Allosaurus — Hunter of the Fernwood

A roaring Allosaurus on a rocky overlook above a sunlit prehistoric valley
Allosaurus — a great predator of the Old-Earth Wilds at sunset.

The sauropod herd has passed, but something follows it. A three-toed print fills the wet sand beside a ruined ford. A few paces farther on lies a broken stegosaur plate, still scored by teeth. Beyond the tree ferns, the hunter waits for the next animal to fall behind.

At a Glance

NatureLarge theropod predator of the Late Jurassic
AlignmentUnaligned or neutral; driven by hunger, defence and competition
HabitatFernwood margins, open woodland, dry floodplains and migratory routes in the Old-Earth Wilds
SizeCommon adults approach 9–10 metres long
BehaviourPatient pursuit, sudden charges and scavenging; other allosaurs may compete for the same carcass
DangerSerrated jaws, three-clawed forelimbs and an attack from cover

Signs of the Hunter

The first evidence of an allosaurus is seldom its roar. A carcass lies in the reed beds, its hide opened by long, serrated teeth. Great three-toed tracks cross the mud beside the river, and a swathe of crushed ferns shows where something heavy has passed. Fresh blood attracts insects; older feeding grounds carry the sour smell of bone and decaying flesh. A wary guide who reads these signs knows which side of the ford to avoid.

Allosaurus is a great hunter of open woodland and the fern-rich margins of river plains. Strong hindlimbs carry its weight over broken ground, its long tail balances sudden turns, and the three clawed fingers of each forelimb help it seize prey at close quarters. The ridges above its eyes give the animal a fierce aspect, but its movements are controlled rather than wasteful. It favours a brief rush from cover over a prolonged pursuit across empty ground.

Large herbivores and their young provide valuable prey, especially during migration, when the weakest animal may fall behind. Allosaurs also feed on carrion and do not pass an easy meal simply because another creature killed it. Two great predators at the same carcass need not be hunting partners. They may threaten one another, divide the kill or drive one competitor away. Their encounters in the Old-Earth Wilds are shaped by hunger and opportunity, not malice.

Habitat and Hunting Ground

Watch for allosaurus near narrow gullies, sparse forest borders and the ford where heavy animals must slow down to cross. It follows game routes rather than choosing a fixed lair. A ravine with deep shade is a place to rest; a half-eaten carcass concealed beyond a screen of reeds is a temporary feeding ground. Bones found in more than one season at the same place may mark a reliable ambush route, not necessarily a den.

A lone hunter rarely challenges a tightly packed herd without reason. It tests distance, watches for a straggler and closes rapidly when an opening appears. Its arrival can scatter smaller scavengers and cause otherwise peaceful grazing animals to become dangerous to everyone nearby. The party may face a stampede before it ever draws steel against the predator.

At the Table: The Predator’s Choices

An allosaurus is most dangerous when the terrain offers concealment and the party is already occupied. It may circle downwind, attack a separated pack animal or seize a wounded target before withdrawing to cover. When faced with disciplined resistance, it can disengage rather than sacrifice itself in a hopeless struggle. A hungry animal may return later, but it does not pursue a company across an entire kingdom for revenge.

Show the hunters’ presence through evidence the characters can use: a flight of birds, the absence of smaller scavengers, claw marks on a dead herbivore and a line of broken stems leading to a sheltered gully. A party that scouts, studies the wind and chooses high ground has genuinely altered the danger. A party that camps upon fresh blood or moves noisily through reeds has made another choice.

Allosaurus Statistics

Allosaurus — D&D 2024

Huge Beast, Unaligned

AC 16 (Natural Armor)   Initiative +2 (12)
HP 133 (14d12 + 42)
Speed 50 ft.

AbilityScoreMod.Save
STR21+5+5
DEX15+2+2
CON17+3+3
INT2−4−4
WIS14+2+2
CHA7−2−2

Skills Perception +5, Stealth +5
Senses Passive Perception 15
Languages None
CR 7 (XP 2,900; PB +3)

Traits

Keen Smell. The allosaurus has Advantage on Wisdom (Perception) checks that rely on smell.

Driving Charge. If the allosaurus moves at least 20 feet straight toward a Large or smaller creature and hits it with a Claw attack on the same turn, the target must succeed on a DC 16 Strength saving throw or have the Prone condition.

Actions

Multiattack. The allosaurus makes one Bite attack and one Claw attack.

Bite. Melee Attack Roll: +8, reach 10 ft. Hit: 22 (3d10 + 5) Piercing damage.

Claw. Melee Attack Roll: +8, reach 10 ft. Hit: 18 (3d8 + 5) Slashing damage.

Bonus Actions

Press the Advantage. The allosaurus can move up to 10 feet toward a Prone creature it can see without provoking Opportunity Attacks from that creature.

Allosaurus — D&D 2014

Large beast, unaligned

Armor Class 13 (natural armor)
Hit Points 51 (6d10 + 18)
Speed 60 ft.

