into the water where it can quickly escape from view. off their prey. Interestingly enough, these joint packs are
However, it is not wise to underestimate them due to their listen to a single alpha regardless if it is a wolf or a raptor.
skittish nature. If cornered, their are just as fierce and
dangerous as the rest of their kind quickly shredding their
foes in a flurry of teeth and claws.
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Alpha Raptor
Abilities
Alpha Superiority You can roll for the maximum value
of hitpoints for the raptor.
Alpha Presence Any allied beast within 60ft. that can
see the alpha has advantage on saves against being
charmed or frightened. Alpha Raptor: Jesper ejsing
Actions Each raptor pack is led by an alpha. Alpha raptors are often
chosen through violent but rarely lethal fights for dominance
Multiattack The raptor can make a rally screech (if between members of a pack. Members of the pack show
available) on top of its normal Attack action absolute loyalty to the alpha unless one wishes to challenge
Rally Screech(5-6) Any allied raptor(the alpha for that role. Below is a template to add one any raptor
included) within 60ft. that can hear it must has statblock to differentiate an alpha from the rest of the pack.
advantage on any ability check, attack roll, or saving Adding this template allows allows alphas to make their
throw until the end of its next turn. If that creature packs much more dynamic as dangerous as well as providing
takes the Attack action on its turn, it can make one a method to distinguish it from the rest of its pack. To help
additional bite attack as part of that action. with balancing overall encounters, I have found that raising
the alpha's challenge rating 2 effectively accounts for its
Legendary Action (3/turn) abilities. However, it is important to note that this only
Alpha Strike (1/turn) An allied raptor within 60ft. that applies when the alpha is with its allies.
can see or hear it can make one melee attack against
a creature within range using it reactions.
Alpha Maneuver (1/turn) An allied raptor within 60ft.
that can see or hear it can move up to its movement
speed to a spot that it can see without provoking
opportunity attack
Alpha Recovery (1/turn) An allied beast within 60ft.
of that can see or hear can end one condition or
spell effect on it can use its reaction to repeat its
saving throw.
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As their name suggests, venators have a wide array of natural
Venator tools at their disposal to make them one of the best hunters
Venators are typically what to comes to mind when one in the animal kingdom. Although some species use claws or
thinks of dinosaurs. They are the most dangerous of all their poison to debilitate their prey, their most potent weapon are
kin easily serving as the apex predators of their respective their powerful jaws which are filled with dozens of teeth the
ecosystems. As dominant predators, there is little that will size of swords. These teeth not only allow them to pierce
deter or frighten a venator except the presence of a creature through the toughest of hides but also locks down on their
of its strength and prowess. Venators tend to be solitary quarry preventing its escape.
hunters; however it is not uncommon for mated pairs to hunt
together. Because of their predatory nature, they pose a great
threat to any settlement that resides within their hunting
grounds. As a result, many venators are only found deep
within the untamed wilderness because any that venture too
close to civilization are often hunted to death due to the
threat they pose.
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Abo
Abominable Venator It is t
Huge beast, unaligned
same
magi
unsto
Armor Class 16 (Natural Armor) devou
Hit Points 150 (12d12+72) Th
Speed 50ft. able t
scent
STR DEX CON INT WIS CHA venat
prom
26(+8) 11 (+0) 22 (+6) 12 (+1) 14 (+2) 15 (+2)
Abo
Saving Throws: St+12, Con +10
Skills Athletics +12, Stealth+ 8,Perception +10,
The a
Deception +10 cruel
Senses darkvision 60ft., passive Perception 20 terror
Challenge 11(7200 XP) Proficiency Bonus +4 giving
cleve
Aggressive The venator can move up to its victim
movement speed towards a hostile creature using Un
its bonus action abom
When
Favored Prey The venator can deal a critical hit on a carna
18-20 against humanoids. Upon a critical hit, it can As
triple the damage die instead of doubling it. small
Humanoid Tracker It can detect the presence of a and s
humanoid creature within 1 mile of it. venat
Keen Senses The venator has advantage on Wisdom
enter
(Perception) checks relying on sight, sound, and
or all
smell.
Man Eater If the venator makes an Attack action
against a humanoid, the venator can make one
additional bite attack as part of its action.
Mimicry The venator can mimic sounds it has heard,
including voices. A creature that hears the sounds it
makes can tell they are imitations with a successful
Wisdom(Insight) check opposed by its
Charisma(Deception) check
Predatory Nature Has advantage on saves against
being frightened. It is immune to being frightened
by humanoids or creatures smaller than it.
Siege Monster The venator deals double damage to
objects and structures
Actions
Multiattack The venator can make a bite and two
claw attacks
Bite. Melee Weapon Attack +12 to hit:, 10ft., , one
target. Hit 31(4d12+8) piercing damage. If the
target is a Medium or smaller creature, it is grappled
(escape DC 20). Until this grapple ends, the target is
restrained and the venator can't bite another target.
For the duration of this grapple, it can use its bonus
action to make an additional bite attack against that
creature.
Claw Melee Weapon Attack +12 to hit:, 10ft., , one
Thistarget.
is unofficial Fan Contentslashing
Hit 19(3d6+8) permitteddamage.
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15
Barbtongue Venator
Barbtongue Venator The barbtongue venator is much smaller than the rest of its
Huge Monstrosity, unaligned
kind. Unlike their larger relatives, the barbtongue is a patient
ambush predator. Thanks to its amphibious nature, it is able
lurk beneath the surface of the streams and lakes to lash out
Armor Class 17 (Natural Armor) at unsuspecting prey using its barbed tongue. Because of
Hit Points 84(8d12+32) their similar tactics and at times similar appearance,
Speed 40ft. 40ft. swim barbtongues are often confused for crocodiles before they
reveal their full form.
STR DEX CON INT WIS CHA
Barbtongue Venator Tactics
23(+6) 10 (+0) 19 (+4) 2 (-4) 16 (+3) 14 (+2)
Barbtongues prefer to use the element of surprise to gain the
Skills Athletics +9, Stealth +6, Perception +6
upper hand on its prey. While hunting, the barbtongue prefers
Senses darkvision 60ft. passive Perception 16
to target smaller creatures that it can quickly snap up into its
Proficiency Bonus +3
jaws. Unless it is absolutely starving, the barbtongue rarely
Challenge 7(2900 XP) targets creatures its size or larger.
Barbtongues are not built for extended combat and will
Ambusher In the first round of a combat, the venator quickly retreat or lose interest if its prey begins to put up a
has advantage on attack rolls against any creature it prolonged struggle. It is willing to wait for a weaker prey to
has surprised or hasn't acted yet in combat. come along rather than risk injury.
Hold Breath The venator can hold its breath for 30
minutes.
Siege Monster The venator deals double damage to
objects and structures
Sneak Attack The venator can deal an additional
11(3d6) damage to a creature to a surprised
creature. It can only benefit from this feature once
on each of its turns.
Actions
Multiattack The venator can make a tongue attack,
one bite attack, and two claw attacks.
Tongue The Venator targets one creature it can see
within 20ft. The target must succeed a DC 17
Strength saving throw or be pulled into an
unoccupied space within 5ft. of the venator.
Bite. Melee Weapon Attack +9 to hit:, 10ft., , one
target. Hit 23(3d10+6) piercing damage. If the
target is a Medium or smaller creature, it is grappled
(escape DC 17). Until this grapple ends, the target is
restrained and the venator can't bite another target.
For the duration of this grapple, it can use its bonus
action to make an additional bite attack against that
creature.
Claw Melee Weapon Attack +9 to hit:, 10ft., , one
target. Hit 12(1d10+6) slashing damage.
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Barktooth Venator
Huge beast, unaligned
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Brute Venator
Huge beast, unaligned
Actions
Gore. Melee Weapon Attack, +7 to hit:, 5ft., , one target.
Hit 16(2d10+5) piercing damage.
Bite. Melee Weapon Attack, +7 to hit:, 10ft., , one
target. Hit 18(2d12+5) piercing damage. If the target is
a Medium or smaller creature, it is grappled (escape DC
15).
Until this grapple ends, the target is restrained and the
venator can't bite another target.
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Brute Venator
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Cave Venator
Huge beast, unaligned
Actions
Multiattack The venator can make an Illuminating Flash
(if available) and and a Bite attack
Bite. Melee Weapon Attack, +9 to hit:, 10ft., , one
target. Hit 26(3d12+6) piercing damage + 9(2d8) acid
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
venator can't bite another target.
It can use its bonus action to make an additional bite
attack against a creature grappled in this manner.
Illuminating Flash (Recharge 5-6) Creatures within 30ft.
radius that can see it must succeed a DC 15
Constitution saving throw or become blinded for one
minute on a failed save. If the creature has darkvision, it
makes this save with disadvantage.
At the end of each of its turns, it can repeat its save to
end the effect.
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Cav
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Cobra Venator
Huge beast, unaligned
Actions
Multiattack. The venator makes three attacks: one with
its bite and two with its claws
Bite. Melee Weapon Attack, +5 to hit:, 5ft., one target.
Hit 14(2d10+3) piercing damage and the target is a
creature, it must make a DC 13 Constitution saving
throw, taking 14(4d6) poison damage and is poisoned
until the end of its next turn on a failed save. On a
successful saving throw, it takes half as much damage
and is not poisoned.
Claw. Melee Weapon Attack, +5 to hit:, 5ft., one target.
Hit 8(1d8+3) slashing damage.
Venomous Spit (Recharge 5-6) Creatures in a 20ft. cone
must succeed a DC 13 Constitution saving throw. On a
failed saving throw, creatures take 9(2d8) acid damage
+ 9(2d8) poison damage and are blinded for one
minute. Upon a successful saving throw, creatures take
half damage and are otherwise unaffected.
Creatures can repeat its saving throw at the end of each
of its turns ending the effect upon a successful saving
throw.
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Co
20
Dracovenator
Huge beast, unaligned
Actions
Bite. +12 to hit:, 10ft., , one target. Hit 47(6d12+8)
piercing damage. If the target is a Medium or smaller
creature, it is grappled (escape DC 20). Until this
grapple ends, the target is restrained and the
dracovenator can't bite another target. For the duration
of this grapple, it can use its bonus action to make an
additional bite attack against that creature.
21
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22
Infernal Venator Infernal Venator Tactics
The Infernal Venator is one of the most dangerous of all The Infernal Venator hardly shows any fear in battle
dinosaur species. Its origin is believed not be entirely natural attacking any creature it so pleases. Using its deafening roar,
but rather a evolved variant of existing venators. Because it sends its foe fleeing while it pursues its nearest victim with
venators are very deadly creatures, they are often prized as a vicious gore attack. Once crippled by its horns, the venator
battle mounts. Many of these creatures are often sold to tears into its prey with its jaws. Thanks to its evolved tail that
places such as the Nine Hells to serve as battle beasts. has developed into a natural weapon, it is able to keep foes at
However, their time in the Nine Planes caused them to bay with its powerful tail crushing them underneath its
develop a natural resistance to its harsh environment. massive claws.
However venators naturally are hard to tame, even for devils.
Its exposure the the Nine Hells only made it much harder to
control causing them to turn on their masters and run
rampant in the infernal wastes. Many believe the infernal
venators have made their way back to the Material Plane
from planar incursions or simply rogue venators that ate their
devil masters and made their home in the nearby ecosystem.
Thanks to their new adaptations, they easily can dominate
the local ecosystem establishing themselves as the new
dominant predator.
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23
Mole Venator
Huge Monstrosity, unaligned
Actions
Multiattack The venator can make a bite, two claws, and
tail attack.
Bite. Melee Weapon Attack +9 to hit:, 10ft., , one target.
Hit 25(3d12+6) piercing damage. If the creature is
Medium or smaller, it must succeed a DC 17 Strength
saving throw or become swallowed.
A swallowed creature is blinded and restrained and has
total cover from attack and effects outside of the
venator. While inside the venator, the creature take
14(3d8) bludgeoning + 14(3d8 acid) damage at the
start of each of the ventator's turns.
If the venator takes damage, it must succeed a
Constitution saving throw equal to half the damage
dealt by the swallowed creature(minimum 10). On a
failed saving throw, the venator regurgitates all
swallowed creature which fall prone in a space within
10ft. of the venator.
If the venator dies, a swallowed creature is no longer
restrained by it and can escape the corpse by using
20ft. of movement exiting prone.
Claw Melee Weapon Attack +9 to hit:, 10ft., , one
target. Hit 20(3d8+6) slashing damage.
Tail Melee Weapon Attack +9 to hit:, 10ft., , one target.
Hit 23(3d10+6) bludgeoning damage. If the target is a
creature, it must succeed a DC 17 Strength save or be
knocked prone. It can use it bonus action to make a
This is unofficial
stomp Fan Content
attack against a pronepermitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
creature.
