World Bestiary › Animal › Dinosaur

Late Cretaceous Megaherbivore

Edmontosaurus, Titan of the Floodplains

A hoofed, duck-billed giant whose herds shake the coastal plains—and whose speed, vigilance and sheer mass make even tyrannosaurs choose their attack carefully.

  • Huge Beast
  • Herbivore
  • Herd Animal
  • Late Cretaceous
  • Hollow Earth Survivor
Scientifically informed reconstruction of Edmontosaurus crossing a Late Cretaceous floodplain
Edmontosaurus on a Late Cretaceous floodplain: a massive hadrosaur with a broad beak, weight-bearing forefeet, hoof sheaths, a fleshy midline crest and a row of fitted tail spikes.
Scientific name Edmontosaurus
Known species E. regalis and E. annectens
Age Late Cretaceous, about 73–66 million years ago
Range Western North America
Typical length About 30–43 ft. (9–13 m)
Diet Tough terrestrial vegetation
Movement Four-legged walking; faster bipedal bursts
Organisation Solitary, pair or herd

The Great Duck-Billed Grazer

Edmontosaurus is one of the largest and best-known hadrosaurs: a deep-bodied plant-eater with a broad keratinous beak, batteries containing hundreds of continually replaced teeth, powerful hindquarters and a long tail that balances its tremendous body.

It crops twigs, leaves, needles, seeds and other coarse growth with its beak, then grinds that material between densely packed cheek teeth. Adults usually travel on all fours, their forefeet and hind feet bearing different forms of hoof sheath. When danger closes, a healthy animal can lengthen its stride and drive forward with its stronger hind limbs.

Known from the skin outward. Exceptionally preserved “mummies” reveal tiny pebble-like scales, a fleshy midline crest running along the neck and trunk, fitted spikes continuing down the tail and true hoof sheaths around the toes. Its colour remains unknown.

Game Statistics

Use a single adult as a powerful but reluctant combatant. It flees when a route remains open, turns its bulk against attackers that block the herd, and fights hardest when trapped beside younger or injured animals.

Edmontosaurus

Huge Beast (Dinosaur), Unaligned

Armour Class 14 (natural armour)
Hit Points 147 (14d12 + 56)
Speed 40 ft.

STR 23 (+6)
DEX 10 (+0)
CON 18 (+4)
INT 2 (−4)
WIS 14 (+2)
CHA 8 (−1)

Saving Throws Str +9, Con +7, Wis +5
Skills Perception +5, Survival +5
Senses passive Perception 15
Languages
Challenge 6 (2,300 XP)   Proficiency Bonus +3

Traits

Herd Vigilance. While another Edmontosaurus is within 30 feet of it, the Edmontosaurus has advantage on Wisdom (Perception) checks and saving throws against the Frightened condition.

Sure-Footed. The Edmontosaurus has advantage on ability checks and saving throws made to resist being knocked Prone or moved against its will.

Trampling Charge. If the Edmontosaurus moves at least 20 feet straight toward a creature and then hits it with Ram on the same turn, the target must succeed on a DC 16 Strength saving throw or have the Prone condition. If the target falls Prone, the Edmontosaurus can make one Stomp attack against it as a Bonus Action.

Actions

Multiattack. The Edmontosaurus makes one Tail Slam attack and one Stomp attack.

Ram. Melee Attack Roll: +9, reach 10 ft. Hit: 19 (3d8 + 6) Bludgeoning damage.

Stomp. Melee Attack Roll: +9, reach 5 ft. Hit: 22 (3d10 + 6) Bludgeoning damage.

Tail Slam. Melee Attack Roll: +9, reach 15 ft. Hit: 19 (3d8 + 6) Bludgeoning damage.

Reaction

Break from the Predator. When a creature the Edmontosaurus can see ends its turn within 10 feet of it, the Edmontosaurus moves up to 20 feet without provoking Opportunity Attacks. It cannot use this reaction if its Speed is 0.

