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(Dinosaur) Sinornithosaurus

Sinornithosaurus is a small, agile dinosaur belonging to the Dromaeosaurid family. With a length of approximately 3 to 4 feet, it possesses a sleek and streamlined form, covered in feathers of varying colors, providing excellent camouflage within its forested habitat.

Its keen sense of smell allows Sinornithosaurus to detect potential prey from a distance, making it a proficient hunter. With sharp claws and a powerful jaw, it delivers swift and precise attacks, often using its speed to outmaneuver larger foes.

Despite its limited intelligence, Sinornithosaurus displays remarkable coordination within its pack, effectively utilizing pack tactics to bring down larger creatures. While it primarily relies on instinct, it can demonstrate cunning and resourcefulness in securing food and evading danger.

Found in the shadowy recesses of dense woodlands, Sinornithosaurus moves effortlessly through trees, using its climbing ability to its advantage. Although not inherently aggressive, it will defend itself fiercely when threatened.

Sinornithosaurus

Small Theropod Dinosaur (Dromaeosaurid), Neutral

Armor Class 14 Hit Points 40 (9d6 + 9) Speed 30 ft., climb 20 ft.

Abilities

    STRDEXCONINTWISCHA
    8 (-1)16 (+3)12 (+1)2 (-4)14 (+3)6 (-2)

    Skills Stealth +5, Perception +4 Senses Darkvision 60 ft., passive Perception 14 Languages

    Challenge 1 (200 XP)

    Traits

    Keen Smell. Sinornithosaurus has an acute sense of smell, granting it advantage on Perception checks related to scent.

    Pounce. When Sinornithosaurus moves at least 20 feet in a straight line towards a creature and hits it with a claw attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, Sinornithosaurus can make one bonus bite attack against it.

    Actions

    Multiattack. Sinornithosaurus can make three attacks: one bite and two claws.

    • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) piercing damage.
    • Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) slashing damage.
    • Talon Rake (Recharge 5-6). Sinornithosaurus makes two claw attacks against one target. If both attacks hit, the target is grappled (escape DC 13). While grappled, the target is restrained and takes 5 (1d4 + 3) slashing damage at the start of each of its turns. Sinornithosaurus cannot use this attack while grappling a creature.

    Reactions

    Evasive Maneuver. When Sinornithosaurus is hit by an attack, it can use its reaction to halve the damage received from the attack.

    By GFDL, CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=48763962, Sinornithosaurus
    By GFDL, CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=48763962

    Originally Posted by Serow Darkstar of the Wizards Community forums.  

    On this Thread

    Sinornithosaurus have feathers both covering the entirety of the body and forming the wings. The feathers allow Sinornithosaurus to glide for short distances after leaping from trees.

    Sinornithosaurus
    Small animal
    Hit Dice1d8-1 (3hp)
    Initiative+5
    Speed30ft. (6 squares)
    AC16 (+5 Dexterity, +1 Size)
    Base Attack/Grapple+0/-6
    AttackBite -1 (1d4-2)
    Full AttackBite -1 (1d4-2)
    Space/Reach5ft./5ft.
    Special Attacks
    Special Qualities
    SavesFort +1, Ref +7, Will +0
    AbilitiesStrength 6, Dexterity 20, Constitution 9, Intelligence 2, Wisdom 11, Charisma 5
    SkillsHide +13, Jump +3, Listen +5, Spot +5, Survival +5
    FeatsTrack
    EnvironmentAny
    OrganizationAny
    Challenge Rating1/6
    TreasureNone
    AlignmentAlways Neutral
    Advancement
    Level Adjustment

    A sinornithosaurus has a +4 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.

    Sinornithosaurus as a Familiar

    A sinornithosaurus can be chosen as a Wizard’s familiar. It functions as a normal familiar as described in the Player’s Handbook. A sinornithosaurus grants it’s master a +3 bonus on Hide checks.

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