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Stomp Melee Weapon Attack +9 to hit:, 5ft., , one
prone target. Hit 23(3d10+6) bludgeoning damage.
24
Mole Venator
Primordial Venators
Whereas most venators tend to hunt organic creatures, the
primordial venator has evolved to hunt deadlier prey such as
elementals. They have specially evolved to hunt these types of
creatures by developing an innate resistance to extreme
temperatures and other elemental effects. They also have
keen senses that are able to pick up the magical aura that
elemental entities within 1 mile of its location.
Primordial Venator Tactics
Primordial venators tend to hunt in areas that serve as
elemental hotspots such as a volcano. However they can
drawn to a strong elemental presence, such as a portal to one
of the Elemental Planes. These creatures tend to hunt in
small groups of 3(1d4) in search for elemental prey. They
tend to target smaller elementals such as mephits or
salamanders but have been known to attack much larger
ones if they have sufficient numbers. Thanks to their thick
hide and specially evolved teeth, they are able to pierce
through any natural defenses that elementals may possess
while shrugging off any counter attacks from that elemental.
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Savage Venators
The savage venator is one of the smaller species of venators
only a little larger than the brute venator. Although many
venators are largely solitary, savage venator often reside in
small packs of 5(2d4). However, there have been accounts
where multiple packs of savage venators have worked
together to hunt huge herds or truly colossal creatures. The
most disturbing account was where multiple savage venator
packs attacked a large settlement in search of food due to the
scarcity of prey in the wilds. Coupled with their superior
speed and sense of smell, groups of savage venators are often
regarded as a greater threat than their larger kin such as the
infernal and tyrant venator.
Savage Venator Tactics
Savage venators are particularly cruel in their hunting tactics.
They often target one or two creatures at a time in a group
quickly shredding it with their teeth and claws. If the target is
smaller than them, one typically snatches its up with its jaws
and uses its superior speed to carry back to the rest of the
pack where they all proceed to tear into it before pursuing
their next quarry. If the target is too big, they attempt to
knock it over while the rest take advantage of its vulnerable
position. To make matter worse, if a creature is significantly
injured, they enter a savage frenzy wherein the pack will all
target in on that creature to finish it off.
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Shark venator
Huge beast, unaligned
Actions
Multiattack The venator can make a bite and tail attack
on its turn. It cannot make a bite and tail attack on the
same target.
Bite. Melee Weapon AttacK +7 to hit:, 10ft., , one
target. Hit 24(3d12+4) piercing damage. If the target is
a Medium or smaller creature, it is grappled (escape DC
15).
Until this grapple ends, the target is restrained and the
shark venator can't bite another target.
For the duration of this grapple, it can use its bonus
action to make an additional bite attack against that
creature.
Tail. Melee Weapon AttacK +7 to hit:, 10ft., , one target.
Hit 21(3d10+4) bludgeoning damage. If the target is a
creature, it must succeed a DC 15 Strength saving
throw or be knocked prone.
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Shark venator
28
Tyrant Venator
Huge beast, unaligned
Actions
Multiattack The venator can make a Terrifying roar(if
available) and a bite attack.
Bite. Melee Weapon Attack , +11 to hit:, 10ft., , one
target. Hit 46(6d12+7) piercing damage. If the target is
a Medium or smaller creature, it is grappled (escape DC
19). Until this grapple ends, the target is restrained and
the tyrant venator can't bite another target. It can use
its bonus action to make an additional bite attack
against a creature grappled in this manner.
Terrifying Roar (Recharge 5-6) Creatures within 120ft.
that can hear it must succed a DC 16 Wisdom saving
throw or become frightened for one minute on a failed
save. Creatures can only repeat its saving throw if its
ends its turn at least 120ft. from the venator and does
not have line of sight against it. Upon a successful
saving throw, creatures can repeat its saving throw.
29
Woolly Venator
Huge beast, unaligned
Ice Walk The venator can move across and climb icy
surfaces without needing to make an ability check.
Additionally, difficult terrain composed of ice or snow
doesn't cost it extra moment. While in these
conditions, the venator can use its bonus action to
Dash.
Insulated Body Upon failing a saving throw against an
effect that deals cold damage, the venator takes half
damage. Upon a successful saving throw, it takes no
damage.
Predatory Nature The venator has advantage on saves
against being frightened. It is immune to being
frightened by creatures smaller than it.
Siege Monster The venator deals double damage to
objects and structures
Snow Camouflage The venator has advantage on
Dexterity (Stealth) checks it makes in snowy terrain or
if obscured by ample snowfall. While these conditions
are met, it can use its bonus action to Hide.
Snow Sight The venator's vision is not obscured by
snowfall, fog, or similar effects.
Actions
Multiattack The venator can make a Chilling Roar (if
available) and a bite attack on each of its turns.
Bite. Melee Weapon Attack +9 to hit:, 10ft., , one target.
Hit 26(3d12+6) piercing damage. If the target is a
Medium or smaller creature, it is grappled (escape DC
17). Until this grapple ends, the target is restrained and
the venator can't bite another target.
It can use its bonus action to make an additional bite
attack against a creature grappled in this manner.
Chilling Roar(Recharge 5-6) Creatures within 120ft. that
can hear it must succeed a DC 15 Wisdom saving
throw or become frightened for one minute on a failed
save.
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Creatures Fan Content
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manner are the Fan Content
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turns, it can repeat its save to end the effect on a
success.
30
Winged Venator
Winged venators are a highly evolved form of dinosaur that
has fully developed the capacity of flight. Despite their similar
appearance, these creatures are closer related to the venator
versus the dactyl. These creatures represent the supreme
predator as they are the masters of the hunt both on land and
in the air.
Winged Venator Tactics
Winged venators are extremely versatile hunters. Their lithe
bodies allow them to nimbly pursue even the most agile of
airborne prey.
When hunting terrestrial prey, the winged venator simply
uses its powerful jaws to lock its prey and proceeds to drop it
from high altitudes to let gravity take care of the rest.
If its prey seeks to use the cover of trees to close off its
escape, the venator is able to take the ground to pursue after
its quarry due to its lightning fast speed.
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The most numerous of all saurians are nomad saurians and
Saurians their related kin. These creatures are generally very peaceful
Saurians are the most common type of dinosaur representing and form large migratory herds. The last and rarest of all are
the herbivorous species of dinosaur. Although saurians can feathered saurians. These dinosaurs are often confused for
take many shapes and sizes, they can be categorized into four over-sized birds due to their remarkable plumage and ability
different types. for short-ranged flight.
The largest of all saurians are the long-necked titan Many saurians reside in colossal herds often consisting of
saurians which can grow to the size of small castles. The multiple species of both saurian and non-saurian species.
next category of saurians are the armored, shieldhorn, and Living in large communities provides them protection from
spined saurians. These dinosaurs are known for their various predators as well as a safe space to raise their young.
forms of body armor to protect them from harm. Despite their colossal size, their tend to be peaceful titans,
but some species tend to be very territorial if they feel their
space has been trespassed. Once angered, they can be just as
dangerous as their carnivorous kin.
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32
Titan Saurians
Titan saurians are the largest of all dinosaurs and are
believed to be the largest of all land-dwelling creatures. They
typically possess a long neck that surpass the treetops and a
muscular body that weigh around 70 tons. They come in a
wide variety of appearances sporting leathery scales to being
covered in colorful downy feathers that almost resembles fur.
They tend to live in small herds grazing lush jungles and
swamps to sate their enormous appetite.
The largest of their kin dwarfs nearly any building save
those such as castles or strongholds. Thanks to their size,
they hardly fear any natural predator as few beasts would
dare hunt by themselves. In the rare instances they are
hunted, it is typically when large groups of predators come
together to bring these behemoths down. Their sheer size is
their greatest weapon as they quickly crush any creature
careless enough to find itself underneath its trunk-like legs.
Its mere steps are known to cause localized tremors capable
of knocking any nearby creature to the ground. Finally, its
tree-like tail can be whipped about with surprising speed and
accuracy capable to shattering the bones of its target.
Titan Saurian Tactics
Titan saurians rarely flee from an attack. Instead it will use
its sheer size and weight to unbalance its foes and then
trample it underfoot. However, hunting titan saurians are
particularly dangerous because they live in small but close
knit herds. So normally when one titan is attacked, another
may come to help its kin. That is why most accounts of
slaying a titan saurian typically involve one that was
separated from its herd.
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Glacier Saurian Mountain Saurian
Damage Resistances Cold Armor Class 18 (Natural Armor)
Challenge Rating: 12
Ice Walk The glacier saurian can move across and
climb icy surfaces without needing to make an Armored Hide The mountain saurian can reduce
ability check. Additionally, difficult terrain bludgeoning, piercing, and slashing damage taken
composed of ice or snow doesn't cost it extra by 6.
moment.
False Appearance The mountain saurian is
Insulated Body Upon failing a saving throw against an indistinguishable from a mountain while motionless
effect that deals cold damage, the saurian takes half
Mountain Strider The mountain saurian can move
damage. Upon a successful saving throw, it takes no
across difficult terrain without costing it extra
damage.
movement.
Snow Sight The saurian's vision is not obscured by
Territorial The mountain saurian has advantage on
snowfall, fog, or similar effects.
saving throws against being charmed or frightened.
Action
Glacier Saurian Clubbed Tail (Replaces tail attack) Melee Weapon
Attack +12 to hit:, 20ft., , one target. Hit
As their name suggests, glacier saurians make their home in 34(4d12+8) bludgeoning damage. If the target is a
the frigid reaches of the world. Their appearance is rather creature, it must succeed a Constitution saving
peculiar as their bodies are coated in a thick layer of down throw of 20 or be stunned until the end of its next
that almost resembles a woolly coat. These feathers play very turn.
important role in insulating the dinosaur from the frigid cold.
Thanks to their immense power and strength, glacier Earthquake (Replaces Earth Tremor) (Recharge 5-6)
saurians are prized beasts for many polar societies. Many Huge or smaller creatures within a 30ft. range must
settlements band together to bring down one of these titans. succeed a Strength saving throw of 20 or be
One of these behemoths are able to provide a small village knocked prone. The affected area becomes difficult
with food for months and is feathers and bones are able to terrain and Huge or smaller buildings take 44(8d10)
make a vast supply of homesteads and clothing. Others have bludgeoning damage.
learned to tame these majestic beasts using them as powerful
beasts of burden. Thanks to their sheer strength, they are
able to clear out small glaciers or ice formations for Mountain Saurian
humanoids to build their homes.
The mountain saurian is a solitary behemmoth that resides
Glacier Saurian Tactics primarily in mountains and ravines. One notable feature
about their appearance is that their body is covered in a thick
One should be extremely cautious when hunting these beasts layer of heavily armored scales. These scales not only serve
due to their colossal size and tremendous strength. One must as protection against the teeth or claws or predators but also
not underestimate the mobility of this beast as it is able to serves as a natural camouflage to keep its safe while it rests.
move at incredible speeds, seemingly unaffected by the icy
conditions of its environment. Mountain Saurian Tactics
Another consideration that must be taken into account is Unlike the rest of its kin, the mountain saurian is a solitary
that glacier saurians are extremely social creatures. Due to creatures primarily only encountering others of its kind when
the bleak nature of their environment, glacier saurians tend mating or raising young. Because of this isolation, they tend
to stick together in small herds. This makes hunting them to be extremely territorial towards the presence of other
especially hard for most like, you will have to deal with a creatures. Upon stumbling across the lair of a mountain
couple angry glacier saurians. saurian, it is best to leave its domain as quickly as possible
without making any sudden movements. In the event that it
attacks, they best option is too flee as quickly as possible
since it is capable of causing small earthquakes to collapse
the entire mountain side on its enemies.
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34
Python Saurian
Challenge Rating: 13
Actions
Tail +12 to hit:, 20ft., , one target. Hit 34(4d12+8)
bludgeoning damage. If the target is a Large or smaller
creature, it is grappled(escape DC 20). While grappled
in this manner, creatures are restrained and the saurian
cannot make another tail attack against another
creature. It can use its bonus action to fling a creature.
Fling One Large or smaller object held or creature
grappled by the saurian is thrown up to 60ft in a
direction of the saurians choice and knocked prone. If a
thrown creature strikes a solid surface, it takes 4(1d6)
bludgeoning damage for every 10ft. thrown. If thrown
at another creature, that creature must succeed a DC
20 Dexterity saving throw or take the same damage
and be knocked prone
Living Tail(1/day) When the saurian starts its turn below
half its hitpoint maximum, it can break off its tails as its
seemingly comes to live. The tail has 50 hitpoints, an
15 AC, has blindsight up to 30ft, and is immune to all
conditions. The tail can remain animated for one
minute or until it reaches 0 hitpoints. It acts on the
saurians initiative either before or after the saurian's
own action and can make one tail attack against the
nearest creature within range that is not the saurian.
