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Dinosaur, Parasaurolophus

The Parasaurolophus is a striking, herbivorous dinosaur stretching over 30 feet in length, its most distinctive feature being the elongated, curved cranial crest that arches backward from the top of its skull like a natural horn or musical instrument. This hollow structure varies slightly between individuals but is always large and resonant, like a natural horn or pipe. Its skin is rough, dappled in forest-toned greens, ochres, or browns, aiding camouflage in dense vegetation. Muscular but lean, it moves both bipedally and quadrupedally with fluid grace.


Behaviour

Gentle and vigilant, Parasaurolophus thrives on social connection. It is almost never found alone, preferring herds of five or more. These dinosaurs communicate through deep, low-frequency bellows amplified through their crests, capable of carrying for miles—used to warn, call, or coordinate. Startle one, and the whole herd may flee in a thundering stampede. Though not aggressive, they are far from helpless; a cornered Parasaurolophus may whip its heavy tail or charge with surprising force.


Habitat

Preferring warm, humid lowlands, Parasaurolophus can be found in ancient floodplains, river valleys, fern prairies, and forest edges. It avoids mountainous terrain but adapts well to seasonal migration, following edible vegetation in wide, circular routes known as “Crest-Trails” by local hunters. Herds often sleep standing in shifts, with one or two adults acting as sentinels.


Modus Operandi

The Parasaurolophus relies on early detection and coordinated movement to avoid danger. When threatened, the lead crest-bearer sounds a deep alarm call. The herd then flees in a fluid, V-shaped formation with smaller members shielded in the center. If unable to escape, it may lash out with its tail or use its powerful legs to shove foes away. Most often, it seeks to flee before violence begins, often using terrain familiarity to outmaneuver less agile predators.


Motivation

Instinctively driven to protect its herd and maintain migratory stability, the Parasaurolophus avoids unnecessary conflict. However, it shows clear signs of emotional memory—reacting strongly to the sites of lost kin or former stampedes. Some druids believe these dinosaurs resonate with ancient “echo-lines” in the land, using their crests to attune with leyline frequencies or even weather patterns. While not magical themselves, they seem deeply responsive to the unseen rhythms of the natural world.


  • Parasaurolophus 5e
  • Hadrosaur 5e
  • Parasaurolophus 3.5

Large Beast, Unaligned
Challenge Rating: 2 (450 XP)
Proficiency Bonus: +2


Armor Class 13 (natural armor)

Hit Points 76 (8d10 + 24)

Speed 40 ft.


STRDEXCONINTWISCHA
16 (+3)12 (+1)17 (+3)2 (–4)14 (+2)6 (–2)

Saving Throws

  • Strength +5
  • Wisdom +4

Skills

  • Perception +4
  • Insight +4

Senses

  • Passive Perception 14

Languages


Traits

Keen Hearing.
Parasaurolophus has advantage on Wisdom (Perception) checks that rely on hearing.

Crest Resonance (Recharge 5–6).
As a bonus action, the Parasaurolophus emits a resonant cry through its crest. All friendly beasts within 60 feet that can hear it gain advantage on their next attack roll or saving throw before the start of the Parasaurolophus’s next turn.

Herd Alert.
When a friendly creature within 30 feet takes damage, the Parasaurolophus may move up to 15 feet as a reaction without provoking opportunity attacks.

Stampede Synergy.
When two or more Parasaurolophus within 10 feet of each other use their movement on the same turn, each may move through spaces occupied by Medium or smaller creatures. Creatures in those spaces must succeed on a DC 13 Strength saving throw or take 7 (2d6) bludgeoning damage and fall prone.


Actions

Tail Slam.
Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 11 (2d6 + 3) bludgeoning damage.

  • If the target is Medium or smaller, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Shove and Bolt.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) bludgeoning damage.

  • The Parasaurolophus may then move up to half its speed without provoking opportunity attacks.

