Dinosaur, Pentaceratops, “Shield of the Plains”
“With five fearsome horns and a shielded skull the size of a car door, the Pentaceratops charges from the prehistoric wilds like a living tank!”

A thunderous beast cloaked in coarse, earth-toned scales, the Pentaceratops looms like a living fortress. Standing 10 feet tall at the shoulder and stretching over 25 feet long, it bears three razor-edged horns—two sweeping from its brow and one jutting from its beak-like snout. Two smaller pseudo-horns jut from its wide, bony cheeks, flanking a massive, fan-shaped frill adorned with spikes and ridges that intimidate rivals and predators alike. Its tail is a heavy, swinging counterweight; its limbs, like pillars, churn the earth with each step.
Behaviour:
Though primarily passive, the Pentaceratops is fiercely territorial and becomes aggressively defensive when startled, threatened, or approached during mating season. It communicates through deep, reverberating bellows and low-frequency growls that can be felt through the ground. In groups, it exhibits complex social bonds, often forming protective phalanxes around young or injured members.
Habitat:
Pentaceratops roams semi-arid floodplains, scrub forests, and high plateaus where cycads, ferns, and low conifers thrive. Its remains are most commonly unearthed in regions that once formed part of the ancient western interior of North America—particularly present-day New Mexico and Colorado.
Modus Operandi:
When engaged or cornered, Pentaceratops lowers its armored head and charges with astonishing speed. The long brow horns can skewer predators or rivals, while the frill serves as both shield and shock display. It will attempt to trample smaller foes and use its bulk to crush anything beneath it. Foes that survive the initial charge often find themselves battered by sweeping horn jabs or struck by the muscular tail.
Motivation:
This creature is not malicious—it seeks only to defend itself, its herd, and its territory. Driven by instinct and a deeply ingrained sense of group loyalty, the Pentaceratops will risk death to protect its young or ward off carnivorous threats. It neither forgets a slight nor forgives a provocation.
Pentaceratops 5e
Pentaceratops, Pathfinder
Pentaceratops 3.5
Pentaceratops

Huge Beast (Unaligned), Challenge Rating 6 (2,300 XP)
Armor Class 17 (natural armor)
Hit Points 136 (13d12 + 52)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
24 (+7) | 11 (+0) | 19 (+4) | 2 (–4) | 14 (+2) | 7 (–2) |
Saving Throws Con +7, Wis +5
Skills Perception +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities frightened
Senses passive Perception 15
Languages —
Proficiency Bonus +3
Traits
Trampling Charge.
If the Pentaceratops moves at least 20 feet straight toward a creature and hits it with a gore attack on the same turn, the target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the Pentaceratops may make one Stomp attack against it as a bonus action.
Frightening Frill (1/Day).
The Pentaceratops fans its enormous frill and emits a deep, resonating bellow. Each hostile creature within 30 feet that can see or hear it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Creatures that succeed are immune to this effect for 24 hours.
Herd Guardian.
When a beast or druid in beast form within 10 feet of the Pentaceratops is targeted by an attack, the Pentaceratops can use its reaction to become the target instead, provided it can see both the attacker and the ally.
Siege Monster.
The Pentaceratops deals double damage to objects and structures.
Actions
Multiattack.
The Pentaceratops makes two attacks: one with its Gore and one with its Tail Swipe.
Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 26 (4d8 + 8) piercing damage.
Tail Swipe. Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
Hit: 20 (3d10 + 6) bludgeoning damage. The target must succeed on a DC 15 Strength saving throw or be pushed 10 feet and knocked prone.
Stomp (Bonus Action, vs. Prone Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one prone target.
Hit: 18 (3d8 + 5) bludgeoning damage.
Tactical Behavior
A Pentaceratops avoids conflict unless threatened or defending its herd. When forced to fight, it:
- Opens with Frightening Frill to scatter attackers.
- Uses Trampling Charge to knock enemies prone and follow up with Stomp.
- Protects allies with Herd Guardian, especially younger or wounded creatures.
- Controls space with its Tail Swipe and brute size.
- Will not retreat unless its herd is safely evacuated.
Pentaceratops