The saurian loses its tail attack for the next 24 hours
until its regrows another tail at the end of this period.
35
Reaper Saurian
Of all long-necked saurians, the reaper saurian is the
deadliest. One of the primary reasons is that this creature is
actually an omnivore that feasts on vegetation and flesh.
The reaper saurian spends the majority of its time in lakes,
rivers, and swamps wherein it can conserve a lot of its
energy. These locations also serve as an ideal location
hunting grounds for it as well.
Reaper Saurian Tactics
Due to its large size, the reaper saurian must rely on rather
clever tactics to acquire living prey. Due to its similar
appearance to other long-necked saurians, it is able to
approach many herbivorous creatures without much of an
issue. Using its large size, it will deliberately impale smaller
prey in an attempt to cripple it with its tail spines before
swooping in with its long neck for the killing blow.
Another tactics it enjoys using is to submerge itself like a
nightmarish crocodile before lunging out the water dragging
its prey down to the murky depths using its long neck. While
underwater, one of its favorite prey are humanoids as it is
able to use the reach of its neck to pick unfortunate victims
off one by one.
If desperate enough, the reaper saurian will even present
itself as prey for other carnivores to trick them into hunting it.
Once the unsuspecting carnivore makes the mistake of
approaching it, it will reverse the role using its deadly tail
spines to prevent its escape crushing it beneath its colossal
feet.
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36
Spined Saurian
Spined saurian are have quite an intimidating appearance as
its body is covered with rows of sharp spines the length of
swords. These spines specifically serve the purpose
discouraging any predator from attempting to make a meal
out of it. However, predators that are still not discouraged
often find themselves at the mercy of its tail full of elongated
spikes. The spines of this dinosaur are particularly dangerous
for they have adapted to cause a creature to experience
excessing blood loss. As a result, its tail swipes tend to be
quite lethal. If the the target survives the initial blow, it tends
to typically die from its wounds.
Spined Saurian Tactics
Its spines not only serve as a deadly defense, but also serves
as a method of communication. Their body spines have a
bioluminescent property allowing its to glow in the dark.
These dinosaur tend to use these spines to illuminate their
path at night preventing predators from sneaking up on them.
It also serves as a means of communication often signaling
for danger, warning intruders, or for attracting a mate.
Actions
ThisPiercing Tail +8 to hit:, 15ft., one target. Hit
is unofficial Fan Content permittedUpon
31(4d12+5) piercing damage.
undera the Fan
hit,
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the target
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
must succeed a Constitution save of 16. On a failed
saving throw, the target begins starts to bleed profusely
taking an additional 13(2d12) damage. This damage
cannot be reduced in any manner. 37
Rimeplate Saurian Sun Saurian
Damage Resistances Cold Damage Resistances Cold, Fire, Radiant
Challenge Rating Increases by 1 Challenge Rating Increases by 1
Ice Walk The rimeplate saurian can move across and Illumination When in dim light or darkness, the sun
climb icy surfaces without needing to make an saurian can give off bright light in a 10ft. radius and
ability check. Additionally, difficult terrain dim light and additional 10ft.
composed of ice or snow doesn't cost it extra
movement. Insulated Body The saurian and creatures within 5ft.
of the saurian gains resistance to fire and cold
False Appearance While motionless, the rimeplate damage. They are also unaffected by extreme
saurian is indistinguishable from a frozen ice temperatures caused by environment.
boulder.
Solar Plates
Frozen Body (Replaces Spined Body) Creatures that While in sunlight, the saurian gains the following
grapples it or hits it with a melee weapon attack benefits
while within 5ft. of it, the attacker takes 9 (2d8)
cold damage. Its spined body deals an additional 5(1d8) fire
damage. Additionally, its melee weapon attacks
Ice Walk The rimeplate saurian can move across and
climb icy surfaces without needing to make an deal an additional 9(2d8) fire damage while in
this state.
ability check. Additionally, difficult terrain
composed of ice or snow doesn't cost it extra As long as it has 1 hitpoint, it can regain 5 hitpoints
moment. at the start of its turn.
Insulated Body Upon failing a saving throw against an The saurian's movement speed increases by 10ft.
effect that deals cold damage, the saurian takes half
damage. Upon a successful saving throw, it takes no Blinding Flash (1/day) Creatures in a 30ft. radius
damage. must succeed a DC 14 Constitution saving throw or
Snow Sight The Rimeplate Saurian's vision is not become blinded for one minute on a failed saving
obscured by fog or snowfall. throw. Creatures can repeat its saving throw at the
end of its next turn ending it on a success.
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38
Runeplate Saurian
The runeplate saurian is an extremely unique and rare breed
of dinosaur thanks to its natural sensitivity and resilience
against magical effects. The source of its true origins has
always been the subject of debate. Some scholars argue that
the runeplate saurian is not a naturally occurring species of
dinosaur, but rather a creation through magical
experimentation. Others believe it is simply the result of
inevitable evolution, especially due to the magical nature of
the Material Plane.
Regardless of its origins, the source of its arcane sensitivity
resides within its dorsal plates. Each of these plates seems
possess a pattern unique to each individual creature that at
its very core seems to be patterned after magical ley lines
that exist in the very fabric of the planes. These patterns give
the runeplate saurian a natural sensitivity to magic often
causing their plates to give off a peculiar glow when in the
presence of a particular school of magic. It is believed that
their migrational behavior is actually influenced by
fluctuations in magical energy such as solstices or eclipses.
Because of this, many arcanists actually tame these beasts
to study their behavior to predict the appearance of magical
phenomena as well as using their plates as an ingredient for
numerous magical items and elixirs.
Runeplate Sauriann Tactics
Because of their natural resistance to spells and magical
Runeplate Saurian effects, runeplate saurians are able to thrive in environments
that would otherwise be too magically volatile to traverse
Challenge Rating Increases by 1 safely. Another unique property that their plates seem to
possess is that it can store excess amounts of magical energy
Magical Attacks The saurian's attacks count as to be used as a self-defense mechanism. Because of this
magical for the purpose of overcoming resistance ability, the natural weapons of runeplates are extremely
powerful and are able to even puncture through magical
Spell-Turning The saurian has advantage on saving armor. However, its most potent abilitiy is to redirect magical
throws against any spell that targets only the saurian
(not an area). If the saurian's saving throw succeeds ,
energy and reforming it as a spell to reflect at its attacker.
the spell has no effect on the saurian and instead
As a result, these creatures are valued as beasts of war
targets the caster.
since magic is a staple for of warfare for numerous societies
on the Material Plane.
Magic Sense The saurian can pinpoint the presence
of magic within 1 mile of it and can determine the
school of its magic
Spell Resistance The saurian has resistance to all
spell damage
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39
Razorspine Saurian
Of all plated saurians, the razorspine saurian is the most
Razorspine Saurian dangerous. The primary reason they are considered to be so
Challenge Rating Increases by 1 dangerous is because they are extremely territorial. Accounts
have claimed that if one looks at these creatures for too long
Aggressive The razerspine saurian can use its bonus they will become furious and will chase after the observer.
action to move up to its movement speed towards a However, when one of these dinosuars become aggressive,
hostile creature. ALL nearby razorspines will become extremely irritable and
will join the chase after the offender.
Pack Tactics The saurian has advantage on attack Unfortunately their foul temperament makes them rather
rolls if its target is within 5ft. of one of the saurian's troublesome to pacify as they tend to ignore any druidic
allies that are not incapacitated. magics to quell their anger. When angered, the best thing one
Spined Body Creatures that grapples it or hits it with can do is simply to leave them be and hope they do not decide
a melee weapon attack while within 5ft. of it, the to give chase.
attacker takes 13 (2d12) piercing damage.
Tempermental The razorspine saurian has advantage
Razorspine Saurian Tactics
on saving throws against being charmed or The best advice on can give for battling razorspine saurians
frightened. is to avoid the fight all together. As mentioned before,
razorspines possess a strange mob mentality wherein they all
Spike Toss Ranged Weapon Attack: +8 to hit:, chase down anything that offends them. Because of this
30/60ft., one target. Hit 31 (4d12+5) piercing behavior, even the most terrifying of predators are extremely
damage. Upon a hit, creatures must succeed a DC hesitant to even consider attack them.
16 Strength saving throw or become restrained. It Once enraged, they will relentlessly chase down their foe
must use an action to remove the spines with a with surprising speed. It is not entirely clear to what extent
succeessful DC 16 Athletics check. these creatures will chase down an aggressor. Some
Reactions accounts have observed a squad of razorspines chase down a
solitary herbivore for miles when it ate a bush that belonged
The saurian can uses its reaction to ram into a in their territory; whereas, in another instance, they would
creature that first enters or ends its turn within 5ft. retreat back to their territory after a predator has been driven
of it. off. Honestly, this factor may ultimately depend on the mood
Impale Melee Weapon Attack: +8 to hit:, 30/60ft., of the razorspine at any given moment.
one Large or smaller target. Hit 31 (4d12+5) While in pursuit, the razorspine will unleash a volley of
piercing damage. Upon a hit, creatures must spines that it will fire at its fleeing foe while it closes the
succeed a DC 16 Strength saving throw or become distance on its quarry thanks to its fury-induced adrenaline.
grappled to the saurian (escape DC 16). It can only Once in melee range, especially if in a group, the razorspine
grapple one creature in this manner at a time. begins to employ a rather brutal tactic where it impales its
target onto its body spines. When in a mob, the razorspines
While grappled in this manner, the saurian cannot
make any a tail or spike toss against that creature.
will simply sandwich their quarry between their bodies
However, it can use its bonus action to Impale a
leading to an extremely bloody and painful demise.
creature grappled in this manner.
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40
Crystalgleam Saurian Sparkplate Saurian
Damage Resistances radiant; Non-magical Condition Immunities Paralyzed
bludgeoning, piercing, and slashing damage, Challenge Rating Increases by 1
radiant.
Senses Darkvision 120ft. Charged Body (replaces Spined Body) Whenever the
Challenge Rating Increases by 2 saurian deals lightning damage to a creature, if a
creature grapples, or hits it with a melee weapon
Crystalline Weapons The saurian's attacks count as attack while within 5ft. of it, that creature must
magical for the purpose of overcoming resistance succeed a DC 15 Constitution saving throw or
become paralyzed until the end of its next turn.
Crystalline Scales Whenever the saurian is hit with a
critical hit, it takes normal damage instead. If a Lightning Plates Attacks that deal lightning damage
creature rolls a 1 or 2 on its attack roll against the have advantage against the saurian.
saurian, it can treat the roll as a critical failure. Upon
Additionally, the saurian automatically fails saving
a critical failure, non-magical weapons instantly
throws against effects that deal lightning damage.
shatter against its hide and becomes unusable.
Lightning attacks within 10ft. of the saurian that
Light Refraction Whenever the saurian is hit with an
targets a single creature automatically is redirected
attack that deals radiant damage, it can roll a d6.
and targets the saurian.
Upon roll a 5-6, it takes no damage, and redirect the
attack at the caster or another creature in range Storm Burst When the saurian takes lightning
using the caster's attack bonus to hit. damage, it takes no damage. Until the end of its
next turn, it deals an additional 5(1d8) lightning
Reflective Crystals The saurian has advantage on
damage to its attacks. If it is outdoors in stormy
saving throws against any effect that deals radiant
conditions, this additional damage increases to
damage. the saurian(not an area). Upon a failed
9(2d8).
saving throw, the saurian takes half damage and
takes no on a success.
If the saurian succeeds its saving throw against an
effect only targets the saurian (not an are of effect), Sparkplate Saurians
the feature has no effect on the saurian and instead
targets the caster.
As their name suggests, sparkplate saurians have a unique
affinity for electrical energy. Their plates are extremely
conductive as its actually functions as lightning rod which
redirects electrical energy to it instead. It is believed that
Crystalgleam Saurian these creatures are able to feed off this electrical energy. As a
result, they are often present in large numbers often scaling
The crystalgleam saurian is one of the most beautiful of all to high elevations to cause lightning bolts to hit their form.
dinosaurs and can only be found in the deepest reaches of Unfortunately the unique properties that their plates
the Underdark. Its dorsal spines seems to scintillate with the possess make them the prime target for many arcanists,
brilliance of a rare gem. It is believed that these dinosaurs are artificers, and poachers who seek to profit or craft items from
able to grow these beautiful formations due to their diet. their bodies.