Reactions

Herd Stampede (1/Turn).
When an ally within 30 feet moves more than 20 feet on its turn, the Parasaurolophus may also move up to 20 feet as a reaction. This movement can pass through allied creatures, and if part of a stampede group, it triggers Stampede Synergy.


Tactics

  • Operates best in groups of 2–6, where Stampede Synergy causes chaos on the battlefield.
  • Uses Shove and Bolt to open escape paths or knock away foes from herd members.
  • Activates Crest Resonance early to boost allies, then engages in hit-and-run.

Environment

Open plains, forest edges, and river valleys. Typically seen in herds of 3–12.


Treasure

No conventional treasure. A scholar, bard, or druid may pay 75–100 gp for an intact cranial crest or for magical research involving resonance and sonic properties.

Family: Dinosaurs

Huge beast, unaligned

Armor Class 14 (natural armor)
Hit Points 76 (8d12 + 24)
Speed 30 ft.

STRDEXCONINTWISCHA
19 (+4)11 (+0)17 (+3)2 (-4)10 (+0)6 (-2)

Senses passive Perception 10
Languages –
Challenge 2 (450 XP)

SPECIAL TRAITS

  • Trampling Charge. If the Hadrosaur moves at least 20 feet straight toward a creature and hits that creature with a Ram attack on the same turn, that target must succeed on a DC 13 Strength check or be knocked prone. If the target is knocked prone, the Hadrosaur may make one Stomp attack against it as a bonus action.

ACTIONS

  • RamMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.
  • StompMelee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 17 (3d8 + 4) bludgeoning damage.

ABOUT

A generally placid and peaceful grazer of grass and ferns, the Hadrosaur is a danger only in large numbers. Shy, these creatures prefer to avoid trouble. However, each herd keeps several of its number on lookout. When danger threatens, the herd bunches together, placing young and pregnant females in the center. If the threat attacks, the herd attempts to move away en masse, but this direction is always away from the first threat and might lead to them trampling other hunters or running into a more dangerous situation.

Section 15: Copyright Notice

Tome of Horrors 2020, (C) 2020, Necromancer Games

Parasaurolophus
Sketch of the hadrosaurid Parasaurolophus in tetrapod or quadrupedal pose, anatomically correct. Made by Tim Bekaert, 2006. Like other hadrosaurs, Parasaurolophus was facultatively bipedal, i.e. they could alternate between two legs and four, probably preferring a quadrupedal gait while they foraged for food and assuming a bipedal mode for faster running.

Originally Posted by Darknecromancer of the Wizards Community forums. 

On this Thread

At 3 tons and 35 ft in length, Parasaurolophus is a force to be reckoned with even though it is normally a peaceful herbivore. They are distinguished from all other duck-bills because they have a large horn jutting from the beck of their skull a full 3 feet. Their nasal passages run through this and allow them to create great trumpeting noises to warn others of danger or to attract mates.

A Parasaurolophus will usually try to escape, but if combat is imminent, it will smack attackers with its tail, putting every bit of its weight behind these awesome Blows.


Parasaurolophus
Huge animal
Hit Dice17d8+176 (252hp)
Initiative+0
Speed40 ft. (0 squares)
Armor Class17 (-2 size, +9 natural), touch 8, flat-footed 17
Base Attack+12
AttackSlam +19 melee (2d6+10)
Space/Reach15 ft./10 ft.
Special AttacksTrample
Special QualitiesLow-light, Scent
SavesFort +9, Ref +5, Will +9
AbilitiesStrength 24, Dexterity 11, Constitution 29, Intelligence 2, Wisdom 15, Charisma 12
SkillsListen +15, Spot +15
FeatsImproved Toughness, Run, Iron Will, Toughness (x2)
Climate/TerrainTemperate Plains
OrganizationSolitary, Pair, or Herd (20-40)
Challenge Rating9
TreasureNone
AlignmentAlways neutral
Advancement18-25 HD (Huge)

Combat

Trample (Ex) Damage is 2d6+10 points of bludgeoning. Attacks of opportunity at a -4 penalty or Ref save for half as usual. DC 25.

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