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Dinosaur, Gallimimus — Fleet-Footed Forager of the Wild Plains

Dinosaur, Gallimimus

Gallimimus is a sleek, ostrich-like dinosaur with powerful hind limbs built for speed. Its long, sinewy neck supports a small, birdlike head with large, forward-facing eyes and a flat, toothless beak perfect for snatching up food on the run. Covered in fine protofeathers, it displays a mottled brown-and-tan pattern ideal for blending into dry grasslands. Its long tail acts as a counterbalance during high-speed chases.


Behaviour:
Herd-oriented and hyper-alert, they are rarely found alone. They communicate through sharp chirps and low grunts, coordinating sudden stampedes to confuse predators. When threatened, they prefer flight over fight—literally outpacing danger with blinding speed. Juveniles stick close to adults, protected by the sheer chaos of the group.


Habitat:
Gallimimus thrives in open plains, semi-arid savannas, and lightly forested scrublands. They require wide spaces to graze and sprint, rarely venturing into thick vegetation or mountainous regions. Fossilized trackways suggest they often migrate en masse in search of seasonal feeding grounds.


Modus Operandi:
Fast and reactive, it uses hit-and-run tactics to secure food—darting in to snatch insects, fruits, or small lizards before bolting off again. In combat, they rely on disorienting speed and mass movement, using herd-stampedes to trample foes or escape enclosures. A cornered Gallimimus can deliver a swift, slicing kick from its clawed toes.


Motivation:
Driven by instinct and survival, it seeks only food, safety, and the comfort of its herd. Its intelligence is limited, but its situational awareness is razor-sharp. If separated or wounded, its sole focus becomes reuniting with its kin or fleeing perceived danger at all costs.


  • Gallimimus 5e
  • Gallimimus 3.5

Medium Beast, Unaligned


Armor Class 14 (natural agility)
Hit Points 33 (6d8 + 6)
Speed 70 ft.

STRDEXCONINTWISCHA
12 (+1)18 (+4)13 (+1)2 (–4)12 (+1)6 (–2)

Saving Throws Dex +6
Skills Acrobatics +6, Perception +3
Senses Passive Perception 13
Languages
Challenge 1/2 (100 XP)
Proficiency Bonus +2


Traits

Incredible Speed.
It can take the Dash action as a bonus action. While it is dashing, opportunity attacks against it are made with disadvantage.

Stampede Instinct (Recharge 5–6).
If the Gallimimus starts its turn within 10 feet of at least one other Gallimimus, it can move through spaces occupied by Medium or smaller creatures this turn without provoking opportunity attacks.
Each creature it moves through must succeed on a DC 13 Strength saving throw or be knocked prone.

Evasive Reflexes.
When the Gallimimus is hit by a melee attack, it can use its reaction to move up to 10 feet away from the attacker without provoking opportunity attacks. This movement must take it directly away from the attacker.


Actions

Clawed Kick. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 1) slashing damage.
If the Gallimimus moved at least 30 feet straight toward the target immediately before the attack, the target must succeed on a DC 12 Strength saving throw or be knocked prone.

Startling Dash (1/Day).
It moves up to its full speed in a blur of motion. Each creature within 5 feet of its path must succeed on a DC 13 Wisdom saving throw or be startled until the end of their next turn. A startled creature can’t take reactions and has disadvantage on its next attack roll.


Tactics

A Gallimimus avoids direct combat unless cornered or emboldened by its herd. It relies on raw speed and agility to harass enemies with quick strikes before fleeing. In groups, Gallimimus employ coordinated stampedes to overwhelm foes, especially in narrow terrain.

When encountered alone, it will typically flee at the first sign of danger. If reduced to half its hit points or fewer, it will attempt to disengage and escape unless surrounded or defending its young.

In the wild, they are sometimes used as decoys by predatory creatures or as natural alarms by druidic circles.


Optional Variant: Enchanted Gallimimus

In rare regions touched by fey or elemental magic, some Gallimimus develop magical abilities. Replace Startling Dash with the following action:

Blurring Gallop (Recharge 5–6).
The Gallimimus becomes briefly incorporeal, surging forward as a spectral blur. Until the end of its turn, it can move through creatures and nonmagical objects as if they were difficult terrain.
Each creature it passes through takes 5 (1d10) force damage.

Gallimimus are the runners of the dinosaur world. Built much like an ostrich (their name means ‘bird-mimic’), they depend on outrunning predators rather than armor or weapons for defense.

Originally Posted by Wippit Guud of the En World forums.
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Gallimimus
Large Beast
Hit Dice5d10+10 (37 hp)
Initiative+3 (Dexterity)
Speed60 ft.
AC16 (-1 Size +3 Dexterity, +4 natural)
AttacksBite +6 melee
DamageBite 1d6+4
Face/Reach5 ft. by 5 ft./10 ft.
Special Attack
Special QualitiesRun, Scent
SavesFort +2, Ref +5, Will +1
AbilitiesStrength 19, Dexterity 17, Constitution 15, Intelligence 1, Wisdom 12, Charisma 8
SkillsListen +5, Spot +5
FeatsRun,
Climate/TerrainWarm forest, hill, and plains
OrganizationFlock (6-32)
Challenge Rating2
TreasureNone
AlignmentAlways neutral
Advancement6-9 HD (Large)

Combat

Run (Ex) Gallimimus receive the run feat for free.

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