Their favorite food is a type of plant that lives deep within
their subterranean homes. Thanks to the mineral rich nature Sparkplate Tactics
of this plant, the bone structure of this dinosaur is able to
become even more durable as it takes on a crystalline nature. Sparkplate saurians not only are able feed off of electrical
energy but can use it as a means of self defense. They have
Crystalgleam Saurian Tactics the ability to supercharge their body with electrical current
that is capable of paralyzing even the largest of predators.
Thanks to their crystalline plates and bones, they are much Due to the high voltage of their abilities, the best advice that
more durable than their other kin as they are able to resist one does not provoke these creatures during a thunderstorm
most forms of mundane weaponry. In fact, these crystals are or while wielding lightning-based magic. If one does not heed
hard enough to shatter the teeth, claws, and even swords of this warning, they honestly deserve whats coming next.
its enemies.
However, the most potent ability is that these crystals are
able to refract and even reflect light back at its source.
Because of this, these creatures are valued by many
subterrenean races who are otherwise hindered by light-
based attacks.
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Armored Saurian
Armored saurians are easy to identify as they seem to
resemble walking masses of natural armor. Their hide is
covered with bony protrusions and spikes that grants it an
uncanny resistance to physical blows. Even the jaws of even
the largest venator has a challenge to crack its thick hide.
However, it most potent defense is its bone-shattering tail
club which incapacitates any creature foolish enough to try to
make a meal out it.
Armored Saurian Tactics
Due to their slow speed, armored saurians are often forced to
stand their ground when a predator threatens them, it often
waits for its foe to come to it using its tail to knock down its
foe. It continues to bludgeon its enemy until that creature is
forced to flee. If the foe proves to be too strong, the saurian
will attempt to flee.
Armored Saurian
Template
Huge beast, unaligned
Armor Class 15
Hit Points 84 (8d12+32)
Speed 30ft.
Actions
Tail. Melee Weapon Attack, +7 to hit:, 15ft., , one target.
Hit 31(6d8+4) bludgeoning damage. Creatures hit by
this attack must make a Constitution save of 14 or be
knocked prone and
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Bonus Actions
42 Stomp Melee Weapon Attack, +7 to hit:, 15ft., , one
prone target. Hit 15(2d10+4) bludgeoning damage.
Deathquill Saurian Stonebreaker Saurian
Challenge Rating Increases by 1 Challenge Rating Increases by 1
Damage Resistances Poison
Charge If the saurian moves at least 20ft. in a
Poisonous Quills A creature that grapples or hit the straight line and makes a tail attack on the same
saurian with a melee attack while within 5ft if it turn, it can deal an additional 9 (2d8) bludgeoning
must succeed a DC 15 Constitution saving throw or damage.
take an additional 7(2d6) poison damage and
become poisoned until the end of its next turn. Powerful Build The saurian counts as one size larger
for the purposes of pushing, carrying, lifting,
Poison Resilience The deathquill saurian has grappling.
advantage on saving throw against being poisoned
Reckless The stone breaker saurian can choose to
Retaliation If a creature attempts to grapple or hit have advantage on attack rolls until the start of its
the saurian with a melee attack, it can use its next turn but attacks against it has advantage.
reaction to make a tail attack against it
Shell Defense As a reaction against being targeted
Actions with an attack or forced to making a saving throw,
the saurian can give itself full cover against the next
Poison Tail (replaces tail) +7 to hit:, 15ft., , one attack or effect against it using its reaction.
target. Hit 31(6d8+4) bludgeoning damage.
Creatures hit by this attack must make a Actions
Constitution save of 14. On a failed save, creatures
Barreling Charge As an action, creatures in a 30ft.
take an additional 21 (6d6) and is poisoned until
long and 10ft. wide line must succeed a DC 15
the end of its next turn. On a successful saving Strength saving throw or take 28 (8d6) bludgeoning
throw, it takes half damage and is not poisoned
and fall prone. The saurian uses all of its movement
Needle Spray (1/long rest) Creatures within a 30ft. speed as part of this action.
radius must succeed a DC 15 Dexterity saving
throw or take 21(6d6) piercing damage taking half
damage on a successful saving throw. Creatures that Stonebreaker Saurian
fail this saving throw take an additional 21(6d6)
poison damage and are poisoned for one hour. If Although all armored saurians are covered with a thick layer
creatures are immune to being poisoned, they are of scaled armor, the stonebreaker takes body armor a bit to
unaffected by this feature. the extreme. This dinosaur's body seems to be coated with a
haphazard amalgamation of boulders and crystals on top of
its body. In fact, this body armor is able to effectively function
as a shell wherein the saurian can fully retract into when
Deathquill Saurian threatened.
Don't let the deathqill saurian's fluffy appearance fool you. Its Stonebreaker Saurian Tactics
"fluffy" fur is actually a dense layer of barbed feathers lined The stonebreaker saurian is the epitome of recklessness in
with extremely potent poison capable of killing most combat. Maybe it can afford to be this reckless due to its
humanoids from a single touch. excessive body armor. When threatened, the stonebreaker
Deathquill Saurian Tactics saurian's first instinct is to hide within its shell. Once
sufficiently protected, the saurian will simply roll around like
If its appearance and name wasn't clear enough, this saurian a giant cannonball slamming into anything in its path. Due to
HATES to be touched without its approval. Creatures that do the sheer density of this creature, it is able to shatter through
will find themselves riddled with dozens of poisonous quills. solid stone and cripple any unfortunate soul who finds its way
In combat, the deathquill do anything to be left alone. in its path.
When attacked, it will thrash about violently flinging quills in
all directions. Once the opportunity presents itself, it will flee
in the direction that will take it the furthest from its
aggressor.
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43
Forgetail Saurian Reef Saurian
Movement Speed 30ft. Movement Speed 30ft. swim
Damage Immunity Fire Damage Immunities Poison
Challenge Rating Increases by 1 Damage Resistances Lightning
Condition Immunities Poisoned, Paralyzed
Heated Body A creature that grapples or hits the
saurian with a melee attack while within 5ft. of it Hold Breath The saurian can hold its breath up to 30
takes 9(2d8) fire damage. minutes.
Fuming Fury When below half its hitpoint maximum, Coral Camouflage While motionless, the saurian is
creatures that first enter or starts its turn within 5ft. indistinguishable from coral. While obscured by
of the saurian takes 9(2d8) fire damage. ample coral, it has advantage on Dexterity (Stealth)
checks.
Actions Mental Fortitude The saurian has advantage on
Combustion Tail(Replaces Tail) Melee Weapon saving throws against being charmed or frightened.
Attack, +7 to hit, one target, Hit 17(3d8+4)
bludgeoning damage. Upon a hit, the target and Webbed Tail While underwater, the Reef Saurian can
creatures (exclusing the saurain) within a 5ft. radius use its bonus action to Dash. This movement does
must succeed a DC 14 Strength saving throw or not provoking opportunity attack
take 27(6d8) fire damage and be pushed back 10ft.
and fall prone.
Reef Saurian
Forgetail Saurian The reef saurian is an aquatic variant of the armored
saurians. Instead of knobby plates and ridged scales, the reef
The forgetail is an extremely rare but interesting species of saurian possesses a haphazard array of barnacles, coral, sea
dinosaur. These creatures primarily lives in extremely hot plants, and other aquatic life that calls its body home. Despite
environments such as volcanoes or underground springs. It is the fact that it does not have the ability to stay underwater
believed that this dinosaur has actually acquired this affinity indefinitely, the reef saurian spends the majority of its time
to fire due to some sort of magical evolution spurred by a underwater. Thanks to its powerful webbed tailed, it is able to
planar rift between the Material Plane and the Elemental move with surprising mobility for its bulky form while
Plane of Fire. underwater.
As a result, this creatures has not only been granted a As its primary diet largely consists of coral and underwater
natural immunity to fire making it completely at home in this plant life, the reef saurian has developed several counters to
otherwise hostile environment. Accounts even claim that common natural defenses that these creatures possess such
these creatures living in small pods that swim in pools of as an immunity to poison and paralysis. Because of their
magma. However, this primordial evolution has also given it innate immunity, reef saurians are often valued as mounts for
the ability to channel the elemental energy of fire to some many aquatic and coastal races. However, in large numbers,
degree. they have proven to be a nuisance as they can quickly devour
an entire coral reef if not controlled.
Forgetail Saurian Tactics
As described in its name, the forgetail has the unique ability Reef Saurian Tactics
to create a fiery explosion upon impacting a creature with its In contrast to the rest of its kin, the reef saurian is extremely
tail. Such an explosive attack will definitely force creatures to and playful towards humanoids. At times it can be a bit too
reconsider making this creature its meal. However, the playful as it can accidentally send one sprawling within its tail
forgetail has a wide array of additional defenses to further as they often forget their size disparity between them and
deter its enemies as touching its body its akin to touching an their humanoid companions.
open flame. When angered, it is able to superheat its body Thanks to their large size and heavily armored bodies, reef
scorching any creature that ends up to close to it. saurians will not hesitate to drive off aquatic predator such as
sharks and smaller leviathans. Using their powerful tails,
they are able to frustrate and disorient their opponent while
maneuvering to safety out of reach of their jaws.
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44
Wart Saurian
The wart saurian is a rather disgusting breed of armored
Wart Saurian saurian as it sacrifices the heavy armor plating of its relatives
Damage Immunities Poison for a series of bulbous warts filled with putrid fluids.
Damage Resistances Acid These disgusting creatures find themselves completely at
Condition Immunities Diseased, poisoned home in the filthiest of bogs, swamps, and even sewers.
Challenge Rating Increases by 1 Although they were initially considered herbivores, these
creatures will honestly eat anything one places in front of
Stench Creatures that first enter or start its turn them. Thankfully, they seem to lazy to actually pursue any
within 10ft. of the saurian must succeed a DC 15 living prey but won't hesitate to swallow a living creature if it
Constitution saving throw or become poisoned for accidentally found itself within its food.
one minute. Despite their foul appearance and even fouler smell, they
actually can prove to be a tremendous aid. Many large cities
While poisoned in this manner, creatures cannot import these creatures to dwell beneath their sewers to help
take actions or reactions as it spends its turn control excess waste. As a result, they will ensure that the
wretching. city becomes cleaner while ensuring even more unsavory
It can repeat its saving thrwo at the end of each of creatures are not attracted to the city's underbelly.
its turns to end the effect. Upon a successful saving
throw, it is immune to being poisoned in this Wart Saurian Tactics
manner for the next 24 hours.
Due to its lazy nature, the wart saurian is not much of a
Bulbous Warts If a creature hits the saurian with a fighter. It primary defense is its foul stench and extremely
melee attack while within 5ft. of it, it takes 7(2d6) toxic body that even a starving predator would find utterly
acid damage and becomes poisoned until the end of repulsive. However, if these defenses do not deter a predator,
its next turn. it will resort to using its tail that is consists of dozen of
Creatures poisoned in this manner become bulging pustules filled with vitriolic acid. Upon impact, these
susceptible to its Stench even if it previously sacs explode spraying toxic liquid all over its opponents.
succeeded. Another downside to their lazy nature is that they are
Lazy The wart saurian has advantage on saving
nearly impossible to remove if they find themselves in an
throws against being charmed. If charmed, it can unwanted location. Their lazy demeanor makes them
use its action to end the effect. extremely resilient against druidic magics that would force it
to obey one's command. If for some reason this magic is able
Actions to penetrate its tiny brain, the thought of having to do a task
Tail Burst(Recharge 5-6) Melee Weapon Attack, +7 to
for someone else is able to shake it out of its charmed stupor.
hit, one target, Hit 17(6d8+4) bludgeoning damage.
One must resort to more mundane means such as luring
Creatures in a 10ft. radius around the saurian must
its out with food to get it do anything.
succeed a DC 15 Constitution saving throw or take
21(6d6) poison damage and become poisoned for
one minute. Creatures poisoned in this manner take
11(3d6) acid damage at the start of each of its turns
and cannot take action and reactions as it spends its
turn wretching. Creatures can repeat its saving
throw at the end of each of its turns to end the
effect up a success.
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45
Shieldhorn Saurian
Shieldhorns can be distinguished by their often colorful and
sometimes feathered frills along with their lance-like horns
protruding from their foreheads. Shieldhorns tend to be
rather short tempered, rarely tolerating the prolonged
presence of humanoids or carnivores. When threatened,
shieldhorns tend to stick together and stand their ground
shielding the young and frail members of the herd behind a
shield of horns. Their herds are often accompanied by other
herbivores who use their presence as a deterrent to
predators.
Shieldhorn Tactics
Shieldhorns will actively engage a creature that threatens it
or its herds. When angered, their are surprisingly agile,
quickly charging at their foes, goring them with its horns.
