Tyrannosaurus Rex

Jump to Tyrannosaurus statistics for D&D 2024, D&D 2014, Pathfinder 1e and D&D 3.5e.

The Tyrannosaurus rex is a towering colossus, measuring up to 40 feet in length with a massive skull and powerful jaws lined with thick, serrated teeth capable of crushing bone. Its muscular hind legs support its immense bulk, while its famously small, yet robust, forelimbs end in two clawed digits. Its thick, scaly hide ranges from mottled earth tones to dark greens, helping it blend into dense forests and plains.

Behaviour

T. rex is a solitary and territorial predator, often reigning as the apex hunter in its domain. It is patient and methodical, capable of sudden bursts of incredible speed when closing in on prey. Though primarily a hunter, it will not hesitate to scavenge carcasses when the opportunity arises. T. rex uses a combination of intimidation—through deep roars and displays—and brute force to dominate rivals and prey alike.

Habitat

T. rex prowls dense forests, river valleys, and coastal plains where large herbivorous dinosaurs roam. It prefers regions rich with prey and adequate cover for ambush hunting.

Modus Operandi

T. rex stalks its prey silently, using its keen vision and acute sense of smell. When ready to attack, it lunges with powerful strides and delivers devastating bites aimed to immobilize or kill swiftly. It uses its massive tail for balance and can deliver strong sweeping blows in close combat. When threatened or challenged, T. rex relies on its overwhelming size and terrifying presence to intimidate opponents.

Motivation

Driven primarily by hunger and survival, the Tyrannosaurus rex fiercely defends its territory and hunts to sustain its massive energy needs. It seeks to dominate the ecosystem as the apex predator, competing only when necessary for resources or mates.


Browse Dinosaurs, Animals or the Lost World Bestiary. Compare Triceratops for another encounter.

Feathered Tyrannosaurus rex reconstruction by RJ Palmer, shown in profile with a heavy skull and long balancing tail
Feathered reconstruction by RJ Palmer (2016), Wikimedia Commons, CC BY-SA 4.0. Retained artwork, resized for display. The extent of feathering in adult T. rex remains uncertain.

Tyrannosaurus statistics

Select one published version. The D&D creatures hold prey in their jaws; the Pathfinder and 3.5e creatures can swallow it. The original Sovereign house variant remains available inside the 2014 panel.

Tyrannosaurus Rex — D&D 2024

Huge Beast (Dinosaur), Unaligned
CR 8 (3,900 XP); Proficiency Bonus +3.

AC 13; Initiative +3 (13)
HP 136 (13d12 + 52); Speed 50 ft.

Ability scores and saves
STRDEXCONINTWISCHA
25 (+7)10 (+0)19 (+4)2 (−4)12 (+1)9 (−1)
Save +10Save +0Save +4Save −4Save +4Save −1

Skills Perception +4; Senses Passive Perception 14; Languages None.

Actions

Multiattack. Make one Bite attack and one Tail attack.

Bite. Melee attack +10, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. A Large or smaller creature hit is Grappled (escape DC 17). While Grappled this way it is Restrained and cannot be targeted by this tyrannosaurus’s Tail.

Tail. Melee attack +10, reach 15 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage. If the target is Huge or smaller, it has the Prone condition.

Published SRD 5.2.1, p. 363. Official 2024 reference. Its Bite does not offer an initial saving throw. The jaws remain occupied while maintaining the grapple.

Tyrannosaurus Rex — D&D 2014

Huge beast, unaligned
Challenge 8 (3,900 XP); Proficiency Bonus +3.

Armor Class 13 (natural armor); Initiative +0
Hit Points 136 (13d12 + 52); Speed 50 ft.

Ability scores and saves
STRDEXCONINTWISCHA
25 (+7)10 (+0)19 (+4)2 (−4)12 (+1)9 (−1)
Save +7Save +0Save +4Save −4Save +1Save −1

Skills Perception +4; Senses passive Perception 14; Languages None. Saving throws use the displayed ability modifiers.

Actions

Multiattack. Make one Bite attack and one Tail attack, against different targets.

Bite. Melee weapon attack +10, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. A Medium or smaller creature hit is grappled (escape DC 17). Until that grapple ends it is restrained, and the tyrannosaurus cannot bite another target.

Tail. Melee weapon attack +10, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Published SRD 5.1 / 2014 creature. Official legacy reference. The optional house variant below retains the original entry’s additional abilities.

