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By Creator:Dmitry Bogdanov -, CC BY 3.0,, Moschops
By Creator:Dmitry BogdanovMoschops capensis – Middle Permian of South Africa. Based on skeleton from AMNH.

Appearance: In the primeval landscape, Moschops stands as a majestic marvel, a herbivorous giant with a length of 2.6 meters. Its massive body is complemented by a high skull, chisel-edged teeth for cropping vegetation, and a characteristic giraffelike slope to its back.

Behavior: With deliberate grace, Moschops navigates its surroundings, engaging in lengthy feeding sessions on tough vegetation. The limb girdles provide stability, and the creature showcases a social demeanor within its herbivorous groups.

Habitat: Thriving in the lost world’s lush landscapes, it makes its home in from semi-desert expanses to vibrant clearings, it adapts effortlessly to diverse terrains.

Modus Operandi: Beyond its herbivorous tendencies, it engages in combative behavior, utilizing its thick skull for head-butting competitions. Studies hint at potential aquatic ventures, adding an extra layer of intrigue to its existence.

Motivation: Moschops embodies the pursuit of survival, driven by the quest for sustenance in an ever-changing environment. Its motivation intertwines with the intricate dance of life, marked by feeding, social interactions, and the occasional territorial dispute, echoing through the lost world.

  • Moschops 5e
  • Moschops 3.5 Homebrew

Large Beast, Unaligned

Armor Class 13 (Natural Armor)
Hit Points 84 (8d10 + 40)
Speed 40 ft.

18 (+4)10 (+0)20 (+5)2 (-4)12 (+1)7 (-2)

Skills Perception +3
Senses Passive Perception 13
Challenge 4 (1,100 XP)

Keen Smell. It has advantage on Wisdom (Perception) checks that rely on smell.

Giraffelike Slope. The Moschops has advantage on saving throws against being knocked prone.


Head-Butt. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 4) bludgeoning damage.


Thick Skull Defense. When the Moschops is hit by a melee attack, it can use its reaction to gain a +2 bonus to AC against that attack.

Legendary Actions

The Moschops can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Moschops regains spent legendary actions at the start of its turn.

  • Move. The Moschops moves up to half its speed.
  • Giraffelike Grace (Costs 2 Actions). The Moschops assumes a graceful stance, gaining advantage on Dexterity saving throws until the start of its next turn.

Originally Posted by katdragon of the Wizards Community forums.

On this Thread

Moschops is a large, plant-eating animal ths herding animal lived and went extinct before the dinosaurs evolved. It may have been preyed upon by carnivorous therapsids, like Titanosuchus and Lycaenops.

Its a mammal-like dinosaur that is known for its brute strength and its incredible stubbornness. Moschops was a bulky quadruped; the front legs were sprawling but the rear legs were more column-like. It was about 16 feet long and had a barrel-like chest. A massive, thick skull (about 4 inches thick) and uses this thick skull to engage in head-butting over territory and sexual displays.

When surprised or frightened, it typically charge first, using their ram ability. Then they turn, use their musk, and flee. If neither of these tactics dissuades a predator, they use their powerful jaws to tear at their enemies.

Even though a typical moschops is incredibly stubborn, it can be tamed though and make excellent trackers once they have been domesticated.

Moschops are a relatively inoffensive beast that would rather run away and Hide than fight.

Huge animal
Hit Dice6d8+24 (56 hp)
Speed20 (4 squares)
Armor Class17 (-2 size, +9 natural), flat-footed 17, touch 8
Base Attack/Grapple+4/+17
AttackBite +11 melee (2d6+9)
Full AttackBite +11 melee (2d6+9)
Special AttacksHead Butt, Musk
Special QualitiesLow-Light VisionScent, stubborn
SavesFort +10, Ref +4, Will +5
AbilitiesStrength 24, Dexterity 10, Constitution 19, Intelligence 2, Wisdom 10, Charisma 3
SkillsHide +0, Listen +1, Move Silently +4, Spot +0, Survival +4*
FeatsTrack, Improved Natural Attack (bite), Special Ability Focus (Musk).
EnvironmentWarm Forests
OrganizationSolitary or herd (4-16)
Challenge Rating6
Advancement7-12 HD (Huge), 13-18 HD (Colossal)
Level Adjustment


Stubborn (Ex): When a moschops is being trained the DC to teach the creature any ‘trick’ is increased by 4.

Head Butt (Ex): It typically begins a battle by charging at its enemy, lowering its head to bring its massive, thick skull into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single attack with a +13 attack bonus that deals 4d6+9 points of damage.

Musk (Ex): Once per round and no more than three times per day, a it can emit a line of yellowish sulfuric liquid to a range of 10 feet. A creature in the area must make a successful Reflex save (DC 18) or be blinded and nauseated for 1d4 rounds. The save DC is Constitution-based and includes a +2 racial bonus and a +2 bonus from its Ability Focus feat.

delay poison or Neutralize poison spell removes the effects from a nauseated creature. Creatures with immunity to poison are unaffected by the nauseating effects of moschops musk but are still blinded if they fail their save. Additionally, the target suffers a -10 circumstance penalty to Hide checks while wearing clothes or armor contaminated with moschops musk.

The creature also suffers a -4 circumstance penalty to all Charisma-based skill checks while wearing contaminated clothes or carrying contaminated gear. Flesh, leather goods, metal goods (weapons, armor, and the like) must be washed in a concentrated mixture of vinegar over a period of three days in order to fully remove the stench of moschops musk. The prestidigitation spell cannot clean items stained by its musk.

Skills: A moschops has a +4 racial bonus on Hide and Move Silently checks. *In forested or overgrown areas, the Hide bonus improves to +8. Additionally they have a +4 racial bonus to Survival when tracking by Scent.

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