What makes an angered triceratops even more dangerous is
that they are normally accompanied by other members of the
herd, quickly turning the odds in their favor.
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Ragehorn Saurian Wasteland Saurian
Challenge Rating Increases by 1 Damage Resistances Cold, Fire
Adamant While in combat, the saurian has advantage Endurance The saurian has advantage on
on saving throws against being charmed. If currently Constitution saving throws. Upon failing a
charmed, it can automatically end those effects Constitution saving throw that deals damage, it
using an action. takes half damage. Upon a successful saving throw,
its takes no damage.
Last Stand When the saurian is reduced to below half
its hitpoint maximum, when it takes the Attack Home Sense The saurian always knows the general
action, it can make an additional gore attack as part direction of a location that is has been to as long as
of that action it has spent at least 1 hour observing or growing
accustomed to that spot.
Reckless At the start of each of its turns, the saurian
can choose to have advantage on attack rolls until Sand Walk The saurian can move across and climb
the start of its next turn, but attacks against it have difficult terrain such as quicksand, ice, or snow
advantage. without needing to make an ability check or costing
additional movement.
Relentless If the saurian is reduced to 0 hitpoints, it
can make a DC 10 Constitution saving throw. If it Sand Sight The saurian's vision is not obscured by
succeeds, it drops to 1 hitpoint instead. Each time it sandstorms, snowfall, or fog.
uses this feature after the first, the DC increases by
5. The DC resets to 10 after a short or long rest.
Wounded Fury While below half its hitpoint Wasteland Saurians
maximum, the ragehorn has resistance to all
damage. Wastelands saurians are believed to be one of the most useful
bestial mounts in all of humanoid civilization. This dinosaur
is known for its remarkable endurance as it is able to
weather the most extreme of temperatures and
Ragehorn Saurian environments. They are also able to travel at efficient pace
Of all shieldhorn species, the ragehorn is the largest and that is completely unaffected by environmental hazards such
most dangerous. Although most of their kin tend to be as ice and snow. They heavily lidded eyes grant them superior
territorial in nature, the ragehorn is actively aggressive. protection against extreme weather allowing them to see
However, its violent tendencies seem to be mostly directed to through the densest fog, rainfall, or even sandstorms with
carnivores (including humanoids) as it tends to leave most little difficulty.
herbivores alone. However, the primary ability that makes these creatures so
Attempts to tame these beasts have been completely valuable is its ability to find its way home, regardless of how
unsuccessful as they are extremely suspicious and violent far it has traveled. These beasts have proven to be the
towards humanoids. They seem to even seem to possess the salvation of many travelers who became lost in the wilds of
ability to shrug of magical effects that would otherwise pacify the Material Plane.
them.
Wasteland Saurian Tactics
Ragehorn Saurian Another benefit that wastelands saurians possess is their
In battle, the ragehorn is a sight to behold. Its fury grants it extreme loyalty to their humanoid masters. As mentioned
supernatural ferocity and endurance allowing it to drive away earlier, they have been known to carry their owners who have
even the mightiest of venators all by itself. Its sheer fury alone been wounded or succumbed to the elements back to safety
allows its to seemingly defy death to continue fighting until traveling miles unaided.
its enemy falls. Unlike horses and similar mounts, they are not easily
That being said, if one ever faces a ragehorn in combat, spooked and would much rather stand its ground against a
that will be a battle to the death as the ragehorn will not back threat rather than flee (especially if its master is in sight.)
down until either it or its foe dies. Because of this behavior,
some experts state that playing dead is a good tactic to
getting this beast to leave you alone by tricking it into believe
it has won.
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47
Manahorn Saurian Blighthorn
Damage Resistances Poison, Necrotic
Magical Attacks The saurian's attacks are magical for
the purpose of overcoming resistance
Poison Resilience It has advantage on saving throw
Magical Resistance The saurian has advantage on against being poisoned.
saving throws against spells and magical effects.
Floral Rage When it makes an attack against a plant,
Mana Scale As an action, the saurian can end one it can make one additional gore attack as part of its
spell effect on itself. action.
Mana Horn Whenever the saurian is within 60ft. of a Sap Stores When below half its hitpoint maximum,
magical effect or spell, it can give off a bright light the blighthorn can regain 5 hitpoints and end one of
in a 5ft. radius and dim light and additional 5ft. The the following conditions: blinded, deafened,
color of this light depends on the manahorn, the exhausted, paralyzed, poisoned, or stunned at the
school or origin of the magical effect. start of each of its turn.
Plant Camouflage While obscured by ample
vegetation, the blighthorn has advantage on
Manahorn Saurian Dexterity (Stealth) checks. While these conditions
are met, it can use its bonus action to hide.
The manahorn is another species of dinosaur that possesses
an innate sensitivity to the magic. However, its connection to
the arcane is not nearly as complex as others such as the
runeplate saurian. Blighthorn Saurian
The manahorn's primary ability is that its facial horns are For sentient plants, the blighthorn is a nightmarish creature.
able to give off a magical glow whenever it is in the presence Although most herbivores tend to ignore to sentient plants,
of magical. A unique characteristic of this feature is that the the blighthorn can resorts to nearly predatory behavior while
color of this glow often varies depending on the individual. in their presence. Herds of blighthorns have been known to
Many druids and arcanist take joy in trying the determine the raid entire floran villages trampling and devouring any
correlation between the manahorn's bioluminescence and the unfortunate victims caught in their stampede.
various schools of magic. Because of this behavior, blighthorns are heavily monitored
Thanks to their ability, manahorns are quite the utilitarian and controlled by many druidic circles and ranger conclaves.
mount as they are able to allow its riders to safely navigate Without the proper supervision, large herds of these beasts
through otherwise magically dangerous terrain. can be comparable to a locust plague devouring all plants in
Manahorn Saurian Tactics their path, mundane and sentient alike.
The manahorn's passive affinity to magic does grant several Blighthorn Saurian Tactics
advantage in battle. One of its primary benefits is that its Blighthorns have evolved to specifically hunt and devour
magical essence is able to empower its natural attacks sentient plants as they have acquired a natural resistance to
allowing it to pierce even the most resilient of defenses. their forms of attacks. When in the presence of sentient
Additionally, the magical essence of the manahorn grants it plants, the blighthorn erupts into a berserk fury transforming
the ability to shrug off the debilitating effects of harmful into a flurry of horns skewering anything in its way.
spells that are cast upon it. If heavily wounded, it is able to tap into a reserve of sap it
accumulated from previous meals to heal its injuries.
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Nomad Saurian River Saurian
Huge beast, unaligned Huge beast, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 19 (+4) 2 (-4) 12 (+1) 10 (+0) 18 (+4) 10 (+0) 17 (+3) 2 (-4) 12 (+1) 10 (+0)
Saving Throws: Strength +8, Constitution +6 Saving Throws: Strength +6, Constitution +5
Skills Perception +4 Skills Perception +3
Senses passive Perception 14 Senses passive Perception 13
Proficiency Bonus +2 Proficiency Bonus +2
Challenge 4(3900 XP) Challenge 2(450 XP)
Siege Monster The saurian deals double damage to Siege Monster The saurian double damage to objects
objects and structures and structures
Beast of Burden The saurian's size counts as Beast of Burden Its size counts as one size larger for
gargantuan for the purpose of carrying and pulling. the purpose of carrying and pulling.
Trampling Dash If the saurian takes the Dash action, Hold Breath The saurian can hold its breath for up to
creatures within its path must make a DC 16 1 hour.
Strength saving throw or be knocked prone on a
Slick Scale The saurian has advantage on ability
failure. It can use its bonus action to make a stomp
checks and saving throws to escape being grappled
attack against a prone creature.
or being restrained.
Actions Actions
Stomp. Melee Weapon Attack, +8 to hit:, 5ft., , one
Stomp. Melee Weapon Attack, +6 to hit:, 5ft., , one
target. Hit 22(3d10+5) bludgeoning damage.
target. Hit 15(2d10+4) bludgeoning damage.
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49
Siren Saurian
Huge beast, unaligned
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50
Springscale Saurian Wayfarer Saurian
Huge beast, unaligned Huge beast, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 17 (+3) 2 (-4) 12 (+1) 10 (+0) 18 (+4) 10 (+0) 17 (+3) 2 (-4) 12 (+1) 10 (+0)
51
Wraith Saurian
Huge beast, unaligned
Actions
Stomp. Melee Weapon Attack, +6 to hit:, 5ft., , one
target. Hit 15(2d10+4) bludgeoning damage and make
a DC 14 Strength saving throw or fall prone. It can use
its bonus action to make an additional stomp attack
against a prone creature.
Wraith Saurian Be
often
The wraith saurian is one of the most elusive of all dinosaurs, myth
partially because they seem to only come out at night to graze with r
disappearing at the slightest glimpse from the light of dawn. grove
These creatures acquired their name due to their safety
otherworldly appearance as they scales seem to give off an
ethereal glow similar to that of moonlight.
This supernatural appearance gives it the illusion of a
ghost which actually serves as a natural defense to confuse
and disorient attackers.
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52
Feathertail Saurian
Feathertail Saurian The feather tail is the much smaller relative of the
large beast, unaligned
featherclaw. In many aspects, it is a polar opposite of its
larger kin. The feathertail sports beautiful plumage featuring
unique multi-colored patterns which contrasts to the short
Armor Class 14 (Natural Armor) down feathers of the featherclaw. These feathers are most
Hit Points 26 (4d10+4) prominent on its tail which is uses for mating rituals as well
Speed 60ft. as to signal danger. Second, it is a very skittish creature
constantly on edge for potential threats. When a threat is
STR DEX CON INT WIS CHA
identified it often alerting others of danger. They are often
welcomed near herds of other herbivores due to their
14 (+2) 17 (+3) 12 (+1) 2 (-4) 15 (+2) 15 (+2) alertness to danger.
The feathertail is well adapted to escaping predators
Skills Acrobatics +5, Perception +6, Intimidation +4, thanks to its superior speed that is unsurpassed by any other
Performance +4 land-dwelling creature. However, in the rare chance a
Senses passive Perception 16 creature actually catches a feathertail, it is known for its
Proficiency Bonus +2 powerful kick which has been known to be quite lethal to
Challenge 2(450XP) humanoids and smaller predators.
Skittish The saurian advantage on initiative checks. Feather Tail Tactics
When it rolls for initiative and is not surprised or Due to its skittish nature, the feathertail prefers to flee
incapacitated, it can move up to half its movement dashing at alarming speed to safety. However, in dire
to a spot that it can see. This movement does not circumstances, such as defending its young or if injured, it
provoke opportunity attack. will use it kick to incapacitate its for so that it can escape.
Sprinter The saurian use its bonus action to Dash on
its turn
False Flight The distance the saurian long jumps is
tripled; every foot of its walking speed that it spends
on the jump allows it to move three feet.
Siege Monster The saurian deals double damage to
objects and structures
Actions
Kick. Melee Weapon Attack, +5 to hit:, 5ft., , one
target. Hit 16(2d10+5) bludgeoning damage.
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53
Featherclaw Saurian
Huge beast, unaligned
Actions
Multiattack. The featherclaw Saurian can make two
attacks with its claws.
Razor Claw Melee Weapon Attack, +8 to hit:, 10ft., , one
target. Hit 25 (3d12+5) slashing damage
54
Feathercrown Saurian
Huge beast, unaligned
Actions
Multiattack The feathercrown saurian can make two
claw attacks. It can substitute its claw attacks for one
razor feather attack.
Claw. Melee Weapon Attack +8 to hit:, 10ft., , one
target. Hit 19(3d8+5) slashing damage.
Razor Feather Range Weapon Attack +8 to hit:,
This30/120ft.,
is unofficial, Fan
oneContent
target. permitted
Hit 11(1d10+5)
under thepiercing
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two different targets.
55
Feathercrown Saurian
Plumebeak Saurian
Huge beast, unaligned
Actions
Multiattack The plumebeak venator can use its Mocking
Screech and then a bite and two claw attacks. It can
substitute its bite attack for a mocking screech.
Bite. Melee Weapon Attack +8 to hit:, 5ft., one target.
Hit 19(3d8+5) piercing damage.
Claw. Melee Weapon Attack +8 to hit:, 10ft., one target.
Hit 16(3d6+5) slashing damage.
Mocking Screech A creature it can see within 60ft. that
can hear it must succeed a DC 13 Wisdom saving
throw. On a failed saving throw, creatures suffer
disadvantage on attack rolls, ability checks, and saving
throws until theFan
This is unofficial start of thepermitted
Content saurian'sunder
next the
turn.
