Dinosaur, Zuniceratops, the Horned Guardian of the Badlands
“With razor-sharp horns and a bone-shielded skull, the Zuniceratops is the pint-sized prehistoric tank you never saw coming!”

The Zuniceratops is a stocky, quadrupedal dinosaur measuring up to 11 feet in length, armored with a rugged hide of mottled brown and mossy green, providing natural camouflage in scrubland terrain. Its most striking feature is a pair of forward-curving brow horns above alert, amber-colored eyes. A modest but stiff frill juts from the back of its skull, edged with bony ridges—more display than defense, but intimidating nonetheless.
Behavior:
Zuniceratops are vigilant and fiercely territorial. Living in small herds of up to eight individuals, they form tight social bonds and exhibit protective instincts, especially toward juveniles. They communicate through deep grunts, stomps, and horn gestures. While not aggressive by nature, they can erupt into sudden, coordinated charges when provoked.
Habitat:
Zuniceratops dwell in dry floodplains, rocky canyons, and semi-arid woodland near ancient riverbeds. These creatures thrive where cycads, ferns, and low shrubs flourish. Fossil-rich badlands and mesas mark their ancient migratory paths.
Modus Operandi:
When threatened, a Zuniceratops will first issue a warning display: a stomp, a shake of its frill, and a resonant snort. If the threat persists, it lowers its head and charges with alarming speed and accuracy, aiming its horns at the enemy’s midsection. Packs will circle their young and take turns charging or flanking predators. Lone adventurers who stumble into a herd’s territory often mistake their size for sluggishness—a fatal error.
Motivation:
Zuniceratops are driven by instinct: survival, protection of their kind, and dominance in contested grazing grounds. They do not pursue prey, but will fight with brutal persistence when defending territory or family. Some druids believe their frills resonate with the earth’s vibrations, giving them a mysterious, almost spiritual connection to the land.
Zuniceratops 5e
Zuniceratops, Pathfinder
Zuniceratops 3.5
Zuniceratops

Large Beast, Unaligned
Armor Class 14 (natural armor)
Hit Points 65 (7d10 + 21)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 12 (+1) | 17 (+3) | 2 (–4) | 13 (+1) | 6 (–2) |
Saving Throws Con +5
Skills Perception +3, Athletics +6
Senses passive Perception 13
Languages —
Challenge 2 (450 XP)
Proficiency Bonus +2
Keen Smell
The Zuniceratops has advantage on Wisdom (Perception) checks that rely on smell.
Herd Instinct
While within 20 feet of another Zuniceratops, it has advantage on attack rolls against a creature within 5 feet of one of its allies.
Sure-Footed
The Zuniceratops has advantage on Strength and Dexterity saving throws made to avoid being knocked prone.
Actions
Gore
Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 15 (2d8 + 4) piercing damage.
Frill Slam
Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage.
If the target is Medium or smaller, it must succeed on a DC 14 Strength saving throw or be pushed 10 feet away and knocked prone.
Bonus Actions
Rallying Bellow (Recharge 5–6)
It bellows thunderously. Each friendly beast within 30 feet that can hear it gains advantage on their next attack roll or saving throw before the end of their next turn.
Reactions
Defensive Charge
When a hostile creature moves within 10 feet of the Zuniceratops or one of its allies, it can move up to 10 feet in a straight line and make a Gore attack as part of the reaction. This movement does not provoke opportunity attacks.
Tactics
Zuniceratops operate best in coordinated herds. They attempt to knock enemies prone with Frill Slam to expose them to allies’ attacks, and use Defensive Charge to protect weaker herd members or disrupt enemy formations. If outnumbered or cornered, they may attempt to retreat unless protecting young or territory.
Variant: Elder Zuniceratops (CR 3)
- Hit Points 85 (10d10 + 30)
- Gore Damage 20 (3d8 + 4)
- Gains Legendary Resistance (1/Day)
Earthshaking Stomp (Bonus Action, Recharge 6)
The Zuniceratops slams the ground. Each creature within 10 feet must succeed on a DC 14 Dexterity saving throw or fall prone as the earth trembles beneath them.
Zuniceratops

