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Dinosaur, Parasaurolophus

Parasaurolophus
Sketch of the hadrosaurid Parasaurolophus in tetrapod or quadrupedal pose, anatomically correct. Made by Tim Bekaert, 2006. Like other hadrosaurs, Parasaurolophus was facultatively bipedal, i.e. they could alternate between two legs and four, probably preferring a quadrupedal gait while they foraged for food and assuming a bipedal mode for faster running.

Originally Posted by Darknecromancer of the Wizards Community forums. 

On this Thread

At 3 tons and 35 ft in length, Parasaurolophus is a force to be reckoned with even though it is normally a peaceful herbivore. They are distinguished from all other duck-bills because they have a large horn jutting from the beck of their skull a full 3 feet. Their nasal passages run through this and allow them to create great trumpeting noises to warn others of danger or to attract mates.

A Parasaurolophus will usually try to escape, but if combat is imminent, it will smack attackers with its tail, putting every bit of its weight behind these awesome Blows.


Dinosaur, Hadrosaur

Family: Dinosaurs

Huge beast, unaligned

Armor Class 14 (natural armor)
Hit Points 76 (8d12 + 24)
Speed 30 ft.

STRDEXCONINTWISCHA
19 (+4)11 (+0)17 (+3)2 (-4)10 (+0)6 (-2)

Senses passive Perception 10
Languages –
Challenge 2 (450 XP)

SPECIAL TRAITS

  • Trampling Charge. If the Hadrosaur moves at least 20 feet straight toward a creature and hits that creature with a Ram attack on the same turn, that target must succeed on a DC 13 Strength check or be knocked prone. If the target is knocked prone, the Hadrosaur may make one Stomp attack against it as a bonus action.

ACTIONS

  • RamMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.
  • StompMelee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 17 (3d8 + 4) bludgeoning damage.

ABOUT

A generally placid and peaceful grazer of grass and ferns, the Hadrosaur is a danger only in large numbers. Shy, these creatures prefer to avoid trouble. However, each herd keeps several of its number on lookout. When danger threatens, the herd bunches together, placing young and pregnant females in the center. If the threat attacks, the herd attempts to move away en masse, but this direction is always away from the first threat and might lead to them trampling other hunters or running into a more dangerous situation.

Section 15: Copyright Notice

Tome of Horrors 2020, (C) 2020, Necromancer Games

Parasaurolophus
Huge animal
Hit Dice17d8+176 (252hp)
Initiative+0
Speed40 ft. (0 squares)
Armor Class17 (-2 size, +9 natural), touch 8, flat-footed 17
Base Attack+12
AttackSlam +19 melee (2d6+10)
Space/Reach15 ft./10 ft.
Special AttacksTrample
Special QualitiesLow-light, Scent
SavesFort +9, Ref +5, Will +9
AbilitiesStrength 24, Dexterity 11, Constitution 29, Intelligence 2, Wisdom 15, Charisma 12
SkillsListen +15, Spot +15
FeatsImproved Toughness, Run, Iron Will, Toughness (x2)
Climate/TerrainTemperate Plains
OrganizationSolitary, Pair, or Herd (20-40)
Challenge Rating9
TreasureNone
AlignmentAlways neutral
Advancement18-25 HD (Huge)

Combat

Trample (Ex) Damage is 2d6+10 points of bludgeoning. Attacks of opportunity at a -4 penalty or Ref save for half as usual. DC 25.

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