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Plumebeak Saurian
56
What saurlings lack in size, they more than make up for it
Saurlings with their larger than life personalities. Because of this, they
Saurlings are the smallest of all dinosaurs and are actually make are extremely popular candidates as household pets or
confused to be infant dinosaurs. However, these tiny reptiles familiars. However, owners must be extremely responsible
are actually a subspecies of their own and can take a wide with these creatures as they still retain many of the instincts
variety of forms resembling miniature forms to their colossal of their much larger relatives and can still cause considerable
counterparts. damage to property despite their small size.
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57
Tyrant Saurling
Tyrant Saurling The tyrant saurling is the most notable of all diminutive
tiny Beast, unaligned
dinosaurs. Tyrant saurlings appear as tiny versions of their
venator cousins, except that their head almost seems a bit too
large for their body.
Armor Class 10 (Natural Armor) Despite their extremely small size, tyrant saurlings still
Hit Points 14(3d4+6) believe that they are true apex predators and the world is
Speed 20ft. theirs for the taking. In fact, they attempt to make a deliberate
attempt to prove their point to any creature they encounter,
STR DEX CON INT WIS CHA especially if it is larger than them.
Tyrant saurlings will become extremely aggressive to
15(+2) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 14 (+2) anything larger than them by running up to its foes nipping at
its heels and unleashing high-pitched squeals.
Skills Perception +3, Persuasion +4 Unfortunately, due to their tiny size, they are nothing more
Senses passive Perception 13 than a nuisance to their larger relatives who will mostly
Proficiency Bonus +2 ignore them unless they chase after baby dinosaurs.
Challenge 1/2(100 XP) The tyrant saurling takes glee in discovering another
creature that is smaller than it as it attempts to assert its
Dauntless The tyrant saurling has advantage on dominance over its tinier peers.
saving throws against being frightened by creatures Tyrant saurlings make for popular pets as their size
larger than it. Upon a successful saving, it is immune complex can easily be channeled and controlled through play.
to being frightened by that creature for the next 24
hours.
However, one can expect the occasional painful nip on the
finger of toe from an overzealous saurling.
Defiance of the Small When the saurling takes the
Attack action against a creature one size larger than Tyrant Saurling Tactics
it, it can make an additional bite attack Although tyrant saurlings will immediately become
Tiny Aggression The saurling can use its bonus aggressive towards larger creatures, they are not completely
action to move up to its movement speed towards a stupid and understand the dangerous advantage that larger
creature at least one size larger than it. creatures have over its tiny and frail form. Its primary tactic is
to unleash a series of squeals to intimidate its larger
Actions opponent. If its foes begins to flee, the tyrant saurling begins
Bite. Melee Weapon Attack +4 to hit:, 5ft., , one to give chase occasionally biting its opponent. However, it will
target. Hit 5(1d4+2) piercing damage. only give chase for a short period of time (typically when it
feels that it has proved its superiority against its larger foe).
Terrifying Squeal(1/day) Creatures withn 10ft. that However, if its opponent proves to be hostile, it will quickly
can hear it must succeed a DC 12 Wisdom saving use its tiny size to slip away.
throw or become frightened for one minute. If the
creature fails its saving throw, it is frightened for 1
minute or until it takes any damage.
A frightened creature must spend its turns trying to
move as far away from the saurling as it can, and it
can't willingly move to a space within 30 feet of the
saurling. It also can't take reactions. For its action, it
can use only the Dash action or try to Escape from
an Effect that prevents it from moving. If there's
nowhere to move, the creature can use the Dodge
action.
Creatures at least one size larger than the saurling
has disadvantage on the saving throw.
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58
Titan Saurling Glowhorn Saurling
tiny Beast, unaligned
small Beast, unaligned
Armor Class 12 (Natural Armor)
Armor Class 9 (Natural Armor) Hit Points 13(3d6+3)
Hit Points 20(3d6+9) Speed 20ft.
Speed 20ft.
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59
Skull Saurling Fluffy Saurling
tiny Beast, unaligned
tiny Beast, unaligned
Armor Class 13 (Natural Armor)
Armor Class 12 (Natural Armor) Hit Points 11(3d4+3)
Hit Points 11(3d4+3) Speed 20ft.
Speed 20ft.
Skull Saurling
The skull saurling has an temperament that far exceeds its Fluffy Saurling
tiny form. Anywhere this little dinosaur goes, it attempts to
headbutt any creature or object in its path. In fact, some The fluffy saurling shares a similar appearance to the
scholars believe that this is the way the saurling interacts deathquill thanks to its dense coat of down feather. However,
with the world, by headbutting anything its hasn't instead of being lined with poison barbs, these feathers
encountered before. seems to elicit an irresistible fit of laughter when touched.
Skull Saurling Tactics Fluffy Saurling Tactics
When threatened, the skull saurling will not flee from its Just like its larger relative, the fluffy saurling hates to be
opponent, regardless of its size, without attempting to touched and will use it ticklish spines to incapacitate
headbutt it at least once. Depending on the result, then it will opponents long enough to escape. If surrounded, it will
behave according to its fight or flight instinct. unleash a cloud of ticklish feathers to immobilize its foes long
enough for it to slip away.
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60
Bard Saurling
Bard Saurling Much like its larger relative, the siren saurian, the bard
tiny Beast, unaligned
saurling is capable of creating beautiful calls using the
strange horn on its head to resonate. However, unlike its
larger kin, the bard saurling has the unique ability to mimic
Armor Class 12 (Natural Armor) any sounds that it has heard.
Hit Points 8(3d4) However, this ability seems to be limited to most sounds as
Speed 30ft. it does not have the abiity to replicate voices. Scholar believe
that this limitation exists because bard saurlings
STR DEX CON INT WIS CHA communicate primarily through their horns rather than their
mouth. Therefore, they are not able to replicate the
11(+0) 14 (+2) 10 (+0) 2 (-4) 17 (+3) 15 (+2) complexity of voices since they are not using vocal cords to
generate their sounds.
Skills Perception +7, Persuasion +6, Deception +6, Despite this limitation, bard saurling as popular pets,
Performance +6 especially for performers as they have the ability to mimic any
Senses passive Perception 17 tune and can be trained to perform along humanoids. Thanks
Proficiency Bonus +2 to their talent for ventriloquism, they are able to create some
Challenge 0(10 XP) rather interesting effects during a song performance giving
off the illusion of surround sound and more.
Keen Senses The Bard saurling has advantage on
Wisdom(Perception) checks relying on hearing Bard Saurling Tactics
Constant Humming The saurling has disadvantage on The bard saurling has no offensive capabilities and will bolt
Dexterity (Stealth) checks. However, the saurling at the first sign of danger. Its primary defenses rely in its
and creatures within 5ft. of it that can hear it has ability to use its horn to confuse or disorient attackers
advantage on saving throws against being charmed through a series of high pitched honks and squeaks.
and frightened. However, their ability to create sounds also can be a
Ventriloquism The saurling can make project its considerable bane to them as well. By nature, bard saurlings
voice from a spot within 30ft. that it can see. desire to hear new sounds and can be found perpetually
Creatures must succeed a Wisdom(Perception) "humming" to themselves as they try to create new noises by
check versus the saurlings Charisma(Deception) combining and mimicing sounds its has heard.
check. Upon a successful check, the creature This ability can make them quite problematic for
becomes aware of the ruse. adventurers who have tamed them as familiars due to their
Sound Mimic The saurling can mimic sounds it can constant noise.
hear; however, it cannot mimic voices.
Countering Resonance(1/day) Upon succeeding a
saving throw against a charm or fear effect, it can
force that creature to make a DC 11 Wisdom saving
throw. On a failed saving throw, that creature
becomes charmed or frightened until the end of the
saurlings next turn.
Actions
Distracting Squeak If a creature within 30ft. can hear
the saurling, it must succeed a Wisdom saving
throw of 12 or suffers disadvantage on its next
attack roll until the end of that creautre's next turn.
Calming Resonance (1/day) The saurling can spend
one minute purring and squeaking while near
creatures within 5ft. of it. At the end of this
duration, the saurling can end the effects of charm
and fear on creatures within range.
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61
Glutton Saurling Hoard Saurling
tiny Beast, unaligned
tiny Beast, unaligned
Armor Class 13 (Natural Armor)
Armor Class 8 (Natural Armor) Hit Points 8(3d4)
Hit Points 23(3d6+12) Speed 30ft.
Speed 20ft.
Actions
Glutton Saurling Bite. Melee Weapon Attack +4 to hit:, 5ft., , one
target. Hit 1 piercing damage.
Although its resembles a strange hybrid between a venator
and a frog, the glutton saurling will attempt to eat literally
anything that can fit in its mouth and looks remotely edible.
However, due to its habit of constantly eating, it has Hoard Saurling
developed an extremely efficient immune system that allows The hoard saurling is a kleptomaniac by nature, grabbing
it to regurgitate any toxins or diseases it may have acquire anything its little heart desires. Thanks to its ability to
from its meal. obsessively track an item it has seen, the hoard saurling is a
natural thief using its small form and quick reflexes to snag
Glutton Saurling Tactics its quarry.
As they are quite lazy by nature, glutton saurlings will do the
absolute minimum required to get its meal. As it is too lazy to Hoard Saurling Tactics
run from danger, its primary tactic is to spit up its meal The hoard saurling relies primarily on stealth and will flee at
hoping its attacker will leave it alone in disgust. If the tactic the first sign of danger. However, regardless of the amount of
worked, it will proceed to eat the remains of the meal that it danger it is is, it will not willingly drop an item in its
just spit up for it wouldn't want to waste perfectly good food. possession.
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62
Pygmy Raptor
Pygmy Raptor Pygmy raptors are the smallest of their kind as most
tiny beast, unaligned
specimens are tiny enough to fit into the palm of most
humanoids. But don't let their diminutive size fool you.
Despite the limitations of their small form, they still have an
Armor Class 12 (Natural Armor) appetite for much larger prey. Instead of directly attacking
Hit Points 10 (3d4+3) their prey, they let others do the work for them. Pygmy
Speed 40ft. raptors are notorious for chasing prey to their deaths by
luring them towards larger predators. After the larger
STR DEX CON INT WIS CHA
predator has had its fill, the pygmy raptors are content with
the leftovers which are oftentimes enough to satisfy their tiny
6 (-2) 15 (+2) 14 (+2) 6 (-2) 16 (+3) 6 (-2) bellies for days.
They accomplish this by harassing or stealing items for
Skills Stealth +6, Perception +7 larger creatures in an effort for it to pursue them. Oftentimes,
Senses darkvision 120ft., passive Perception 17 their use their natural curiosity to their advantage easily
Challenge 1(200 XP) gaining the trust and attention of larger prey even to the point
of play games with them. However, this is still a ruse to lure
Ambusher In the first round of acombat, the pygmy its prey to its doom at the hands of a larger predator.
raptor has advantage on attack rolls against any
creature it has surprised. Pygmy Raptor Tactics
Hooked Claws At the start of its turn, a creature Whenever you see one pygmy raptor, there are probably a
grappled by the raptor takes 3 (1d4) piercing dozen more nearby out of sight. Even more importantly, there
damage. is a good chance that there is a larger predator in the vicinity.
Keen Hearing and Smell: The pygmy has advantage Pygmy raptors rarely engage larger creatures on their own,
on Wisdom (Perception) checks that rely on hearing however they will attempt to harass a creature enough to
or smell. draw its attention and ire to cause them to pursue. Once a
creature is in pursuit, they use their small size to easily stay
Tiny Form The pygmy raptor can move through the out of the reach of their opponents luring them to the location
space of any creature that is Small or larger. of a greater predator.
Pack Tactics The pygmy raptor has advantage on an Sometimes pygmy raptors aid larger predators in its hunt
attack roll against a creature if at least one of the harassing the prey with their tiny claws and teeth while
raptor's allies is within 5 ft. of the creature and the keeping clear of the larger creatures. Whether this is an act
ally isn't incapacitated. of aid or an attempt for a premature chunk of meat remains
Nimble Escape The pygmy raptor can use bonus to be seen.
action to Disengage or Hide
Actions
Multiattack. The pygmy raptor makes three attacks
on its turn: one with its bite, two with its claws
Bite. Melee Weapon Attack, +4 to hit:, 5ft., , one
target. Hit 4(1d4+2) piercing damage.
Claw. Melee Weapon Attack, +4 to hit:, 5ft., , one
target. Hit 4(1d4+2) piercing damage. The target is
grappled (escape DC 8) The raptor can only grapple
one creature at a time in this manner. While
grappling a target, it cannot make a claw attack
against another creature.
