Dinosaur, Anatotitan, (Trachodon)
Anatotitan charges through ancient floodplains like a living bulldozer—massive, relentless, and surprisingly fast for a giant!
Anatotitan is a towering herbivore stretching up to 40 feet long, with a wide, flat snout resembling a duck’s bill that conceals hundreds of tightly packed grinding teeth. Its bulky body rides on powerful hind legs and sturdy forelimbs, supported by a long, stiff tail that balances its weight. Its thick skin bears a rough texture, often mottled in earthy tones that help it blend into the floodplain terrain. Despite its bulk, it moves with surprising grace and speed for a creature of its size.
Behaviour:
A social animal, Anatotitan travels in large herds, relying on safety in numbers. It spends much of its day grazing, stripping vegetation with its broad beak and chewing tirelessly with a complex dental battery designed for processing tough plant matter. It remains vigilant, using keen senses of smell and hearing to detect predators from afar. When threatened, Anatotitan often opts to flee, using its surprising speed and the confusion of the herd to evade danger. Occasionally, it rears up on hind legs to survey the surroundings.
Habitat:
Anatotitan inhabits vast coastal plains, floodplains, and forested river valleys rich in vegetation. It migrates seasonally in search of fresh food sources, moving in herds that dominate these fertile environments.
Modus Operandi:
Rather than confront predators directly, Anatotitan relies on the collective vigilance and mass of its herd. It uses speed, herd coordination, and terrain familiarity to avoid danger. Its size and strength serve as a deterrent, but it only defends aggressively when cornered or when protecting young.
Motivation:
Anatotitan’s primary motivations are survival, sustenance, and the continuation of its species. It follows ancient migratory routes, seeks abundant plant life, and maintains tight social bonds within its herd to maximize safety and reproductive success.
Anatotitan 5e
Hadrosaur 5e
Anatotitan, (Trachodon) 3.5
Anatotitan
Huge Beast, Unaligned
Armor Class: 14 (Natural Armor)
Hit Points: 152 (16d12 + 64)
Speed: 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
23 (+6) | 11 (+0) | 18 (+4) | 3 (–4) | 14 (+2) | 7 (–2) |
Saving Throws: Con +7, Wis +5
Skills: Perception +5, Survival +5
Senses: Passive Perception 15
Languages: —
Challenge: 7 (2,900 XP)
Proficiency Bonus: +3
Traits
- Herd Instincts.
Anatotitan has advantage on Wisdom (Perception) and Wisdom (Survival) checks while within 60 feet of at least one other Anatotitan. Additionally, it cannot be surprised while it is within 60 feet of an ally. - Massive Bulk.
The Anatotitan’s large size allows it to move through spaces occupied by creatures smaller than Large without penalty, and it can use its size to shove enemies more effectively (advantage on Strength (Athletics) checks to shove). - Trampling Charge.
If the Anatotitan moves at least 20 feet straight toward a creature and then 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 and take an additional 14 (4d6) bludgeoning damage.
Actions
- Gore. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 23 (3d10 + 6) piercing damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or be knocked prone. - Tail Sweep. Melee Weapon Attack: +9 to hit, reach 15 ft., all creatures in a 10-foot radius around the Anatotitan.
Each creature must make a DC 16 Dexterity saving throw, taking 21 (4d8 + 3) bludgeoning damage on a failed save, or half as much on a success. - Defensive Roar (Recharge 5–6).
Anatotitan emits a powerful, ground-shaking roar. Each creature of its choice within 30 feet that can hear it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bonus Actions
- Protective Stance.
The Anatotitan can move up to half its speed without provoking opportunity attacks. During this movement, it can position itself to impose disadvantage on attack rolls against any ally within 10 feet.
Reactions
- Unyielding Defense.
When a creature the Anatotitan can see hits it with an attack, the Anatotitan can use its reaction to make a Tail Sweep attack against the attacker.
Tactics
- Defensive and Social: Anatotitan relies heavily on herd tactics, staying close to allies to gain perceptive advantages and prevent surprise attacks. It uses its roar to intimidate threats and its powerful tail to keep foes at bay.
- Tank and Control: It positions itself between more vulnerable herd members and predators, using its massive size and Tail Sweep to control the battlefield.
- Reluctant Fighter: As a herbivore, Anatotitan prefers to avoid combat, using intimidation and mobility to discourage attacks. It will charge only when cornered or protecting young.
Ecology and Motivation
Anatotitan is driven by the basic instincts of a giant herbivore: grazing vast floodplains, following ancient migratory routes, protecting its herd, and avoiding predators. Despite its peaceful nature, it defends itself fiercely when threatened, using overwhelming size, strength, and herd cooperation.
Dinosaur, Hadrosaur
Family: Dinosaurs
Huge beast, unaligned
Armor Class 14 (natural armor)
Hit Points 76 (8d12 + 24)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
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
- Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.
- Stomp. Melee 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

This massive creature has a leathery hide, long slender limbs and a wide beak somewhat like that of a duck.
Anatotitans are huge herbivorous ornithischians that are generally harmless unless provoked.
The average anatotitan is 30 to 40 feet long and can weigh up to 3-4 tons. Despite its bulk, it is shy and not aggressive. Anatotitans, like other hadrosaurs, rear their young and have large herds consisting of one or more families. They are quite resistant to cold temperatures, despite their reptilian appearance.
This dinosaur is also known as Anatosaurus, and by the archaic name of Trachodon.
Originally Posted by Boz of the En World forums.
On this Thread
Dinosaur, Anatotitan (Trachodon) | |
Huge animal | |
Hit Dice | 12d8+90 (144 hp) |
Initiative | -1 |
Speed | 30 ft (6 squares) |
Armor Class | 15 (-2 size, -1 Dexterity, +8 natural), touch 7, flat-footed 15 |
Base Attack/Grapple | +9/+25 |
Attack | Tail slam +15 melee (1d6+12) |
Full Attack | Tail slam +15 melee (1d6+12) |
Space/Reach | 15 ft/10 ft |
Special Attacks | Trample 2d10+12 |
Special Qualities | Low-Light Vision, Scent |
Saves | Fort +15, Ref +7, Will +5 |
Abilities | Strength 26, Dexterity 9, Constitution 24, Intelligence 1, Wisdom 12, Charisma 7 |
Skills | Listen +8, Spot +8, Swim +13 |
Feats | Alertness, Endurance, Run, Toughness (x2) |
Environment | Temperate and cold plains |
Organization | Solitary, pair or herd (6-36) |
Challenge Rating | 7 |
Treasure | None |
Alignment | Always neutral |
Advancement | 13-24 HD (Huge), 25-36 HD (Gargantuan) |
Level Adjustment | — |
COMBAT
Anatotitans avoid combat whenever possible, preferring to flee from confrontation. If their young are threatened, however, they fight with their powerful tails.
An anatotitan will only make a trample attack as part of an escape attempt, or if pursuers are too vigilant.
Trample (Ex): An anatotitan can literally run over any creatures in its way that are of Large or smaller size. Creatures trampled must make a Reflex save (DC 24 half) or take 2d10+12 damage. The save DC is Strength-based.
Originally found in the first edition Monster Manual (1977, Gary Gygax), Monstrous Compendium MC3 – Forgotten Realms Appendix I (1989), and Monstrous Compendium Annual Two (1995). It also appeared in the original D&D module X1 – The Isle of Dread (1981, David Cook and Tom Moldvay).