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(Dinosaur) Pachyrhinosaurus, the Iron-Helmed Colossus

Pachyrhinosaurus is a robust, heavily built herbivore measuring about 20 feet long, adorned with massive, thickened bony bosses replacing traditional horns on its snout and above its eyes. Its wide, parrot-like beak is perfect for cropping tough vegetation, and its broad, ornate frill extends from the back of its skull, edged with sharp, jagged protrusions that vary between individuals. Its skin is tough and leathery, often mottled in earthy browns and greens, aiding camouflage within forested environments.

Behaviour

Pachyrhinosaurus is a generally docile but fiercely protective creature, especially when guarding its young or defending territory within its herd. These dinosaurs travel in large groups, relying on collective vigilance and the intimidating display of their bony bosses and frills to deter predators. Social dominance is often established through ritualized head-butting contests, leveraging their thick bosses for blunt-force impacts rather than piercing horns.

Habitat

It inhabits temperate woodlands, floodplains, and ancient conifer forests, favoring regions with abundant ferns, cycads, and other prehistoric flora for grazing. Its range spans cooler, northern climates, suggesting adaptations to seasonal changes and migration.

Modus Operandi

When threatened, Pachyrhinosaurus forms defensive circles or lines with the herd, presenting a wall of armored skulls toward the threat. Individuals may charge or butt opponents using their heavy bosses to incapacitate or drive off predators. It prefers to avoid combat but will not hesitate to fight to protect calves or maintain dominance within the group.

Motivation

Driven by survival, Pachyrhinosaurus prioritizes herd safety, nourishment, and reproduction. Its thick skull and formidable size serve as both defense and social tools in the struggle for status and protection within its community, embodying the resilience and power of the ancient wilds it calls home.


  • Pachyrhinosaurus 5e
  • Pachyrhinosaurus 3.5

Huge Beast, Unaligned
Challenge: 6 (2,300 XP)
Proficiency Bonus: +3


Armor Class 14 (natural armor)

Hit Points 115 (10d12 + 50)

Speed 40 ft.


STRDEXCONINTWISCHA
22 (+6)10 (+0)20 (+5)3 (–4)12 (+1)8 (–1)

Saving Throws Strength +9, Constitution +8

Skills Perception +4

Senses passive Perception 14

Languages


Traits

  • Thick Bony Bosses. The Pachyrhinosaurus has resistance to bludgeoning damage from nonmagical weapons.
  • Herd Tactics. The Pachyrhinosaurus has advantage on attack rolls against a creature if at least one of the Pachyrhinosaurus’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Territorial Roar (Recharge 5–6). Pachyrhinosaurus emits a thunderous roar. Each creature of the Pachyrhinosaurus’s choice within 30 feet and able to hear it must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn.

Actions

Multiattack.

The Pachyrhinosaurus makes two attacks: one with its Boss Bash and one with its Tail Slam.


Boss Bash.

Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 27 (4d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be stunned until the end of its next turn.


Tail Slam.

Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 20 (3d10 + 6) bludgeoning damage.

  • If the target is Medium or smaller and is knocked prone, the Pachyrhinosaurus can make one Boss Bash attack against it as a bonus action.

Tactics

  • Pachyrhinosaurus fights primarily to defend its herd, using its Territorial Roar to intimidate foes and create openings.
  • It uses Herd Tactics to coordinate attacks with allies, focusing on overwhelming single targets.
  • It relies on Boss Bash to stun enemies and then follows up with Tail Slam to knock foes prone, maximizing its damage output with bonus attacks.
  • It prefers to maintain formation with its herd, rarely fighting alone unless cornered or protecting young.

Environment

Temperate woodlands, ancient conifer forests, and floodplains rich in vegetation.


Treasure

Massive bones and distinctive boss fragments are prized by tribes and hunters, often used as trophies, weapons, or ceremonial masks.

By James havens - Own work, CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=22965528, Pachyrhinosaurus
By James havens – Own work, CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=22965528

A massive beast chops happily on the ferns. It is smaller than and of the other Ceretosian creatures you have seen, and as it turns to you, you see it has no horn, but a thick stump where one would be. It doesn’t seem to mind you and turns back to eating.

Originally Posted by Darknecromancer of the Wizards Community forums.

On this Thread

Pachyrhinosaurus is perhaps the most bizarre member of the Ceretosian creatures. Instead of a horn, it has a large, thick mass of bone on its face. Outside of this, it looks like a small Triceratops.

Pachyrhinosaurus
Huge animal
Hit Dice11d8+78 (127 hp)
Initiative-1 (-1 Dexterity)
Speed30 ft. (6 squares)
Armor Class18 (-2 size, -1 Dexterity, +11 natural), touch 7, flat-footed 18
Base Attack/Grapple+8/+21
AttackSlam +11 melee (2d8 +4)
Full AttackSlam +11 melee (2d8 +4)
Space/Reach15 ft./10 ft.
Special AttacksBone crush, powerful charge, trample
Special QualitiesLow-Light Vision, Scent
SavesFort +14, Ref +7, Will +5
AbilitiesStrength 18, Dexterity 9, Constitution 22, Intelligence 2, Wisdom 13, Charisma 7
SkillsHide -9, Listen +8, Spot +7
FeatsImproved Critical, Power Attack, Run, Weapon Focus(Slam), Improved Toughness
EnvironmentWarm plains, forests, hills
OrganizationSolitary, Pair, or herd (2-5)
Challenge Rating7
TreasureNone
AlignmentAlways neutral
Advancement12-24 HD (Huge); 25-36 HD (Gargantuan)
Level Adjustment

Combat

A Pachyrhinosaurus is much calmer than its larger brethren and is much less likely to attack, but it is much more defensive if there are young around.

Bone Crush (Ex) A Pachyrhinosaurus can cause serious damage with the stump on its face. After it hits with a slam attack, it causes massive internal damage, causing 1 point of cumulative Dexterity damage per attack as bones break and bruises form.

Powerful Charge (Ex) A Pachyrhinosaurus deals double damage on a charge.

Trample (Ex) As a full-round action, a Pachyrhinosaurus with this special attack can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. If the trampling Pachyrhinosaurus moves over only some of a target’s space, the target can make an attack of opportunity against the t Centrosaurus at a –4 penalty. A trample attack deals bludgeoning damage (3d8 +6).

Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage. The save DC against a creature’s trample attack is 20. A trampling Pachyrhinosaurus can only deal trampling damage to each target once per round; no matter how many times its movement takes it over a target creature.

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