Optional 2014 variant — Sovereign of the Bonecrush Jungle

Sovereign of the Bonecrush Jungle

Huge beast, unaligned
Original house variant: listed CR 8 (3,900 XP), not independently balanced or playtested; PB +3. Use this complete block in place of the standard 2014 creature.

AC 13 (natural armor); Initiative +0
HP 136 (13d12 + 52); Speed 50 ft.

Ability scores and saves
STRDEXCONINTWISCHA
25 (+7)10 (+0)19 (+4)2 (−4)12 (+1)9 (−1)
Save +10Save +0Save +7Save −4Save +1Save −1

Skills Perception +4; Senses passive Perception 14; Languages None.

Traits

Keen Smell. Advantage on Wisdom (Perception) checks that rely on smell.

Powerful Build. Count as one size larger for carrying capacity and the weight it can push, drag or lift.

Trampling Charge. If it moves at least 20 feet straight toward a creature and hits it with Bite on that turn, the target must pass a DC 18 Strength save or fall prone. If the target is prone, it can make one Tail attack against that target as a bonus action.

Actions

Multiattack. Make one Bite attack and one Tail attack.

Bite. Melee weapon attack +10, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. A creature hit must pass a DC 18 Strength save or be grappled (escape DC 18). While held, it is restrained and the tyrannosaurus cannot bite a different target. This variant’s grapple has no listed target-size restriction.

Tail. Melee weapon attack +10, reach 15 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Using the variant: Let it scent out hidden prey and charge along a clear route. A successful charge can leave one victim prone and restrained while its regular Tail attack keeps rescuers away. A charging Bite can require two separate DC 18 Strength saves: one against being knocked prone and one against being grappled. The bonus-action Tail is conditional on Trampling Charge; it is not an extra attack every round. These added traits, saves and DCs distinguish this house version from both published D&D blocks.

Tyrannosaurus — Pathfinder 1e

CR 9; XP 6,400
N Gargantuan animal
Init +5; Senses low-light vision, scent; Perception +37.

Defense

AC 21, touch 7, flat-footed 20 (+1 Dex, +14 natural, −4 size)
hp 153 (18d8 + 72)
Fort +15, Ref +12, Will +10.

Offense

Speed 40 ft.; Space 20 ft.; Reach 20 ft.
Melee bite +20 (4d6 + 22/19–20/×2 plus grab)
Special Attacks swallow whole (2d8 + 11, AC 17, hp 15).

Statistics

Ability scores
STRDEXCONINTWISCHA
32 (+11)13 (+1)19 (+4)2 (−4)15 (+2)10 (+0)

Base Atk +13; CMB +28 (+32 grapple); CMD 39
Feats Bleeding Critical, Critical Focus, Diehard, Endurance, Improved Critical (bite), Improved Initiative, Iron Will, Run, Skill Focus (Perception)
Skills Perception +37; Racial Modifiers +8 Perception
SQ powerful bite; Languages None.

Special Abilities

Powerful Bite (Ex). Add twice the Strength modifier to bite damage; this is already included in 4d6 + 22.

Grab (Ex). On a bite hit against a creature its size or smaller, attempt a grapple as a free action without provoking an attack of opportunity. Use grapple CMB +32. It can instead hold with its jaws alone at a −20 penalty to the grapple check, avoiding the grappled condition itself.

Swallow Whole (Ex). If it starts its turn with a creature grappled in its mouth, attempt another grapple check, as for pinning, to swallow it. A swallowed target must be Huge or smaller. The successful check deals bite damage; the swallowed target then takes 2d8 + 11 damage each round. It remains grappled. It can cut free with a light slashing or piercing weapon by dealing 15 damage against AC 17, or escape the grapple back into the mouth. Cutting free prevents further swallowing until the wound heals.

Critical feats. Bite threatens on 19–20; Critical Focus adds +4 to confirmation rolls. A confirmed piercing bite critical also causes 2d6 bleed damage on the victim’s turns. Further Bleeding Critical effects stack; a DC 15 Heal check or any magical healing stops that bleeding.

Diehard. Below 0 hp but above −19 hp, it can remain conscious and staggered rather than fall unconscious. A standard action or other strenuous action costs 1 hp; it dies at −19 hp.