STRDEXCONINTWISCHA
19 (+4)13 (+1)17 (+3)2 (−4)12 (+1)5 (−3)

Skills Perception +5
Senses passive Perception 15
Languages —
Challenge 2 (450 XP)

Traits

Pounce. If the allosaurus moves at least 30 feet straight toward a creature and then hits with a claw attack on the same turn, that creature must succeed on a DC 13 Strength saving throw or be knocked prone. If prone, the allosaurus can make one bite attack against the creature as a bonus action.

Actions

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

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Allosaurus — Pathfinder 1e

Allosaurus CR 7 (XP 3,200)
N Huge animal
Init +5; Senses low-light vision, scent; Perception +28

Defense

AC 19, touch 9, flat-footed 18 (−2 size, +1 Dex, +10 natural)
hp 93 (11d8 + 44)
Fort +11, Ref +8, Will +7

Offense

Speed 50 ft.
Melee bite +14 (2d6+8/19–20 plus grab), 2 claws +14 (1d8+8)
Space 15 ft.; Reach 15 ft.
Special Attacks pounce, rake (2 talons +14, 1d8+8)

Statistics

Str 26, Dex 13, Con 19, Int 2, Wis 15, Cha 10
Base Atk +8; CMB +18; CMD 29
Feats Alertness, Improved Critical (bite), Improved Initiative, Iron Will, Nimble Moves, Run
Skills Perception +28

Ecology

Environment temperate or warm forests and plains
Organization solitary, pair, or group (3–6)
Treasure none

Special Abilities

Grab (Ex). On a successful bite against a creature of a size that it can grapple, the allosaurus can attempt a combat maneuver check to grapple without provoking an attack of opportunity.

Pounce (Ex). The allosaurus may make a full attack at the end of a charge.

Rake (Ex). When pouncing or grappling, it can make two rake attacks, as allowed by the rake rules.

Allosaurus — D&D 3.5e

Huge Animal (Neutral)

Hit Dice 11d8+44 (93 hp)
Initiative +5
Speed 50 ft. (10 squares)
Armor Class 19 (−2 size, +1 Dex, +10 natural), touch 9, flat-footed 18
Base Attack/Grapple +8/+24
Attack bite +14 melee (2d6+8)
Full Attack bite +14 melee (2d6+8) and 2 claws +9 melee (1d8+4)
Space/Reach 15 ft./15 ft.
Special Attacks improved grab, pounce, rake (2 claws +14 melee, 1d8+8)
Special Qualities low-light vision, scent
Saves Fort +11, Ref +8, Will +7
Abilities Str 26, Dex 13, Con 19, Int 2, Wis 15, Cha 10
Skills Listen +12, Spot +12, Survival +8
Feats Alertness, Improved Critical (bite), Improved Initiative, Iron Will
Environment warm forests and plains
Organization solitary, pair, or loose group (3–6)
Challenge Rating 7
Treasure none
Alignment always neutral
Advancement 12–22 HD (Huge)

Improved Grab (Ex). A successful bite may initiate a grapple without provoking an attack of opportunity against a creature smaller than the allosaurus.

Pounce (Ex). On a charge, the allosaurus may make a full attack.

Rake (Ex). While pouncing or grappling, the allosaurus may make two rake attacks, as allowed by the rules.

Encounter: The Forgotten Ford

Four days of rain have swollen a tributary of the ancient river. The stone ford is still passable, but a dying hadrosaur has collapsed across its northern approach. Its hindquarters are torn open and the mud around it is thick with clawed footprints. A great allosaurus rests behind the reed wall on the far bank, watching the carcass. Before the last wagon reaches the water, another hunter appears on the wooded ridge.

First signs. The birds have fallen silent on the northern bank. Flies rise from a torn carcass when the wind shifts. Anyone who examines the tracks sees one set crossing from the reeds and a second, fresher line descending from higher ground. The two predators are competing for the same feeding place.

The terrain. The ford is broad but shallow, with slippery stones and a narrow channel of fast water on one side. Reeds hide the first predator until it moves; the second has a clear view from the ridge. An abandoned watchpost on the western bank gives cover but cannot shelter an entire caravan.

What happens next. If the party advances noisily towards the meat, the resting allosaurus rises and threatens them. The second hunter may descend to challenge it, giving the travellers an opening—but forcing them to pass between two large animals. If the party draws the carcass into the river, the predators may follow it away from the crossing; the current may also carry the carcass against a stranded wagon. Waiting for the hunters to feed is safer, though darkness and rising water impose their own dangers.

Resolution. The animals want meat, not treasure. If the party avoids the kill, neither has reason to fight a well-armed company to the death. Should one predator be wounded, its rival may take advantage of the distraction rather than immediately attack the travellers. The encounter rewards careful observation, a plan for the caravan and an understanding of the animals’ motives.

Adventure hook. A surveyor died at the ford carrying the only chart to a high pass through the broken hills. His leather case lies beneath the dead herbivore. Reaching it may require moving the carcass, distracting a feeding predator or finding a way to take the case without being seen.

Sources and Credits

Scientific context: Natural History Museum, Allosaurus. The legacy D&D 2014 entry was credited to Tome of Horrors 2020, © Necromancer Games. The earlier Pathfinder entry cited Pathfinder Roleplaying Game Bestiary 2, © 2010 Paizo Publishing. The earlier editions’ credits are retained alongside the corresponding rules.

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