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63
Dactyls Just like dinosaurs, dactyls have learned to adapted to live in
Dactyls are large airborne reptilians that are often confused a wide variety environments such as the ocean and even
for small dragons or wyverns. However, these creatures are underground. Thanks to their ability to quickly evolve to
actually not draconian in origin and are actually closer match the diverse biomes of the Material Plane, dactyls are
related to large reptilian beasts known as dinosaurs. They able to establish themselves as the bestial rulers of the skies
come many variations as some exhibit down feathers similar
to fur, sport proud manes of color plumage, or are lined with
glistening scales.
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64
Imp Dactyl Sea Dactyl
Medium Beast, unaligned
Tiny Beast, unaligned
Armor Class 13(Natural Armor)
Armor Class 13(Natural Armor) Hit Points 33 (6d8+6)
Hit Points 11 (3d4+3) Speed 10ft., 60ft. swim, 60ft. fly
Speed 5ft., 40ft. fly
Actions Actions
Bite. Melee Weapon Attack, +5 to hit:, 5ft., , one Bite. Melee Weapon Attack,+5 to hit:, 5ft., , one
target. Hit 6(1d4+3) piercing damage. target. Hit 8(2d4+3) piercing damage.
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65
Marauder Dactyl
Large Beast, unaligned
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Tyrant Dactyl
Huge Beast, unaligned
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1
Umber Dactyl
Medium Beast, unaligned
Actions
Bite. Melee Weapon Attack, +5 to hit:, 5ft., , one target.
Hit 10(2d6+3) piercing damage.
2
Leviathans
Whereas the shark is the most common of all aquatic Because of their large and intimidating forms, leviathans
predators, leviathans are probably the dominant predators of often falsely confused to be mythical sea monsters similar to
the seas. These creatures are actually not fish, despite the that of the kraken or dragon turtle. However, these creatures
appearance of some, but actually are large reptiles, are nothing more than beasts that are a natural part of the
somewhat resembling aquatic dragons or lizards. As reptiles, ecosystems within the oceans and seas of the Material Plane.
they still require air to breathe and must hold its breathe
while underwater. Although they can hold their breath for
extended periods of times, they rarely descend to the depths
of the ocean for long periods of times before needing to
resurface.
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3
Serpent Leviathan
The serpent leviathan is somewhat self-explanatory in its
appearance. Its most notable feature is its long serpentine
neck that its moves with surprising speed to snatch up prey.
Although they tend to hunt for fish, they do at times prefer
humanoid prey using their long necks to reach overboard and
drag its unfortunate victim to the its doom in the water
depths.
Serpent leviathans are often found in large pods of about
7(2d6) members. These pods typically last for the entirety of
their lives raising generations of leviathans who eventually
grow up to form pods of their own.
Serpent Leviathan Tactics
Thanks to its superior vision, the serpent leviathan is able to
identify schools of fish and other underwater prey while in
the murky depths of the sea. Once its identifies its prey, it
begins to rear up its head to prepare for a rapid strike with its
jaws. Once its prey is trapped securely in its jaws, the serpent
leviathan will swim off to eat its prey as quickly as it can
before the scent of blood attracts other predators.
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4
Bloodtide Leviathan
Huge Beast, unaligned
Actions
Bite Melee Weapon Attack, +5 to hit:, 5ft., , one target.
Hit 17(2d12+4) piercing damage. If the target is a
Medium or smaller creature, it is grappled (escape DC
14).
While a creature is grappled in this manner, it cannot
make a bite attack against another target. For the
duration of this grapple it can use its bonus action to
make an additional bite attack against this creature
5
Gazer Leviathan Sharkfin Leviathan
Large Beast, unaligned Large Beast, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16(+3) 17 (+3) 16 (+3) 2 (-4) 17 (+3) 5 (-3) 16(+3) 17 (+3) 16 (+3) 2 (-4) 12 (+1) 5 (-3)
Skills Acrobatics +7, Perception +7 Skills Athletics +5, Acrobatics +7, Perception +3
Senses magical darkvision 120ft., passive Senses darkvision 60ft., passive Perception 13
Perception 17 Proficiency Bonus +2
Proficiency Bonus +2 Challenge 1(200 XP)
Challenge 2(450 XP)
Hold Breath The sharkfin leviathan can hold its
Alert The leviathan has advantage on initiative breath for one hour
checks and cannot be surprised.
Agile Swimmer The sharkfin leviathan can swim
Hold Breath The leviathan can hold its breath for one outside a creature's reach without provoking
hour opportunity attack
Keen Sight The leviathan has advantage on Wisdom Quick Escape If the leviathan is below half its
(Perception) checks that rely on sight. hitpoint maximum, it can take the Dash action as a
bonus action
Discerning Gaze The leviathan can see the true form
of creatures hidden by illusion or invisibility. Pack Tactics The sharkfin leviathan has advantage on
Additionally, its vision is not hindered by effects the an attack roll against a creature if at least one of the
obscures vision leviathan's allies is within 5ft. of the creature and
the ally is not incapacitated.
Keen Aim Whenever the leviathan has advantage on
attack rolls, it can roll three dice instead of two. Actions
Pack Tactics The gazer leviathan has advantage on an Bite Melee Weapon Attack, +5 to hit:, 5ft., , one
attack roll against a creature if at least one of the target. Hit 8(2d4+3) piercing damage.
leviathan's allies is within 5ft. of the creature and
the ally is not incapacitated.
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6
Dreadnaught Leviathan
Gargantuan Beast, unaligned
Actions
Multiattack The leviathan can make a bite and tail attack.
It cannot make these attacks against the same target.
Bite Melee Weapon Attack, +8 to hit:, 10ft., , one
target. Hit 30(4d12+4) piercing damage. If the target is
a Large or smaller creature, it is grappled (escape DC
16).
While grappled in this manner, it cannot make a bite
attack against another target. For the duration of this
grapple it can use its bonus action to make an
additional bite attack against this creature
Ram Melee Weapon Attack, +8 to hit:, 5ft., , one target.
Hit 26(4d10+4) bludgeoning damage.
Mace Tail Melee Weapon Attack, +8 to hit:, 10ft., , one
target. Hit 26(4d10+4) bludgeoning damage. Upon a
hit, creatures must succeed a DC 18 Constitution
saving throw or become stunned until the end of its
next turn.
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Dreadnaught Leviathan
7
Wraith Leviathan
Wraith Leviathan The wraith leviathan is the most elusive and mysterious of all
Huge Beast, unaligned
leviathans. Unlike their relatives, the wraith leviathan relies
solely on the element of surprise to take down its foes.
The wraith leviathan earns its name thanks to its special
Armor Class 12(Natural Armor) ability to seemingly vanish from view. Thanks to a special
Hit Points 76 (8d12+24) property of its scales, the wraith leviathan is able to vanish
Speed 20ft., 60ft. swim from view as its scales seem to reflect and refract light cloak
it from one's vision. However, these scales seem to only
STR DEX CON INT WIS CHA benefit from this feature while underwater.
These reptiles use their unique cloaking ability to travel
18(+4) 15 (+2) 16 (+3) 2 (-4) 12 (+1) 5 (-3) undetected into the shallow shoals of nearby beaches where
it is able to drag unsuspecting swimmers beneath the tides
Skills Athletics +6, Stealth +6, Perception +3 before anyone is aware of what attacked them.
Senses darkvision 60ft., passive Perception 13
Proficiency Bonus +2 Wraith Leviathan Tactics
Challenge 4(1100 XP) The wraith leviathan is a patient hunter as is known to
patiently stalk its prey for hours before striking. Unlike its
Hold Breath The wraith leviathan can hold its breath relatives, the wraith does not want to engage in prolonged
for one hour combat and tends to target isolated prey. One can use this
Aquatic Camouflage While in water, the leviathan has
behavior to their advantage by grouping together to prevent it
advantage on Dexterity (Stealth) checks. While
from attacking.
these conditions are met, the leviathan can use its When it initiates combat, the wraith leviathan attempts to
bonus action to Hide, even if there is no cover restrain its prey within its jaws while and will immediately
obscuring it. swim off to the safety of its lair as it is more than capable of
outswimming most creatures that wold give chase.
Sneak Attack Whenever the leviathan attacks a
surprised creature or if it has advantage on its attack
rolls, it can deal an additional 7(2d6) damage. It can
only benefit from these feature once on each of its
turns.
Actions
Bite Melee Weapon Attack, +6 to hit:, 5ft., , one
target. Hit 17(2d12+4) piercing damage. If the
target is a Medium or smaller creature, it is grappled
(escape DC 14).
While a creature is grappled in this manner, it
cannot make a bite attack against another target. For
the duration of this grapple it can use its bonus
action to make an additional bite attack against this
creature
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Whale-eater Leviathan
Gargantuan Beast, unaligned
Actions
Multiattack The Whale Eater Leviathan can make a bite
and tail attack on its turn. It cannot make both attacks
against the same creature
Bite Melee Weapon Attack, +11 to hit:, 10ft., , one
target. Hit 33(4d12+7) piercing damage. If the target is
a Huge or smaller creature, it is grappled (escape DC
19).
While a creature is grappled in this manner, it is
restrained. The leviathan can use its bonus action to
make another bite attack against a target grappled in
this manner
The leviathan cannot make bite attack against another
target
Tail Melee Weapon Attack, +11 to hit:, 15ft., , one
target. Hit 25(4d8+7) bludgeoning damage. If the
target is a creature, it must succeed a DC 19
Constitution saving throw or be stunned until the end
of its next turn.
Whale Eater Leviathan chain in the ocean hunting the largest of organisms: whales. vesse
These monstrous leviathans have an unsatiable appetite trapp
TheThis
largest forms ofFan
is unofficial leviathan
Contentare the whale
permitted eaters.
under its Policy. consuming
As Content
the Fan anything that
Not approved/endorsed comes along
by Wizards. its path.
Portions of theSailors warn
materials used to use
are property of
name suggests, this creature dominates the natural foodWizards of the of
Coast. these beasts
©Wizards of as
the they
Coast love
[Link] target small or medium-sized
9
Although their population has diminished in comparison to
Sauromorph their former glory, these creatures are still significant
Sauromorphs are believed to be the common ancestor to all contributors to their respective ecosystems. Due to their
dinosaurs. These reptiles share many similarities to their large size, incredible strength, and relentless endurance, they
saurian relatives. Their quadrupedal body resembles that of a are able to contend with other predators, specifically raptors
muscular lizard and they possess powerful jaws rivaling that and venators for the role of apex predator.
of a venator.
For centuries, these creatures dominated the Material
Plane living in large numbers. However, as life began to
evolve to adapt to the ever-changing environment of the
Material Plane, sauromorph began dwindle and die out as
many of their kin evolved into the various species of
dinosaurs that we know today.
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Sailback Sauromorph
Large Beast, unaligned
Skills Perception +2
Damage Resistances Cold, Fire
Senses passive Perception 12
Proficiency Bonus +2
Challenge 2(450 XP)
Solar Blooded
While in sunlight, the sauromorph gains the
Sailback Saurian following traits:
The sailback saurian is the most common and iconic of all Regeneration As long as it has 1 hitpoint, it can
sauromorphs and is easily recognizable thanks to its large regain 5 hitpoints at the start of its turn and can end
colorful sail located on its back. This large sail has a number one of the following conditions of itself: blinded,
of uses for this reptile. Its primary use is that it regulates the deafened, paralyzed, poisoned, and stunned.
body temperature of the sauromorph, especially when in
sunlight. As a result, large numbers of these creatures can be Adrenaline It can take the Dash action as a bonus
found basking in the sun, especially in the early morning. action. When it takes the Attack action, it can make
one additional bite attack as part of its action.
During the afternoon, these creatures become much more
active aggressively chasing down prey with surprising speed Actions
and vigor as opposed to their otherwise sluggish demeanor.
This sudden surge of energy is believed to be caused by Bite. Melee Weapon Attack +4 to hit:, 10ft., , one
sunlight which drastically accelerates their metabolism and target. Hit 8(1d12+2) piercing damage.
even allows them to heal from their injuries.
Sailback Saurian Tactics
For the majority of their time, the sailback saurian is a rather
relaxed creatures constantly basking in the sun to conserve
energy. Once the sun reaches the highest point in the sky,
these creatures become hyperactive, actively searching for
small prey for them to devour. This is when they are the most
dangerous, as they become unnaturally agile and vicious.
However as dusk approaches, these creatures return to their
passive state seeking to find shelter to await until the sun
rises again.
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Stoneback Sauromorph
Huge Beast, unaligned
Actions
Multiattack The sauromorph can make a bite and tail
attack.
Bite. Melee Weapon Attack +7 to hit:, 5ft., , one target.