Edmontosaurus

CR 7   XP 3,200   N Huge animal

Init +0; Senses low-light vision, scent; Perception +21

Defence

AC 19, touch 8, flat-footed 19 (−2 size, +11 natural)
hp 136 (13d8 + 78)
Fort +14, Ref +8, Will +7
Defensive Abilities herd vigilance, sure-footed

Offence

Speed 40 ft.
Melee ram +16 (2d8 + 13) or tail slap +16 (3d8 + 13) and 2 stomps +11 (2d6 + 4)
Space 15 ft.; Reach 10 ft. (15 ft. with tail slap)
Special Attacks powerful charge (ram, 4d8 + 13), trample (2d8 + 13, DC 25)

Statistics

Str 28, Dex 10, Con 22, Int 2, Wis 13, Cha 7
Base Atk +9; CMB +16 (+18 bull rush); CMD 26 (30 vs. bull rush and trip)
Feats Alertness, Endurance, Iron Will , Improved Bull Rush, Improved Natural Attack (tail slap), Power Attack, Run
Skills Perception +21

Ecology

Environment temperate coastal plains, floodplains and open woodland
Organisation solitary, pair, herd (6–40) or great herd (41–400)
Treasure none

Special Abilities

Herd Vigilance (Ex). While another Edmontosaurus is within 30 feet, the Edmontosaurus gains a +2 morale bonus on Perception checks and saving throws against fear.

Sure-Footed (Ex). An Edmontosaurus gains a +4 racial bonus to CMD against bull rush and trip attempts.

Trample (Ex). As a full-round action, the Edmontosaurus may move up to twice its speed and pass through the spaces of creatures at least one size category smaller than itself. Affected creatures take 2d8 + 13 points of bludgeoning damage and may attempt a DC 25 Reflex save for half damage. The save DC is Strength-based.

Edmontosaurus

Huge Animal

Hit Dice 19d8+205 (290 hp)
Initiative +0
Speed 40 ft. (8 squares)
Armour Class 18 (−2 size, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple +14/+30
Attack Ram +20 melee (2d8+12) or tail slam +20 melee (3d8+12)
Full Attack Tail slam +20 melee (3d8+12) and 2 stomps +15 melee (2d6+4)
Space/Reach 15 ft./10 ft. (15 ft. with tail slam)
Special Attacks Powerful charge, trample 2d8+12
Special Qualities Herd vigilance, low-light vision, scent, sure-footed
Saves Fort +21, Ref +11, Will +9
Abilities Str 27, Dex 10, Con 31, Int 1, Wis 12, Cha 10
Skills Listen +16, Spot +16
Feats Iron Will , Improved Natural Attack (tail slam), Toughness (5)
Environment Temperate coastal plains, floodplains and open woodland
Organisation Solitary, pair, herd (6–40) or great herd (41–400)
Challenge Rating 10
Treasure None
Alignment Always neutral
Advancement 20–26 HD (Huge); 27–38 HD (Gargantuan)
Level Adjustment

Combat

An Edmontosaurus normally withdraws from danger. If surrounded, it uses its tail to open an escape route and tramples smaller enemies that stand between it and the herd.

Powerful Charge (Ex). An Edmontosaurus deals 4d8+12 points of damage when it makes a successful charge with its ram attack.

Trample (Ex). Reflex DC 27 half. The save DC is Strength-based.

Herd Vigilance (Ex). While another Edmontosaurus is within 30 feet, the Edmontosaurus gains a +2 morale bonus on Listen and Spot checks and on saving throws against fear.

Sure-Footed (Ex). An Edmontosaurus gains a +4 racial bonus on checks or rolls made to resist bull rush and trip attempts.

Skills. An Edmontosaurus has a +4 racial bonus on Listen and Spot checks.

Running an Edmontosaurus Stampede

A stampede belongs to the whole encounter, not to one animal. Use it when at least six Edmontosauruses are fleeing together. The moving herd should remain visible on the battlefield and should have an obvious direction, edge and possible escape route.

Edition Stampede effect
D&D 5.5e Creatures in a 30-foot-wide path crossed by the herd make a DC 16 Dexterity save, taking 27 (6d8) Bludgeoning damage and falling Prone on a failure, or taking half damage without falling Prone on a success.
Pathfinder 1e Creatures crossed by the herd take 6d6 bludgeoning damage and fall prone; a DC 21 Reflex save halves the damage and negates falling prone.
D&D 3.5e Creatures crossed by the herd take 2d12 damage for every five Edmontosauruses in the moving group, to a maximum of 8d12; a DC 23 Reflex save halves the damage.

Behaviour and Ecology

Herd Life

Mass bonebeds show that Edmontosauruses gathered in large numbers. Herd size and migration patterns vary with food, water, breeding and danger. Individuals watch one another closely, so alarm can travel through a group before a predator reaches striking distance.

A threatened herd does not form a disciplined military wall. Adults bunch together, turn away from the danger and search for open ground. Confusion, constricted terrain or attacks from several directions can turn that retreat into a lethal stampede.

Feeding

The broad beak strips vegetation while the tooth batteries grind tough material. Edmontosaurus feeds from ground level into the lower branches, taking conifer needles, twigs, seeds, leaves and other fibrous plants available across its range.

