Dinosaur, Amargasaurus
The spine-covered Amargasaurus moves through the ancient plains like a living dragon—part dinosaur, part nightmare, all spectacle!
The Amargasaurus is a striking, dragon-like sauropod adorned with twin rows of towering neural spines that run from its skull down the length of its neck and back. These spines may be bare, forming a threatening silhouette of skeletal spires, or sheathed in skin or keratin, rising like razor-edged sails. Though smaller than many of its long-necked kin, its narrow, ridged profile and intimidating crest make it unmistakable. Its eyes are keen and calculating, and its movements deliberate and wary, as though ever-aware of the watchful eyes of predators.
Behaviour:
A vigilant and cautious herbivore, the Amargasaurus prefers to avoid confrontation but is not defenseless. When threatened, it turns broadside to its enemy, flaring its back and neck spines to appear larger and more dangerous. If attacked, it lashes out with its muscular tail or uses its rigid spines as a physical barrier against close assaults. It communicates through low-frequency rumbles and posture, often warning others of danger with a sharp swing of the neck or a ripple of motion through its spined back.
Habitat:
Amargasaurus thrives in hot, semi-arid lowlands—windswept floodplains, dry riverbeds, and sparse forests where water is seasonal and shade is a precious resource. It typically roams in small herds or pairs, each animal watching the surroundings as it forages on cycads, ferns, and low-growing shrubs. Its coloration often blends with the dusty tones of its habitat, enhancing its ability to evade rather than engage.
Modus Operandi:
Not a fighter by nature, Amargasaurus relies on passive defense and visual deterrence. It prefers to be seen and avoided, using its formidable spines as a bluff as much as a weapon. When predators approach, it positions itself to appear more imposing, often retreating only when it is confident its warning has been received. Should a creature press the attack, Amargasaurus reacts with violent tail swipes or full-body turns to batter the intruder with its armored profile.
Motivation:
Survival, stability, and the protection of its kind define the instincts of Amargasaurus. It seeks safe feeding grounds and reliable water sources, and it maintains strong social bonds within its herd. Its most primal drive is to avoid needless conflict—yet when cornered, its fearsome profile and unexpected resilience reveal a creature far from defenseless.
Amargasaurus, 5e
Amargasaurus, Pathfinder
Amargasaurus
Large Beast, Unaligned
Armor Class: 15 (natural armor)
Hit Points: 119 (14d10 + 42)
Speed: 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 12 (+1) | 17 (+3) | 2 (–4) | 14 (+2) | 6 (–2) |
Saving Throws: Wis +5
Skills: Perception +5, Survival +4
Senses: Passive Perception 15
Languages: —
Challenge: 5 (1,800 XP)
Proficiency Bonus: +3
Traits
Spine Display (Aura of Dissuasion).
Creatures that start their turn within 10 feet of the Amargasaurus must make a DC 15 Wisdom saving throw or have disadvantage on melee attack rolls against it until the start of their next turn. Creatures that succeed are immune to this effect for 24 hours.
Keen Herd Instincts.
While within 30 feet of at least one other friendly beast or creature with Intelligence 3 or less, the Amargasaurus has advantage on Wisdom (Perception) and (Survival) checks, and cannot be surprised.
Heat-Adapted.
The Amargasaurus is immune to exhaustion caused by extreme heat and has resistance to fire damage.
Actions
Tail Whip. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 17 (3d8 + 4) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Spine Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d10 + 2) piercing damage. On a hit, the Amargasaurus may shift 5 feet without provoking opportunity attacks.
Defensive Turn (Recharge 5–6).
The Amargasaurus pivots its entire body defensively, striking all creatures in a 10-foot radius with its sweeping spines and tail.
Each creature must make a DC 15 Dexterity saving throw, taking 22 (4d10) piercing damage on a failed save, or half as much on a success. Creatures that fail the save are pushed 10 feet away and knocked prone.
Bonus Actions
Spine Flare (1/Short Rest).
The Amargasaurus flares its tall neural spines, creating a sudden, intimidating silhouette. Each creature of its choice within 15 feet that can see it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of their next turn. Creatures already frightened by the Amargasaurus are instead stunned until the end of their turn.
Reactions
Bristled Retreat.
When a creature misses the Amargasaurus with a melee attack, it may immediately move up to 20 feet without provoking opportunity attacks.
Combat Tactics
- Opening: Begins combat with Spine Flare to frighten intruders or predators.
- Tactics: Uses Spine Display to discourage melee attackers, responding with Tail Whip and Spine Slam.
- Defensive Use: If surrounded, uses Defensive Turn to clear space and reposition.
- Territorial Behavior: Avoids combat unless defending its herd or nesting ground.
- Herd Variant (Optional): In groups, Amargasaurus can act cooperatively. Once per round, one Amargasaurus can use its reaction to impose disadvantage on an attack targeting another.
Amargasaurus

“Amargasaurus” – This sauropod has an elongated neck and a long, tapering tail. Two spiny frills run along the back of the creature’s neck.
The amargasaurus is a relatively small sauropod noted for the two rows of skin-covered spines that adorn its neck.
Amargasaurus CR 6
XP 2,400
N Huge animal
Init +6; Senses low-light vision, scent; Perception +8
DEFENSE
AC 18, touch 10, flat-footed 16 (+2 Dex, +8 natural, –2 size)
hp 67 (9d8+27)
Fort +9, Ref +8, Will +6
OFFENSE
Speed 30 ft.
Melee slam +12 (2d6+8), tail slap +8 (2d6+4)
Space 15 ft.; Reach 15 ft.
Special Attacks trample (1d8+12, DC 22)
STATISTICS
Str 27, Dex 14, Con 17, Int 2, Wis 13, Cha 10
Base Atk +6; CMB +16; CMD 28 (32 vs. trip)
Feats Endurance, Improved Initiative, Iron Will, Power Attack, Weapon Focus (tail slap)
Skills Perception +8, Stealth +2 (+10 in vegetation); Racial Modifiers +8 Stealth in vegetation
ECOLOGY
Environment warm forests or plains
Organization solitary, pair, or herd (3–12)
Treasure none
Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 6 © 2017, Paizo Inc.; Authors: Robert Brookes, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, Crystal Frasier, James Jacobs, Thurston Hillman, Tim Hitchcock, Brandon Hodge, Jason Keeley, Isabelle Lee, Jason Nelson, Tim Nightengale, F. Wesley Schneider, David Schwartz, Mark Seifter, Todd Stewart, Josh Vogt, and Linda Zayas-Palmer.