Hit 23(3d12+4) piercing damage. If the target is a
Medium or smaller creature, it is grappled (escape DC
15). Until this grapple ends, the target is restrained and
the sauromorph can't bite another target. For the
duration of this grapple, it can use its bonus action to
make an additional bite attack against that creature.
Tail Melee Weapon Attack +7 to hit:, 10ft., , one target.
Hit 21(3d10+4) bludgeoning damage. If the target is a
creature, it must succeed a DC 17 Strength save or be
knocked prone.
Skills Perception +2
Senses passive Perception 12
Damage Resistances Acid
Damage Immunities Poison
Condition Immunities Poisoned
Proficiency Bonus +2
Challenge 3(700 XP)
Actions
Multiattack The sauromorph can make a bite and tail
attack.
Bite. Melee Weapon Attack +5 to hit:, 5ft., , one target.
Hit 8(1d8+3) piercing damage.
Tail Melee Weapon Attack +5 to hit:, 10ft., , one target.
Hit 9(1d10+3) bludgeoning damage. If the target is a
creature, it must succeed a DC 13 Strength saving
throw or be knocked prone.
Actions
Bite. Melee Weapon Attack +5 to hit:, 5ft., , one
target. Hit 16(2d12+3) piercing damage. f the
target is a Medium or smaller creature, it is grappled
(escape DC 13). Until this grapple ends, the target is
restrained and the sauromorph can't bite another
target. For the duration of this grapple, it can use its
bonus action to make an additional bite attack
against that creature.
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Fluffy Sauromorph
Fluffy Sauromorph The fluffy sauromorph is the adorable progenitor of all
Small Beast, unaligned
dinosaurs and even sauromorphs. These tiny reptiles
resembles tiny four-legged venators covered in a thick layer of
down feathers. Their cute and innocent forms are able to
Armor Class 13 (Natural Armor) pacify even the hardiest or bloodthirsty of creatures causing
Hit Points 13(2d6+6) them to lose all aggression towards it. In fact, there have
Speed 20ft. been accounts where nearby animals (herbivores and
carnivores alike) have all attacked a creature that had the
STR DEX CON INT WIS CHA
audacity to harm the saurling.
Because of their lovable nature, fluffy sauromorphs are
11(+0) 11 (+0) 16 (+3) 2 (-4) 10 (+0) 15 +2) extremely popular pets. However they can prove to be
extremely hard to train do to their extremely limited attention
Skills Persuasion +6 span. Their distracted nature can make them extremely brave
Senses , passive Perception 12 or reckless as they can quickly forget the looming threat of a
Proficiency Bonus +2 larger more intimidating creature.
Challenge 1/8(25 XP) However, their need for attention does have its benefits as
they have been able to lovable personality has been able to
Fluffy Charm Whenever the fluffy sauromorph is break through the haze of fear or charm, even when
targeted with an attack or harmful spell effect, that magically induced.
creature must succeed a DC 12 Wisdom saving
throw. On a failed saving throw, that creature cannot Fluffy Sauromorph Tactics
target the sauromorph and the creature must target
another creature or lose the attack or spell. This Despite their carnivorous nature, fluffy sauromorph are
ability does not affect area attacks. On a successful hardly aggressive. Their diet consists of small bugs and
save, creatures are immune to this feature for 24 animals but they often end up playing with their food more
hours. often than eating it. The most "aggressive" these creature can
get are whenever they enter into playful fights with other
Limited Attention Span The fluffy sauromorph can animals.
use its action to end the effect of charm or fear. However despite their tiny form, they do possess an
Actions extremely powerful bite that can severely injure a humanoid
if it is not careful.
Bite. Melee Weapon Attack +2 to hit:, 5ft., , one
target. Hit 5(1d8) piercing damage.
Nuzzle(1/day) A creature that touches the fluffy
sauromorph must succeed a DC 12 Charisma saving
throw. The creature can choose to fail the saving
throw if its wishes. Upon a failed saving throw, it
can surpress the effects of a charm or fear one that
creature for one hour.
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Daggertooth
Sauromorph
medium Beast, unaligned
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Demirex Demirex Tactics
The demirex is an ancient predator believed to be one of the An awakened demirex is a terrifying entity to behold, akin to
first dinosaurs to every walk the Material Plane. These titanic destruction given flesh. Its very presence instills a sense of
beasts used to travel across the realm devouring anything existential dread that breaks the will of all but the hardiest of
within its path of destruction and ruin. Because of their heroes. Its most primary form attack resides in its set of
immense power, many early civilizations viewed them as three colossal maws that it uses to devour any creature in its
instruments of destruction usedby the gods. Many path.
civilizations worshipped these elder gods in hopes of evading Despite essentially being an oversized venator, it does have
the hungering gaze of these titans or to summon their wrath a wide range of abilities at its disposal to eliminate airborne
their enemies. threats as it is able to bury its enemies underneath tons of
However, one by one these titanic beasts were eventually earth and debris.
slain to stop their cataclysmic rampages. However, it is However, its most powerful ability is its earthshattering
believed that a number of these creatures still remain on the roar that can shatter the eardrum of its enemies, knocked
Material Plane placed in an eternal sleep in order to protect airborne creatures from the sky, and even flatten entire cities.
ancient ruins or awaiting the call of their divine masters.
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Worldspine Saurian Worldspine Saurian Tactics
The worldspine saurian is believed to be the mountain-sized Regardless of the purpose of its existence, the worldspine
ancestor of all herbivorous dinosaurs. Myths describe this saurian is dire threat when its anger is aroused. Unlike the
creature as a tower behemmoth that possesses a number of demirex, the worldspine saurian is a much more defensive
colossal spine that it is able to rain down upon its foes. fighter. Thanks to its superior durability, it saurian is able to
Just like the demirex, the worldspine saurian is viewed as a shrug off most forms of mundane weaponry.
divine harbinger of destruction due to the trail of ruin left in Since the saurian is at its strongest while in close combat,
its wake. It is believed that the worldspine saurian was a its primary goal is to immobilize or eliminate any opponent
weapon created by the ancient gods to punish those who with ranged capabilities or superior mobility using its tail
rebelled against their will; while others served as ancient spines. Once such threats are taken out of the equation, the
guardians of ancient cities or relics to challenge those whom saurian will proceed to use its sheer size and strength to
the gods viewed as unworthy. crush any creature in its immediate path.
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Skybreaker Dactyl Skybreaker Dactyl Tactics
Of all apex saurians, the skybreaker is the supreme ruler of Despite its enormous size, the skybreaker dactyl is still
the skies. The sound of perpetual thunder and supernatural extremely vulnerable when grounded. Therefore, the
tempests often serve as a omen to an oncoming skybreaker. skybreaker prefers to rely of skirmisher tactics by
These creatures resembles an dactyl of colossal proportions divebombing its foes before flying outside its opponent's
who massive leathery wings dwarfs all but the tallest of reach.
buildings. In combat, its first goal is to target the largest threat
Unlike the other apex saurians, the skybreaker seems to ensnaring it within its jaws and claws, while using its wings
only act primarily as a divine harbinger of devastation for it to shove away any stragglers. It then proceeds to fly as high
has never been recorded as a guardian of long lost temples. as it cannot before dropping its quarry (whether dead or
During the wars between the ancient gods, dozens of these alive).
creatures patrolled the skies swooping down upon the armies If creatures proceed to take to the skies after it, it is able to
of their enemies and leveling their strongholds. its naturally generated tempests to knock its opponent out of
the sky. If its opponent proves to still be persistent, it will use
its whirlwind to send any creature in its vicinity hurtling
towards the ground.
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Elderdeep Leviathan Elderdeep Leviathan Tactics
In the earliest days of the Material Plane, there were many In contrast to its immense size, the leviathan is quite
things that lurked in the depths of the sea that even krakens strategic in its tactics. In combat, its primary goal is to
and dragon turtles feared. One of these creatures is the quickly remove the most dangerous opponent from the
elderdeep leviathan. The existence of these creatures have battlefield by swallowing it whole. It will uses its tail to
been the subject of debate amongst scholar and historians as immediately stun the next prevalent threat, primarily a
many believe these creatures have been simply the creature that is too large for it to swallow. Despite its huge
description of pre-existing thalassic monsters. form, the leviathan has lightning fast reflexes and is able to
However, the existence of these creatures have been quick swallow any creatures that attempts to leave its reach
confirmed as they have manage to survive to modern day Unless absolutely necessary, the elderdeep leviathan
after the ancient wars of the gods. Today, these creatures prefers to engage its enemy while it is underwater. While
roam free awaiting the call of their divine masters. Despite under, it most powerful ability, it Thalassic Breath, becomes
having lost their purpose, they still revert to their prior much more potent. In order to make the most of this ability, it
instructions battling krakens and other entities to drive them will use its Riptide ability to maneuver creatures into the path
from the Material Planes. of its breath.
Thankfully these creatures seem to leave humanoids alone
unless their divine sanctuaries have been disturbed or if
someone attempts to forcibly bind them to their will.
However, one can never be sure how long this peace will last
for their demeanor may completely shift once they start
hearing the call of their true masters.
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Divine Venator Divine Venator Tactics
Of all apex dinosaurs, the divine venator is believed to be an The divine venator is arguably the most powerful of all apex
avatar of divinity itself. These creatures are much smaller dinosaurs. Thanks to its divine abilities , it is extremely
than other apexes and can actually be confused as a normal resilient hide is able to repel most mundane weapons and
dinosaur. Although they have the ability take the form of any can heal its from the most devastating of wounds. Despite its
normal dinosaur, their true form seems to always resemble divine appearance, its tactics are similar to that of a normal
that of a venator. One of the distinguishing traits that gives venator using its jaws to restrain strong melee opponents
aways its true nature is a divine glow or radiance or shadow while using its tail to knock the next most powerful threat off-
that it emits from its eyes depending on its form. balance so its can use its gleaming claws to tear it apart.
The divine venator is considered to be an aspect of both However, its most powerful abilities are its Roar of
creation and extinction and is only believed to appear in Creation and Extinction. If the fight is not in its favor, it will
times of great cataclysm or rebirth. Due to their dual nature, use its roar of creation to mend its wounds while its roar of
these creatures actually have two forms. As for its creation extinction will enable it permanently eliminate its opponents
aspect, it has the ability to bring creatures at itself fully from for good.
the brink of death. Meanwhile, the extinction avatar is the The divine venator will never back down from a fight, even
true aspect of destruction capable of completely destroying a if it is losing, for it it will attempt to accomplish its divine
creature's soul preventing it from being resurrected or being mission no matter the cost. When the divine venator is first
turned into an undead. defeated, it will simply return to life at full strength using its
creation revival ability. If its opponent manage to fully defeat
it, it is able to fully unleash the true force of extinction
destroying its own body and erasing its opponents from
existance.
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This material is being released using the Open Gaming (including into other computer languages), potation,
License Version 1.0a and you should read and understand the modification, correction, addition, extension, upgrade,
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Derivative Material of Open Game Content. (h) "You" or
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Legal Information Legal information
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Art Credits
Cover Art:Greg
Art:Greg Rutkowski Sun Saurian: Greg Opalinski
Raptor Cover: Jonathan Kuo Runeplate Saurian: VargasNi
Raptor Template: Jonathan Kuo Shieldhorn Saurian: VargasNi
Blood Raptor: Zoltan Boros Armored Saurian: Steve Argyle
Deep Raptor: Daarken Siren Saurian: Lucas Graciano
Mega raptor: Ryan Pancoast Saurling Cover: Sam Rowan
Pseudoraptor: Magali Villenueve Sauromorph: Daarken
Megaraptor: Mark Behm Sailback Sauromorph: Christopher
Alpha Raptor: Jesper Ejsing Burdett
Venator Title: Chase Stone Daggertooth Sauromorph: Christopher
Barktooth Venator: Egor Grishin Burdett
Infernal Venator 1: Zack Stella Dactyl: Simon Dominic
Infernal Venator 2: Randy Vargas Marauder Dactyl: Filip Burburan
Primordial Venator: Yeong Hao Han Tyrant Dactyl: Sveltin Velanov
Savage Venator: Bayard Wu Leviathan Cover: 88grzes
Spined Venator: Raymond Swanland Serpent Leviathan: Sam Burley
Winged Venator: Jesper Ejsing Demirex: Jamie Jones
Saurian Page: Bram Sels Worldspine Saurian: Zack Stella
Titan Saurian: Simon Dominic Skybreaker Dactyl: Cheis Rallis
Reaper Saurian: Lars Grant West Elderdeep Leviathan: Sam Burley
Divine Venator: VargasNi
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Patron Credits
Special
Special Thanks
Thanks to
to the
the following
following Patrons
Patrons
Valken
Valken
Jacob
Jacob S.
S.
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[Link] are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This document was lovingly created
using GM Binder.