This mid-sized ceratopsian dinosaur boasts a pair of brow horns, a narrow frill, and a surprisingly aggressive stance. It stomps, snorts, and charges with sudden fury to protect its herd.
XP 800
N Large animal
Init +1; Senses low-light vision, scent; Perception +7
DEFENSE
AC 16, touch 10, flat-footed 15 (+1 Dex, +6 natural, –1 size)
hp 34 (4d8+16)
Fort +7, Ref +5, Will +2
Defensive Abilities sure-footed
OFFENSE
Speed 40 ft.
Melee gore +8 (2d6+6), tail slap +8 (1d8+6)
Space 10 ft.; Reach 5 ft.
Special Attacks trample (2d6+6, DC 16), frill slam
STATISTICS
Str 19, Dex 12, Con 18, Int 1, Wis 13, Cha 6
Base Atk +3; CMB +8; CMD 19 (23 vs. trip)
Feats Power Attack, Toughness
Skills Perception +7
Racial Modifiers +2 Perception
SQ herd instinct
ECOLOGY
Environment warm plains, arid scrublands, badlands
Organization solitary, pair, or herd (3–8)
Treasure none
SPECIAL ABILITIES
Frill Slam (Ex)
As a standard action, a Zuniceratops can bash an adjacent foe with its bony frill. This is a secondary natural attack that deals 1d8+3 bludgeoning damage. If the attack hits, the target must succeed on a DC 15 Fortitude save or be dazed for 1 round. The save DC is Constitution-based.
Herd Instinct (Ex)
A Zuniceratops gains a +2 morale bonus on attack rolls and saving throws against fear effects while within 30 feet of another allied Zuniceratops.
Sure-Footed (Ex)
Zuniceratops are well-adapted to uneven terrain. They gain a +4 racial bonus on Acrobatics checks to balance, to move through difficult terrain, and to resist being tripped.
TACTICS
Before Combat
Zuniceratops avoid conflict when possible, using body language and loud snorts to ward off threats. If a creature continues to approach, it lowers its head and prepares to charge.
During Combat
In combat, a Zuniceratops attempts to trample weaker foes and uses Frill Slam to disrupt formations. When fighting in groups, they act in concert, flanking and blocking enemies to protect vulnerable herd members.
Morale
A Zuniceratops flees if reduced to fewer than half its hit points and no herd remains. If defending offspring, it fights to the death.
VARIANT: Elder Zuniceratops (CR 4)
Larger, older Zuniceratops are dominant within herds and more dangerous in combat.
- Hit Dice: 6d8+30 (57 hp)
- Gore: 2d8+8
- CMB/CMD: +11 / 24 (28 vs. trip)
- Frill Slam DC increases to 17; the dazed duration increases to 1d3 rounds
- Gains Improved Bull Rush as a bonus feat
Zuniceratops as Animal Companion
A Zuniceratops may be taken as an animal companion with GM permission (treat as a triceratops with adjusted size and damage). At 7th level, it grows to Large and gains the trample special attack.
Zuniceratops

Large Animal
Hit Dice: 6d8+18 (45 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 16 (–1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +6/+14
Attack: Gore +9 melee (2d6+6)
Full Attack: Gore +9 melee (2d6+6) and tail slap +4 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trample (2d6+9, DC 16), Frill Slam (see below)
Special Qualities: Low-light vision, scent, sure-footed, herd instinct
Saves: Fort +8, Ref +5, Will +3
Abilities: Str 22, Dex 12, Con 17, Int 2, Wis 12, Cha 6
Skills: Perception +8 (+12 scent), Listen +8, Spot +8
Feats: Power Attack, Improved Bull Rush
Environment: Warm plains, badlands, arid scrub
Organization: Solitary, pair, or herd (3–8)
Challenge Rating: 3
Treasure: None
Alignment: Neutral
Advancement: 7–8 HD (Large); 9–12 HD (Huge)
Level Adjustment: —
Special Attacks
Trample (Ex):
It can attempt to trample a foe by charging over it. The trample attack deals 2d6+9 damage (based on size and Strength). The target can attempt a DC 16 Reflex save for half damage and to avoid being knocked prone.
Frill Slam (Ex):
As a standard action, the Zuniceratops can slam a creature within 5 feet with its heavy bony frill. This attack deals 1d8+3 bludgeoning damage and forces the target to make a DC 15 Fortitude save or be dazed for 1 round. The save DC is Constitution-based.
Special Qualities
Sure-Footed:
The Zuniceratops gains a +4 racial bonus on checks to avoid being tripped and on Acrobatics checks in difficult terrain.
Herd Instinct:
While within 30 feet of at least one other Zuniceratops, the creature gains a +2 morale bonus on attack rolls and saving throws against fear effects.
Tactics
Before Combat:
Zuniceratops generally avoid combat unless threatened or defending territory or young. They use intimidating snorts and body language to warn intruders.
During Combat:
The Zuniceratops opens with a powerful gore attack from a charge. If foes survive, it uses its frill slam to stun and disrupt enemy formations. In groups, they coordinate to flank opponents and protect vulnerable herd members.
Morale:
If wounded severely and isolated from allies, a Zuniceratops may retreat. If protecting young, it fights ferociously to the death.
Ecology
Habitat: Warm plains, badlands, and dry scrublands.
Diet: Herbivore, primarily browsing tough foliage and low shrubs.
Organization: Solitary or small herds of up to eight.
Physical Description: The Zuniceratops is a mid-sized ceratopsian dinosaur with sharp brow horns, a narrow frill, and powerful legs adapted for quick charges. Its robust build and protective instincts make it a formidable defender of its young.