It is a land animal of coastal plains, river systems and open woodland. Waterways shape its habitat, but it neither filters food like a duck nor lives as a semi-aquatic grazer.

Predators

Tyrannosaurs are the most dangerous hunters in the animal’s world. Fossils preserve healed bite injuries, proving that some Edmontosauruses survived direct attacks. Speed, endurance, alert herd-mates and the difficulty of bringing down a healthy adult are its strongest defences.

Display and Sound

The fleshy crest and tail spikes give the animal a more striking silhouette than older reconstructions suggested. Colour is unknown. Calls, bellows and other low sounds are reasonable at the table, but their exact voices and social signals remain reconstruction rather than direct evidence.

Edmontosaurus in SpiralWorlds

Edmontosaurus first belongs to the Flowering World , when hadrosaurs, ceratopsians, armoured dinosaurs and tyrannosaurs occupy the last great dinosaur kingdoms of western North America.

In the campaign present of 1454 CE, surviving herds remain natural animals rather than summoned monsters or magical recreations. Their greatest populations inhabit the open plains, river basins and forest margins of Hollow Earth . Smaller groups can persist in isolated lost valleys or other refuges whose routes have remained closed to the surface world.

Most surface scholars know Edmontosaurus only through immense bones, travellers’ tales and objects carried back from disastrous expeditions. A living herd therefore signals that the characters have crossed into an older ecology—one where ordinary animals can be larger and more dangerous than many supernatural monsters.

Using Edmontosaurus in Play

River of Giants

A migrating herd crosses the party’s route for hours. Predators, frightened pack animals or a badly timed spell could turn a difficult wait into a stampede.

The Healed Bite

An old animal carries deep tyrannosaur scars and becomes agitated whenever the pursuing predator draws near. Reading its behaviour may warn the party before the hunter appears.

Broken Expedition

A Hollow Earth caravan has lost its route after a herd flattened its markers and scattered its supplies. The characters must recover the trail without driving the animals into another camp.

Open the Escape

A landslide, palisade or magical barrier traps a herd as predators approach. Saving the animals requires creating a visible route before panic makes the confined valley deadly.

Treasure and Usable Remains

Edmontosaurus carries no treasure. A carcass can nevertheless support a stranded expedition or provide materials to people accustomed to working enormous animals. Harvesting should follow a hunt, natural death or scavenging scene rather than turning every encounter into automatic loot.

Material Use Typical check
Heavy hide Shelters, shields, rawhide bindings or mundane hide armour Survival or relevant Craft DC 15
Beak and hoof keratin Tool edges, bow fittings, decorative inlay or alchemical stock Survival or relevant Craft DC 14
Bone and tendon Hafts, braces, cordage, sleds and structural supports Survival or relevant Craft DC 13
Meat Large quantities of food, provided it can be preserved quickly Survival DC 12

Historical and Scientific Context

The name means “Edmonton lizard,” referring to the Canadian rocks from which the genus was first described. Two recognised species occupy different parts of the closing Cretaceous: the earlier Edmontosaurus regalis and the later Edmontosaurus annectens.

Edmontosaurus has repeatedly changed how dinosaurs are reconstructed. Early workers treated duck-billed dinosaurs as swamp-dwelling animals and even mistook preserved tissue between the fingers for swimming membranes. Better anatomy, trackways and sedimentary evidence established a terrestrial animal able to walk on two or four legs.

The fossils commonly called dinosaur “mummies” do not preserve an intact corpse. In the best recent examples, a paper-thin clay film formed around a dried carcass and recorded its outer surface before the organic material disappeared. That exceptional template preserves the scales, crest, spikes and hooves closely enough to reconstruct the animal’s external profile.

Video: The Hoofed Dinosaur Revealed

Edmontosaurus mummy discovery video thumbnail
Hooved Edmontosaurus Revealed in Wyoming Badlands. University of Chicago Biological Sciences Division examines the remarkable Edmontosaurus mummy discoveries and the evidence for its fleshy crest, tail spikes and hoof sheaths. Watch on YouTube .

Dinosaur Directory

Browse the complete SpiralWorlds dinosaur collection for predators, herbivores and prehistoric encounter companions.

Late Cretaceous Neighbours

Build the closing dinosaur kingdoms with Tyrannosaurus , Triceratops and Ankylosaurus .

Sources and Further Reading

Game material: The revised D&D 5.5e, Pathfinder 1e and D&D 3.5e statistics and encounter material on this page are original SpiralWorlds adaptations.

Return to the World Bestiary
Scroll to Top