(Dinosaur) Camptosaurus – The Fleet-Footed Leaf-Strider of the Jurassic Wilds
A vigilant herbivore of sinew and speed, Camptosaurus roams the ancient plains—peaceful until cornered, when its strength and agility turn it into a force of survival.
Appearance
Camptosaurus stands as a medium-sized herbivorous dinosaur, measuring between 16 and 23 feet in length, its body balanced by a long, muscular tail. Its narrow head holds leaf-shaped teeth adapted for shredding ferns and cycads, while its powerful hind legs enable swift, bipedal sprints. The five-fingered forelimbs, one digit opposable, allow dexterous grazing. Its textured, earth-toned hide—mottled in mossy greens and dusty browns—serves as camouflage amid Jurassic undergrowth.
Behaviour
Gentle yet ever-alert, Camptosaurus lives in tight-knit herds that graze in coordinated sweeps across low vegetation. It is a watchful grazer, raising its head often to scan for threats. Though it avoids conflict, when danger strikes, it shifts from placid to explosive, rearing to deliver a crushing kick before fleeing into the foliage.
Habitat
Native to Jurassic floodplains and fern forests, Camptosaurus favors humid lowlands, shallow riversides, and open clearings where it can both feed and flee with ease. Herds maintain wide foraging routes but stay within reach of dense vegetation for concealment.
Modus Operandi
As a prey species, Camptosaurus’s survival strategy lies in speed, awareness, and group cohesion. Its keen senses alert the herd to movement, prompting synchronized retreats. When cornered, it lashes out with tail strikes and hind-leg kicks strong enough to break bone. In the wild, predators learn to respect its deceptively docile demeanor.
Motivation
Driven by instinct, hunger, and kinship, Camptosaurus seeks safety through unity and abundance. Its every motion reflects a balance between peaceful purpose and primal vigilance—a living emblem of adaptation and endurance across the eons.
Camptosaurus 5e 2024
Camptosaurus, Pathfinder
Camptosaurus 3.5
Camptosaurus
Large Beast, Unaligned
Armor Class 13 (Thick Hide)
Hit Points 68 (8d10 + 24)
Speed 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 14 (+2) | 16 (+3) | 2 (−4) | 12 (+1) | 6 (−2) |
Saving Throws Con +5, Wis +3
Skills Athletics +5, Perception +3, Survival +3
Senses Passive Perception 13
Languages —
Challenge 2 (450 XP) Proficiency Bonus +2
Traits
Herd Instinct. While within 30 feet of another friendly Camptosaurus or allied beast, the Camptosaurus has advantage on Wisdom (Perception) checks and Dexterity saving throws.
Fleet-Footed. The Camptosaurus can take the Dash action as a bonus action on its turn.
Keen Senses. The Camptosaurus has advantage on Wisdom (Perception) checks that rely on sight or smell.
Actions
Multiattack. It makes two attacks: one with its Kick and one with its Tail.
Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 3) bludgeoning damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone.
Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 3) bludgeoning damage.
Stampede (Recharge 5–6). The Camptosaurus charges up to 30 feet in a straight line. Each creature in its path must make a DC 13 Strength saving throw, taking 14 (4d6) bludgeoning damage on a failed save, or half as much damage on a success. A creature that fails its save is also knocked prone.
Reactions
Tail Sweep. When a creature the Camptosaurus can see moves into its reach, it makes one Tail attack against that creature.
Legendary Actions
The Camptosaurus can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Camptosaurus regains spent legendary actions at the start of its turn.
- Quick Step. The Camptosaurus moves up to 20 feet without provoking opportunity attacks.
- Defensive Posture. The Camptosaurus braces itself, gaining +2 AC until the start of its next turn.
- Warning Call (Costs 2 Actions). The Camptosaurus emits a resonant bark. Each allied beast within 30 feet that can hear it gains advantage on the next attack roll or saving throw before the start of the Camptosaurus’s next turn.
Tactics
Camptosaurus avoids confrontation whenever possible, relying on its agility and herd coordination to escape predators. When forced into battle, it begins with Stampede to scatter attackers, then uses Quick Step to reposition while delivering swift Tail Sweeps. Herds coordinate through warning calls, forming defensive circles around their young—unyielding walls of muscle, speed, and instinct.
Camptosaurus

Exceptionally dumb and slow, this is easy prey for any hungry predator, typically too stupid to run until one of its herd number is killed
Originally Posted by Shade of the En World forums.
