Dinosaur, Charonosaurus
“Charonosaurus: the echo-horned giant whose haunting calls stir the dead and scatter the brave!”

Charonosaurus is a towering hadrosaurid, reaching lengths of over 40 feet. Its most striking feature is the long, backward-sweeping crest that arcs from its skull—a hollow structure believed to function as a resonating chamber. The creature’s skin is a muted mosaic of green, gray, and clay-red scales, perfect for blending into riverine environments. Thickset limbs support a muscular frame, and its broad tail sways like a counterbalance as it walks upright or quadrupedally. When it calls, the low, echoing tone vibrates the very air, sending shivers through the underbrush.
Behaviour
Peaceful by nature, Charonosaurus travels in small, tightly bonded herds and communicates through complex, low-frequency bellows and pulses that can carry for miles. These calls serve both as navigation and social glue. It is wary of predators and will flee rather than fight, using coordinated movement and its thundering voice to confuse threats. Elders in the herd are especially vocal and act as sentinels during foraging and migration.
Habitat
Charonosaurus herds inhabit ancient river valleys, flooded deltas, and primeval wetlands tucked deep within forgotten lands—particularly those found in Lost World basins, Hollow Earth estuaries, or fey-touched floodplains. They prefer regions with dense vegetation, soft marshy ground, and access to deep water, where their sounds travel far and clear.
Modus Operandi
In the rare event Charonosaurus must defend itself, it rears back on its hind legs to deliver powerful tail strikes. However, its primary defense is psychological and sonic: its resonant call can disorient, frighten, or even paralyze would-be predators and trespassers. Combined herd calls can create an overwhelming harmonic pulse that unsettles magical creatures and disrupts spellcasting. Some herds are rumored to retreat beneath the waters, submerging quietly and resurfacing miles away.
Motivation
Charonosaurus is driven by survival, migration, and herd unity. It seeks fertile feeding grounds and untroubled water sources, avoiding aggression unless the herd is directly threatened. In mythic settings, some druidic circles believe their calls carry ancient memories or prophetic harmonics—echoes from the time before time. Others tell of necromancers using the skulls of slain Charonosaurs to channel otherworldly voices.
Charonosaurus 5e
Hadrosaur 5e
Charonosaurus 3.5
Charonosaurus
Huge Beast (herd), Unaligned
Challenge: 4 (1,100 XP) • Proficiency Bonus: +2
Armor Class 14 (thick hide)
Hit Points 102 (12d12 + 24)
Speed 40 ft., swim 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 10 (+0) | 15 (+2) | 2 (–4) | 12 (+1) | 5 (–3) |
Skills Athletics +7, Perception +3, Insight +3
Senses Passive Perception 13
Languages —
Proficiency Bonus +2
Traits
Herd Instinct.
Charonosaurus has advantage on Wisdom saving throws while within 30 feet of another Charonosaurus.
Sure-Footed.
The Charonosaurus has advantage on saving throws against being knocked prone.
Protective Stance.
If a creature within 10 feet of the Charonosaurus targets a Medium or smaller beast (such as a juvenile) with an attack, the Charonosaurus can move up to 10 feet as a reaction to interpose itself and become the new target of the attack.
Actions
Tail Swipe.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 22 (3d10 + 5) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Stomp.
Melee Weapon Attack: +7 to hit, reach 5 ft., one prone target.
Hit: 18 (3d8 + 5) bludgeoning damage. This attack deals double damage to inanimate objects and structures.
Behavior
- Avoids Conflict: Flees unless its young are threatened or escape is impossible.
- Defends the Herd: Positions itself between danger and smaller members of its group.
- Ecological Role: Grazes near water, migrates in herds, and alerts others with deep vocalizations.
Tactical Use in Encounters
- May be part of a larger herd where only the guardian defends while others flee.
- Could block the party’s passage or protect a sacred grove.
- Provides an ethical or tactical challenge without being a “kill on sight” enemy.
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
Charonosaurus
Charonosaurus is a large hadrosaur that roams the temperate forests and plains.
Originally Posted by Raptorial of the Wizards Community forums.
Although preyed upon by ferocious predators such as tarbosaurus, the sheer size of their herds can dissuade any typical predator. Charonosaurs utter bellowing cries that can be heard for miles.
Charonosaurus | |
Gargantuan animal | |
Hit Dice | 12d8+135 (189 hp) |
Initiative | +5 (+1 Dexterity, +4 Improved Initiative) |
Speed | 40 ft. (8 squares) |
Armor Class | 9 (-4 size, +1 Dexterity, +2 natural), touch 7, flat-footed 8 |
Base Attack/Grapple | +9/+37 |
Attack | Slam +21 melee (2d6 +16) |
Full Attack | Slam +21 melee (2d6 +16) and tail +16 melee (2d8 +8) |
Space/Reach | 20 ft./15 ft. |
Special Attacks | Powerful charge, trample |
Special Qualities | Low-Light Vision, Low-Light Vision, Scent |
Saves | Fort +19, Ref +9, Will +7 |
Abilities | Strength 42, Dexterity 13, Constitution 33, Intelligence 2, Wisdom 12, Charisma 5 |
Skills | Hide -7, Listen +1, Move Silently +8, Spot +5 |
Feats | Endurance, Improved Initiative,Iron Will,Run,Toughness |
Environment | Temperate plains,forests |
Organization | Solitary, Pair, Family (2-5), Colony (5-20), or Herd (20-40) |
Challenge Rating | 11 |
Treasure | None |
Alignment | Always neutral |
Advancement | 13-24 HD (Gargantuan); 25-36 HD (Colossal) |
Level Adjustment | – |
Combat
Powerful Charge (Ex) When Charonosaurus makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The amount of damage from the attack is given in the creature’s description.
Trample (Ex) As a full-round action, Charonosaurus can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling creature’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies.
If the trampling creature moves over only some of a target’s space, the target can make an attack of opportunity against the trampling creature at a -4 penalty. A trampling creature that accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer. A trample attack deals bludgeoning damage (the creature’s slam damage + 1-1/2 times its Strength modifier). The creature’s descriptive text gives the exact amount.
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 10 + 1/2 creature’s HD + creature’s Strength modifier (the exact DC is given in the creature’s descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.
Low-Light Vision (Ex) A creature with Low-Light Vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions.
Scent (Ex) This special quality allows Charonosaurus to detect approaching enemies, sniff out hidden foes, and Track by sense of smell. Creatures with the Scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When Charonosaurus detects a Scent, the exact location of the source is not revealed, only its presence somewhere within range. The creature can take a move action to note the direction of the Scent. Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location. A creature with the Track feat and the Scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track.
The typical DC for a fresh trail is 10 (no matter what kind of surface holds the Scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by Scent ignore the effects of surface conditions and poor visibility.