(Dinosaur) Dacentrurus, “Thorned Bastion of the Primeval Wilds”
“Lumbering fortress of bone and fury, the Dacentrurus turns its barbed tail into a weapon that can skewer giants and crush warbands!”
*“The air thrums with tension as the forest underbrush shakes—then crashes open as a broad-bodied behemoth strides through, armored in bone and bristling with spikes. Cross it, and you’ll meet the business end of a tail built for impalement.”
The Dacentrurus is a heavily built, quadrupedal herbivore with a wide, tank-like frame. Its back is lined with paired bony plates, while its tail ends in a fearsome cluster of long, sharpened spikes—up to eight in number—jutting in various directions. Some variants bear additional defensive spikes on the shoulders or hips. Its skin is rough, gray-green or mottled brown, blending with the underbrush of deep forests and misty uplands. Muscles ripple beneath its thick hide, revealing power beneath the placid exterior.
Behavior
Though slow-moving and seemingly docile, the Dacentrurus is no easy prey. It maintains a defensive posture at all times, frequently scanning its surroundings with small but sharp eyes. Highly territorial, it does not tolerate predators—or even larger creatures—lingering nearby. If threatened, it will raise its tail and turn sideways to present its spikes, stomping the ground in warning before delivering devastating spinning strikes.
It rarely flees unless gravely injured, often choosing to stand its ground even against more agile foes. Herd instincts are strong, and a group will coordinate defenses, forming a perimeter with their tails outward like a wall of spears.
Habitat
Dacentrurus prefers dense forests, temperate floodplains, and fern-covered valleys—anywhere moisture, cover, and abundant plant life are found. They avoid open plains where their slower gait is a disadvantage. Fossilized tracks and remains suggest they once roamed the edges of shallow lakes and rivers, drinking in the early morning and resting under coniferous canopies.
In a fantasy setting, they are often found in Lost World jungles, primeval fey glades, or Hollow Earth realms, acting as territorial obstacles or protective beasts tied to ancient druidic sites.
Modus Operandi
The Dacentrurus does not hunt, but it is a calculated and relentless defender. When alarmed or provoked, it assesses the threat and attempts to ward off the enemy first. If the foe presses, the Dacentrurus attacks with lethal precision. Its primary weapon is its thagomizer—a swinging cluster of tail spikes it wields with surprising accuracy. Against larger predators or attackers, it may perform a body slam or sidestep attack to knock foes off balance before following up with a finishing blow.
Clever adventurers may notice it uses its terrain tactically—positioning itself in narrow spaces or near rock formations to limit flank attacks.
Motivation
Dacentrurus is motivated solely by instinct and territorial defense. It guards its feeding grounds and nesting zones fiercely, especially during mating season. If its young are threatened, it becomes nearly unstoppable. Though not aggressive by nature, it cannot abide unknown presences in its domain and will react violently to perceived threats.
Dacentrurus 5e
Tab Title 2
Dacentrurus
Large Beast, Unaligned
Challenge 6 (2,300 XP) • Proficiency Bonus +3
Armor Class 16 (Natural Armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 9 (–1) | 18 (+4) | 2 (–4) | 12 (+1) | 5 (–3) |
Saving Throws: Con +7, Wis +4
Skills: Perception +4
Damage Resistances: Bludgeoning from nonmagical attacks
Senses: Passive Perception 14
Languages: —
Traits
- Imposing Bulk. Creatures of Medium size or smaller have disadvantage on opportunity attacks against the Dacentrurus due to its wide body and heavy gait.
- Spiked Sentinel. Any creature that hits the Dacentrurus with a melee attack while within 5 feet takes 5 (1d10) piercing damage from its defensive spikes.
- Hulking Momentum. If the Dacentrurus moves at least 20 feet straight toward a creature and then hits it with a Slam attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone.
Actions
- Multiattack. The Dacentrurus makes two attacks: one with its Slam and one with its Tail Spikes.
- Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 17 (2d10 + 5) bludgeoning damage. - Tail Spikes. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 19 (3d8 + 5) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or begin bleeding, taking 5 (1d10) damage at the start of each of its turns. A creature can use an action to make a DC 12 Wisdom (Medicine) check to end this effect. - Whirling Sweep (Recharge 5–6). The Dacentrurus spins in place, slashing all creatures in a 10-foot radius. Each creature of its choice in range must make a DC 16 Dexterity saving throw, taking 22 (4d10) piercing damage on a failed save, or half as much on a success. Creatures that fail by 5 or more are also knocked prone.
Reactions
- Brace and Bash. When a creature moves within 5 feet of the Dacentrurus, it can make a Slam attack against that creature as a reaction.
Tactics
The Dacentrurus stands its ground with brutal efficiency. In open spaces, it will move to gain momentum before slamming foes and sweeping its tail across groups. In tighter quarters, it leverages its Spiked Sentinel trait to punish attackers who get too close. Against groups, it uses Whirling Sweep to control the battlefield, often timing it when surrounded or after being flanked. It targets the most mobile or high-damage threats first, knocking them prone to deny movement.
If paired with smaller herbivores or in a herd, it positions itself defensively to protect the flanks or young.
Dacentrurus
Looking like a stegosaurus with long, sharp spikes instead of plates along its back and tail, these dwell mainly in areas of heavy vegetation.
Originally Posted by Shade of the En World forums.
This strange quadruped has a horizontal body with small bony plates on its back up to its hind legs. From this point leading down to the tail, it has long, sharp spikes. Its head is small and horse-like, and its pebbly skin is marked with stripes.
Dacentrurusis one of the more primitive stegosaurs, whose descendants include stegosaurus and kentrosaurus.
A dacentrurus is about 15 feet long and weighs up to three tons. They are docile herbivores, browsing through jungles and scrub forests in small herds. If provoked, however, they are deadly, lashing out with their spiked tails.
Dinosaur, Dacentrurus | |
Huge animal | |
Hit Dice | 9d8+54 (94 hp) |
Initiative | -1 |
Speed | 30 ft. (6 squares) |
Armor Class | 17 (-2 size, -1 Dexterity, +10 natural), touch 7, flat-footed 17 |
Base Attack/Grapple | +6/+24 |
Attack | Tail spike +17 melee (3d6+15/19-20/x4) |
Full Attack | Tail spike +17 melee (3d6+15/19-20/x4) |
Space/Reach | 15 ft./10 ft. |
Special Attacks | Augmented critical |
Special Qualities | Fortification, Low-Light Vision, Scent, spiny defense |
Saves | Fort +14, Ref +5, Will +6 |
Abilities | Strength 31, Dexterity 9, Constitution 23, Intelligence 1, Wisdom 13, Charisma 4 |
Skills | Listen +9, Spot +9 |
Feats | Alertness, Great Fortitude, Iron Will, Weapon Focus (tail spike) |
Environment | Warm forests |
Organization | Solitary, pair or herd (4-7) |
Challenge Rating | 7 |
Treasure | None |
Alignment | Always neutral |
Advancement | 10-18 HD (Huge), 19-27 HD (Gargantuan) |
Level Adjustment | – |
COMBAT
If threatened, a dacentrurus will assume a defensive position, always keeping its tail facing its enemies. If badly outnumbered or surrounded, it flees, as it is both weaker and faster than its larger kin.
Augmented Critical (Ex): The spikes on the tail of a dacentrurus are keen and as sharp as picks. They threaten a critical hit on a 19-20 and deal x4 damage on a successful critical hit.
Fortification (Ex): The bony plates on the neck and shoulders of a dacentrurus help to protect its spine from injury. Any critical hit or sneak attack made against the dacentrurus has a 10% chance of failing, dealing only normal damage.
Spiny Defense (Ex): Any creature that hits a dacentrurus in melee using a handheld or natural weapon (but not a reach weapon) must succeed on a DC 13 Reflex save or take 1d6+6 points of damage from the creature’s broad spines. The save DC is Dexterity-based.
Originally appeared in Monster Manual II (1983).