(Dinosaur) Centrosaurus, the Horned Wall
“Centrosaurus: the horned tank that turns stampedes into carnage!”
![Centrosaurus, By LadyofHats - i did it myself using this images as reference:[1],[2], [3], [4] and [5], Public Domain, https://commons.wikimedia.org/w/index.php?curid=1283007](http://spiralworlds.com/wp-content/uploads/2020/12/Centrosaurus_dinosaur-1024x487.png)
Large Beast, Unaligned
Appearance:
Centrosaurus is a robust, four-legged dinosaur measuring about 20 feet from nose to tail, weighing several tons. Its hide is thick and scaled, mottled in earthen tones to blend with dry plains and rocky outcroppings. A single, forward-curving nasal horn dominates its face, set above a beaked mouth built for cropping tough vegetation. Its skull sports a sweeping bony frill edged with small spikes or hooks—more for show and defense than for active combat. Its eyes are deep-set and surprisingly expressive, showing flashes of alertness or irritation when threatened.
Behaviour:
Typically docile and slow-moving, Centrosaurus is a social creature that forms tight-knit herds. Within the herd, individuals maintain complex, ritualistic interactions—nudging, circling, and bellowing—especially during mating seasons or before migrations. When provoked, however, the Centrosaurus transforms into a living battering ram. It lowers its head and charges with terrifying momentum, often using its horn and sheer mass to repel predators or interlopers.
Habitat:
Centrosaurus herds favor open scrublands, fern prairies, and the edges of primeval floodplains—areas with ample room to roam and graze. In fantasy worlds, they are often found in Lost World basins, sealed jungle valleys, or Hollow Earth savannahs, occasionally wandering close to cliffs, rivers, or ancient ruins reclaimed by nature. Their migrations carve subtle paths through regions unknown to modern cartographers.
Modus Operandi:
Centrosaurus avoids conflict when possible, relying on numbers, size, and sound to deter threats. When forced to fight, it uses coordinated herd tactics: outer members charge while inner members shield the vulnerable. A lone Centrosaurus may fake weakness to lure predators into range of its deadly horn. Against humanoids or magical threats, its reaction is immediate and forceful—charging first, asking no questions later.
Motivation:
Survival and herd safety are paramount. A Centrosaurus does not pursue conquest, territory, or revenge—but it will fight to the death to protect its kin or escape entrapment. Some druids and shamans view Centrosaurus as a sacred beast of endurance and loyalty, while others warn of the carnage that follows if you provoke the herd.
Centrosaurus 5e
Centrosaurus 3,5
Centrosaurus
Large Beast (herd), Unaligned
Challenge: 4 (1,100 XP) • Proficiency Bonus: +2
Armor Class 15 (natural armor)
Hit Points 84 (8d10 + 40)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 11 (+0) | 20 (+5) | 2 (−4) | 14 (+2) | 6 (−2) |
Saving Throws
Strength +7, Wisdom +4
Skills
Perception +4, Athletics +7, Insight +4
Senses
Passive Perception 14
Languages
— (nonverbal herd communication)
Traits
Herd Instincts
If at least one friendly Centrosaurus is within 10 feet, this Centrosaurus has advantage on Strength saving throws and cannot be flanked.
Trampling Charge
If the Centrosaurus moves at least 20 feet straight toward a creature and then hits it with a Horn Gore attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the Centrosaurus can make a Stomp attack against it as a bonus action.
Frilled Threat Display (1/Day)
When bloodied (reduced to half HP or lower), the Centrosaurus flares its neck frill, bellows, and stamps its feet. All hostile creatures within 30 feet must succeed on a DC 13 Wisdom saving throw or have disadvantage on their next attack roll and disadvantage on saving throws against being frightened until the end of their next turn.
Actions
Horn Gore
Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 19 (3d8 + 5) piercing damage.
Stomp
Melee Weapon Attack: +7 to hit, reach 5 ft., one prone creature.
Hit: 21 (4d6 + 5) bludgeoning damage.
Tail Swipe
Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 15 (2d10 + 5) bludgeoning damage.
Effect: On a hit, the target must make a DC 14 Dexterity saving throw or be pushed 10 feet and knocked off balance (next attack against it has advantage).
Combat Tactics
- Opening move: Uses Trampling Charge to knock enemies prone, then Stomps as a bonus action.
- Group synergy: When near other Centrosauruses, becomes more resistant to forced movement and flanking thanks to Herd Instincts.
- Mid-battle burst: Triggers Frilled Threat Display when bloodied to demoralize foes and signal herd aggression.
- Retreat behavior: If reduced to fewer than 15 HP and alone, it may disengage and flee unless protecting others.
A large beast strays away from the herd. It looks like a triceratops, but has only one, very large horn. Its frill seems shorter as well, but you can’t get around how massive that horn is. It looks at you suddenly and, with a grunt, rushes forward with its head down.
Originally Posted by Darknecromancer of the Wizards Community forums.
Centrosaurus is a relative of the Triceratops that has one large horn on its nose as opposed to the Triceratops’ three horns. They behave in a similar way and lived in the same time period. Mixed herds of Ceretosia are not uncommon, and seeing massive herds of them means trouble for any carnosaur in the area looking for a meal.
Huge animal | |
Hit Dice | 12d8+84 (138 hp) |
Initiative | -1 (-1 Dexterity) |
Speed | 30 ft. (6 squares) |
Armor Class | 18 (-2 size, -1 Dexterity, +11 natural), touch 7, flat-footed 18 |
Base Attack/Grapple | +9/+22 |
Attack | Gore +13 melee (3d8 +5) |
Full Attack | Gore +13 melee (3d8 +5) |
Space/Reach | 15 ft./10 ft. |
Special Attacks | Impale, powerful charge, trample |
Special Qualities | Low-Light Vision, Scent |
Saves | Fort +14, Ref +7, Will +5 |
Abilities | Strength 20, Dexterity 9, Constitution 23, Intelligence 2, Wisdom 13, Charisma 7 |
Skills | Hide -9, Listen +8, Spot +7 |
Feats | Improved Critical, Power Attack, Run, Weapon Focus(Gore), Improved Toughness |
Environment | Warm plains, forests, hills |
Organization | Solitary, Pair, or herd (2-5) |
Challenge Rating | 7 |
Treasure | None |
Alignment | Always neutral |
Advancement | 13-24 HD (Huge); 25-36 HD (Gargantuan) |
Level Adjustment | – |
Combat
A Centrosaurus charges and hopes to ram its horn through its opponent. If it can, It tries to impale them, after which it tosses their dying body aside to move on to the next threat.
Impale (Ex) The horn of Centrosaurus is very long and easily impales the targets of a gore attack. Those hit by a Centrosaurus are left impaled on its horn and are considered grappled by the Centrosaurus. It must succeed a grapple check to pry itself off the horn.
Powerful Charge (Ex) A Centrosaurus deals double damage on a charge.
Trample (Ex) As a full-round action, a Centrosaurus with this special attack can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. If the trampling Centrosaurus moves over only some of a target’s space, the target can make an attack of opportunity against the Centrosaurus at a -4 penalty. A trample attack deals bludgeoning damage (3d8 +7).
Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage. The save DC against a creature’s trample attack is 21. A trampling Centrosaurus can only deal trampling damage to each target once per round; no matter how many times its movement takes it over a target creature.