On this Thread
Camptosaurs are particularly stupid and skittish herbivorous dinosaurs. A camptosaurus is usually around 20 feet long, with about a third of that being tail. They are brightly colored, with stripes and wattles being used by the males to attract mates. This, combined with their dull minds, might have led them to extinction if not for two things-they are quite fast, and their sense of smell is incredibly acute. They have been known to live in herds amongst brachiosaurs or camarasaurs: the sauropod’s long necks and keen eyes and the camptosaur’s sensitive noses compliment one another and keep the herds aware of most dangers.
| Dinosaur, Camptosaurus | |
| Large animal | |
| Hit Dice | 3d8+9 (22 hp) |
| Initiative | +2 |
| Speed | 50 ft. (8 squares) |
| Armor Class | 15 (-1 size, +2 Dexterity, +4 natural), touch 11, flat-footed 13 |
| Base Attack/Grapple | +2/+9 |
| Attack | Tail slap +0 melee* (1d6+1) |
| Full Attack | Tail slap +0 melee* (1d6+1) |
| Space/Reach | 10 ft./5 ft. |
| Special Attacks | Stampede |
| Special Qualities | Scent, Low-Light Vision |
| Saves | Fort +6, Ref +5, Will +0 |
| Abilities | Strength 17, Dexterity 15, Constitution 17, Intelligence 1, Wisdom 9, Charisma 4 |
| Skills | Jump +11, Listen +4, Spot +4 |
| Feats | Alertness, Run |
| Environment | Warm and temperate forests and hills |
| Organization | Pair or herd (6-36) |
| Challenge Rating | 2 |
| Treasure | None |
| Alignment | Always neutral |
| Advancement | 4-9 HD (Large) |
| Level Adjustment | – |
COMBAT
Camptosaurs always flee from combat, but they will lash out with their tails if cornered or knocked down.
*A camptosaurus’s tail slap is treated as a secondary attack and adds only half the camptosaurus’s Strength bonus to the damage roll.
Keen Scent (Ex): A camptosaurus can detect creature through scent up to 60 feet away.
Stampede (Ex): A frightened herd of camptosaurs flees as a group from a perceived danger, literally running over creatures in their path. Large or smaller creatures caught in a camptosaur stampede take 1d12 points of damage for every five camptosaurs in the herd (Reflex DC 14 halves). The save DC is Strength-based.
Originally appeared in Monstrous Compendium Volume Three: Forgotten Realms Appendix (1989).
Camptosaurus
This fleet-footed herbivore lowers its head, sinews flexing beneath rough, earthen scales as it prepares to flee—or fight if forced.
Camptosaurus CR 3
XP 800
N Large animal
Init +2; Senses low-light vision, scent; Perception +9
DEFENSE
AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, –1 size)
hp 42 (5d8+20)
Fort +8, Ref +6, Will +3
Defensive Abilities herd instinct
OFFENSE
Speed 40 ft.
Melee kick +8 (1d8+6 plus trip), tail slap +3 (1d6+3)
Space 10 ft.; Reach 5 ft. (10 ft. with tail)
Special Attacks stampede (DC 15), trample (1d6+6, DC 15)
STATISTICS
Str 19, Dex 14, Con 18, Int 2, Wis 13, Cha 6
Base Atk +3; CMB +8; CMD 20 (24 vs. trip)
Feats Endurance, Run, Toughness
Skills Perception +9, Survival +5; Racial Modifiers +4 Perception
SQ fleet-footed, reactive step
ECOLOGY
Environment warm forests and floodplains
Organization solitary, pair, or herd (3–12)
Treasure none
SPECIAL ABILITIES
Fleet-Footed (Ex)
A Camptosaurus can take the run action through difficult terrain at only half penalty. When it charges or runs, its base speed increases by 10 feet.
Herd Instinct (Ex)
While within 30 feet of another Camptosaurus, it gains a +2 morale bonus on Reflex saves and Perception checks.
Reactive Step (Ex)
Once per round, when a creature moves adjacent to the Camptosaurus, it may take a 5-foot step without provoking attacks of opportunity, even if it has already taken one this round.
Stampede (Ex)
When three or more Camptosauruses charge in the same round, they can move through the same squares. Any creature in their path must succeed at a DC 15 Reflex save or take 3d6 bludgeoning damage and be knocked prone. The save DC is Strength-based.
TACTICS
Before Combat
Their herds are vigilant and skittish, using their scent and sight to detect predators at great distances. They attempt to flee long before danger reaches them.
During Combat
If trapped, a Camptosaurus kicks at attackers, then pivots with a tail slap before retreating. Herds coordinate to trample and overrun threats using their stampede ability.
Morale
If reduced to half its hit points or separated from its herd, a Camptosaurus flees at full speed, using fleet-footed to escape.
DESCRIPTION
Swift, muscular herbivores roughly 20 feet long and over a ton in weight. They travel in tight herds across fern-covered floodplains and forest edges, grazing on cycads and low vegetation. Though nonaggressive, they react to predators with startling unity—stomping, kicking, and stampeding in thunderous waves of survival instinct. Their mottled brown-green hides help them blend with Jurassic foliage, while their wary eyes and sharp hearing ensure few creatures catch them unprepared.
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