This massive, horned beast stomps through the brush with a thunderous gait, its enormous frill fanned in a display of dominance and defense. Five horn-like projections jut from its face and skull, making it as imposing as it is majestic.
Pentaceratops
CR 8
XP 4,800
N Huge Animal
Init +0; Senses low-light vision, scent; Perception +13
DEFENSE
AC 22, touch 8, flat-footed 22 (–2 Dex, +14 natural)
HP 105 (10d8+60)
Fort +13, Ref +7, Will +5
Defensive Abilities ferocity; DR 5/piercing or bludgeoning
OFFENSE
Speed 40 ft.
Melee
- Gore +16 (2d10+12/19–20)
- Tail Slap +14 (2d6+6)
Space 15 ft.; Reach 10 ft. (tail 15 ft.)
Special Attacks
- Trample (2d8+12, DC 24)
- Frightening Display (1/day)
- Herd Guard (Ex)
- Shielded Charge (Ex)
TACTICS
During Combat
The Pentaceratops begins combat with its Frightening Display, attempting to scatter smaller foes before engaging directly. It follows with a Shielded Charge, targeting the most dangerous adversary. In groups, it positions itself to protect allies, using Herd Guard to intercept attacks aimed at weaker herd members.
Morale
Pentaceratops fight fiercely to defend their young or herd and will not retreat unless critically wounded (below 25% HP) and alone.
STATISTICS
Str 27, Dex 10, Con 23, Int 2, Wis 14, Cha 6
Base Atk +7; CMB +18; CMD 30 (34 vs. trip)
Feats Awesome Blow, Improved Critical (Gore), Power Attack, Toughness, Trample
Skills Perception +13, Survival +3
Racial Modifiers +4 Perception
ECOLOGY
Environment warm plains or scrublands
Organization solitary, pair, or herd (3–12)
Treasure none
SPECIAL ABILITIES
Frightening Display (Ex)
Once per day as a standard action, the Pentaceratops rears up and bellows, shaking its massive frill to intimidate foes. All creatures within 30 feet who can see or hear the display must succeed on a DC 18 Will save or be shaken for 1d6 rounds. Creatures with fewer Hit Dice than the Pentaceratops are frightened for 1 round on a failed save. This is a mind-affecting fear effect.
Herd Guard (Ex)
As an immediate action once per round, when an adjacent ally is targeted by a melee or ranged attack, the Pentaceratops can interpose itself, redirecting the attack to itself. The attack resolves against the Pentaceratops’ AC instead of the ally’s.
Shielded Charge (Ex)
When charging, the Pentaceratops lowers its head and uses its frill defensively, gaining a +2 shield bonus to AC during the charge. It deals double damage with its Gore attack. If the target is Large or smaller, it must succeed on a DC 24 Fortitude save or be staggered for 1 round.
Ferocity (Ex)
The Pentaceratops continues fighting without penalty even when below 0 hit points. It only dies when its hit points reach –Constitution score.
DESCRIPTION
A close relative of the Triceratops, the Pentaceratops is one of the largest and most heavily armored ceratopsians. Its immense, fan-shaped frill extends backward like a living shield, often brightly colored in adult males. Its five horns—two above the eyes, one on the snout, and two cheek projections—make it especially formidable.
Pentaceratops are herd-oriented and protective creatures. They form tight family groups and defend wounded or young members with startling tenacity. Predators usually avoid these giants unless hunting in coordinated packs.
Pentaceratops

Originally Posted by Shade of the En World forums.
Five horns protrude from the massive bony crest on this large dinosaur. Two great horns protrude from its forehead, a smaller from its nose, and the remaining pair from its cheeks.
A relative of the triceratops, the pentaceratops has two additional “horns”, which are actually just its cheekbones. Its name means “five-horned face”. Although it is herbivorous, the pentaceratops becomes aggressive when threatened.
A pentaceratops has a body about 27 feet long and weighs about 13,000 pounds.
Dinosaur, Pentaceratops | |
Huge animal | |
Hit Dice | 12d8+60 (114 hp) |
Initiative | +0 |
Speed | 30 ft. (6 squares) |
Armor Class | 18 (-2 size, +10 natural), touch 8, flat-footed 18 |
Base Attack/Grapple | +9/+25 |
Attack | Gore +15 melee (2d8+12) |
Full Attack | Gore +15 melee (2d8+12) |
Space/Reach | 15 ft./10 ft. |
Special Attacks | Frightful presence, trample 2d12+12 |
Special Qualities | Low-Light Vision, Scent |
Saves | Fort +15, Ref +8, Will +7 |
Abilities | Strength 26, Dexterity 11, Constitution 21, Intelligence 1, Wisdom 12, Charisma 7 |
Skills | Intimidate+6, Listen +9, Spot+10 |
Feats | Alertness, Endurance, Great Fortitude, Iron Will, Run |
Environment | Temperate plains |
Organization | Solitary, pair, or herd (5-12) |
Challenge Rating | 7 |
Treasure | None |
Alignment | Always neutral |
Advancement | 13-32 HD (Huge); 33-36 HD (Gargantuan) |
Level Adjustment | – |
COMBAT
A pentaceratops attempts to frighten away would-be predators with its mere presence and the eyelike patterns that form on its frills. If still harassed, it simply tramples smaller creatures and lashes out with its larger horns against bigger threats.
Frightful Presence (Ex): It can inspire terror by charging or attacking. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the pentaceratops. A potentially affected creature that succeeds on a DC 14 Will save remains immune to that pentaceratops’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. They ignore the frightful presence of other pentaceratops. Frightful presence is a mind-affecting fear effect. The save DC is Charisma-based.
Trample (Ex): Reflex half DC 24. The save DC is Strength-based.
Skills: A pentaceratops has a +8 racial bonus on Intimidate checks due to the eyelike patterns on its frill.
Originally appeared in Monstrous Compendium Volume Three: Forgotten Realms Appendix (1989).