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(Dinosaur) Acrocanthosaurus

Appearance

Its body is muscular and robust, supported by strong hind legs built for both stalking and sudden bursts of speed. The spine ridge likely supports muscles or a display structure that may help regulate body temperature or intimidate rivals.

Behaviour

Acrocanthosaurus is a dominant predator, both solitary and possibly opportunistically social, stalking prey through dense forests and open floodplains. It relies on stealth and power, waiting for vulnerable or injured herbivores before launching an ambush. It is not a persistent chaser but uses surprise and brute force to subdue its targets.

Habitat

It thrives in warm, humid environments rich with rivers, swamps, and lush vegetation. This habitat supports a diverse ecosystem of giant sauropods, ornithopods, and other creatures that serve as prey.

Modus Operandi

This predator uses its height and powerful limbs to overpower prey, relying on its serrated teeth and claws to inflict fatal wounds. It may use its spine ridge to appear larger and more intimidating during confrontations, either with rivals or potential threats. Occasionally, it might hunt in pairs, coordinating attacks to take down especially large or dangerous prey.

Motivation

Driven by survival, territory, and reproduction, Acrocanthosaurus seeks to dominate its environment. Its behaviors center on securing kills, defending its domain from rivals, and ensuring its genes endure by thriving in a brutal, competitive world where only the strongest survive.


  • Acrocanthosaurus 5e
  • Acrocanthosaurus 3.5

Huge Beast, Unaligned


Armor Class: 17 (natural armor)
Hit Points: 168 (16d12 + 80)
Speed: 40 ft.


STRDEXCONINTWISCHA
22 (+6)12 (+1)20 (+5)3 (−4)14 (+2)7 (−2)

Saving Throws: Str +10, Con +9, Wis +6
Skills: Perception +6, Stealth +5 (in natural terrain)
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses: Darkvision 60 ft., Passive Perception 16
Languages:
Challenge: 8 (3,900 XP)
Proficiency Bonus: +4


Traits

  • Keen Smell. Acrocanthosaurus has advantage on Wisdom (Perception) checks that rely on smell.
  • Natural Camouflage. The creature has advantage on Dexterity (Stealth) checks made to hide in forested, swampy, or overgrown terrain.
  • Spined Ridge. While in combat, the tall spines along Acrocanthosaurus’ back intimidate foes. Creatures hostile to it within 10 feet have disadvantage on attack rolls against it unless they succeed on a DC 15 Wisdom saving throw at the start of their turn.
  • Legendary Resistance (1/Day). If Acrocanthosaurus fails a saving throw, it can choose to succeed instead.

Actions

  • Multiattack. Acrocanthosaurus makes two attacks: one with its bite and one with its claws.
  • Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
    Hit: 25 (3d10 + 6) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be grappled (escape DC 18).
  • Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
    Hit: 18 (2d10 + 6) slashing damage. If the target is grappled, the Acrocanthosaurus can deal this damage automatically without an attack roll.
  • Spine Slam (Recharge 5–6). Acrocanthosaurus rears up and slams its spined ridge into creatures in a 15-foot cone. Each creature in the area must make a DC 18 Dexterity saving throw, taking 31 (7d8) bludgeoning damage on a failed save, or half as much on a success. Creatures failing by 5 or more are also knocked prone.

Bonus Actions

  • Terrifying Roar (Recharge 6). Acrocanthosaurus lets out a mighty roar. Each enemy within 30 feet who can hear it must succeed on a DC 16 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.

Legendary Actions

Acrocanthosaurus can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Acrocanthosaurus regains spent legendary actions at the start of its turn.

  • Tail Swipe. Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
    Hit: 21 (3d8 + 6) bludgeoning damage and the target must succeed on a DC 17 Strength saving throw or be knocked prone.
  • Chilling Presence (Costs 2 Actions). Acrocanthosaurus exhales a cold mist from its ridge, forcing all creatures within 10 feet to make a DC 16 Constitution saving throw or take 13 (3d8) cold damage and have their movement speed halved until the end of their next turn.

Tactics

  • Acrocanthosaurus uses its Natural Camouflage to stalk prey or potential threats, often ambushing rather than chasing long distances.
  • It opens combat with Terrifying Roar to unsettle foes and gain an advantage.
  • It uses Multiattack to grapple a single dangerous target, locking it in place with its powerful bite, then slashing with claws to deal steady damage.
  • When surrounded or facing multiple foes, it uses Spine Slam to damage and knock down enemies, then follows up with Tail Swipe legendary action to control the battlefield.
  • If weakened, it uses Legendary Resistance to avoid debilitating effects and retreats into dense terrain, relying on camouflage to avoid further harm.

By Mariolanzas - Own work, CC BY-SA 4.0, https://commons.wikimedia.org/w/index.php?curid=76499667
By Mariolanzas – Own work, CC BY-SA 4.0, https://commons.wikimedia.org/w/index.php?curid=76499667

This monstrous brute has a massive head and powerful jaws that look as if they could snap a tree in two. Its forelimbs are small but strong and are equipped with razor sharp claws that could tear a man to ribbons.

Originally Posted by moosekickedmysisterstoof of the Wizards Community forums. 
On this Thread

Acrocanthosaurus is a ferocious flesh-eating dinosaur that inhabits warm plains and grasslands. Despite its massive size, it is a capable runner and often pursues prey with shocking quickness. Though not as powerful as tyrannosaurus, it is every bit as dangerous and cunning.

An acrocanthosaurus is roughly 30 feet long and weighs around 5,000 pounds.

Acrocanthosaurus
Huge animal
HD16d8+118 (190 hp)
Init+5
Speed40 ft. (8 squares)
AC14 (-2 size, +1 Dexterity, +5 natural), touch 9, flat-footed 13
Base Attack/Grapple+12/+28
Full AttackBite +18 melee (2d8+12)
AttackBite +18 melee (2d8+12)
Space/Reach15ft/10ft
Sp. AttacksImproved grab, rake 1d4+4, swallow whole
Sp. QualitiesLow-lightvision, Scent
SavesFort +17, Ref +11, Will +6
AbilitiesStrength 26, Dexterity 13, Constitution 24, Intelligence 2, Wisdom 12, Charisma 10
SkillsHide -3, Listen +12, Spot +14, Survival +5
FeatsAlertnessEnduranceImproved InitiativeRunToughness (x2)
EnvironmentWarm plains
OrganizationSolitary or pair
CR8
TreasureNone
AlignmentAlways neutral
Advancement17-32 HD (Huge); 33-48 HD (Gargantuan)
Level Adjustment

Combat:

An acrocanthosaurus prefers to attack from ambush. If it is spotted before it can get the element of surprise, it will swiftly run its prey down. Once it has seized its prey in its jaws, it rips it apart with its clawed forelimbs.

Improved Grab (Ex): To use this ability, an acrocanthosaurus must hit an opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe in the following round or it can make two claw attacks.

Rake (Ex): 2 claws, attack bonus +18 melee, 1d4+4.

Swallow Whole (Ex): An acrocanthosaurus can try to swallow a grabbed opponent of up to two size smaller by making a successful grapple check.

The swallowed creature takes 2d8+6 points of bludgeoning damage and 8 points of acid damage per round from the dinosaur’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cuts its own way out.

A Huge acrocanthosaur’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Skills: An acrocanthosaurus has a +2 racial bonus on Listen and Spot checks.

Acrocanthosaurs as Animal Companions

druid of at least 16th level can select an acrocanthosaurus as an alternate animal companion.

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