Scent. Detect presence within 30 feet (60 feet upwind, 15 feet downwind), learn direction with a move action, and pinpoint within 5 feet. Strong odors extend these ranges; scent can be used for tracking.

Ecology

Environment warm forest and plains; Organization solitary, pair, or pack (3–6); Treasure none.

Published Pathfinder RPG Bestiary, p. 86. Archives of Nethys · Grab, scent and swallow whole rules · Bleeding Critical.

Tyrannosaurus — D&D 3.5e

Huge Animal; Alignment always neutral; Challenge Rating 8.

Hit Dice 18d8 + 99 (180 hp); Initiative +1
Speed 40 ft. (8 squares)
Armor Class 14 (−2 size, +1 Dex, +5 natural), touch 9, flat-footed 13.

Base Attack/Grapple +13/+30
Attack bite +20 melee (3d6 + 13)
Full Attack bite +20 melee (3d6 + 13)
Space/Reach 15 ft./10 ft.

Special Attacks improved grab, swallow whole
Special Qualities low-light vision, scent
Saves Fort +16, Ref +12, Will +8.

Ability scores
STRDEXCONINTWISCHA
28 (+9)12 (+1)21 (+5)2 (−4)15 (+2)10 (+0)

Skills Hide −2, Listen +14, Spot +14; includes +2 racial bonuses to Listen and Spot
Feats Alertness, Improved Natural Attack (bite), Run, Toughness (three selections), Track
Languages None.

Special Attacks

Improved Grab (Ex). On a bite hit against a Large or smaller opponent, attempt a grapple as a free action without provoking an attack of opportunity. Use grapple +30. A successful hold allows a swallow attempt on the following round.

Swallow Whole (Ex). Make a successful grapple check against a held Medium or smaller opponent to swallow it. A swallowed creature takes 2d8 + 8 bludgeoning damage and 8 acid damage per round. It can use a light slashing or piercing weapon to cut free by dealing 25 damage to the gizzard (AC 12). The opening closes after it exits; another swallowed creature must cut its own way out. Escaping the grapple instead returns the victim to the jaws.

Gizzard capacity. Two Medium, eight Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Scent. Detect presence within 30 feet (60 feet upwind, 15 feet downwind), determine direction with a move action, and pinpoint within 5 feet. Strong odors carry farther. Scent permits tracking under its normal rules.

Ecology and Advancement

Environment warm plains; Organization solitary or pair; Treasure none
Advancement 19–36 HD (Huge); 37–54 HD (Gargantuan); Level Adjustment —.

Published 3.5 System Reference Document. Tyrannosaurus reference. The seven feat selections include three Toughness selections, contributing 9 hp to the printed total.

Ability references: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.

Close view of a Tyrannosaurus model showing the heavy jaws and short forelimbs
Tyrannosaurus model image credited to Arroka2 in the original entry.

Sources and licensing

D&D 2024 attribution: This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

D&D 2014 attribution: This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode. Rules wording has been adapted for readability. The separately labelled Sovereign is an original house variant retained from this entry.

Pathfinder 1e: Pathfinder RPG Bestiary, p. 86, via Archives of Nethys. D&D 3.5e: System Reference Document — Dinosaur. The relevant OGL notices follow. Illustration licences are separate from the game mechanics; existing creator credits are retained beside each image.

Open Game License v1.0a and copyright notices

Open Game Content identification: The Pathfinder 1e and D&D 3.5e mechanical material on this page is Open Game Content under OGL 1.0a. The original campaign writing, encounter situations, artwork and presentation are not designated Open Game Content. The 2024 and 2014 SRD rules are attributed separately under Creative Commons below.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) “Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity; (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor; (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content; (h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity.

You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity.

The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICE

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC.

Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

END OF LICENSE


https://www.youtube.com/watch?v=Vt-wHBE6_fg?list=PLkJbeYIveIE_HW268ZNS7tyuEIwmlSq6y
https://www.youtube.com/watch?v=cpipaUfcnmM?list=PLd8INJxbzDIFfzty3AdZRfdaR3mOQ5rIY
https://www.youtube.com/watch?v=C7slF9hWhWU?list=PLkJbeYIveIE_HW268ZNS7tyuEIwmlSq6y
https://www.youtube.com/watch?v=hal3mTpyuro?list=PLd8INJxbzDIEr8SwhmESIv0e39IeNl8Jh
https://www.youtube.com/watch?v=2kviuLWrOpk?list=PLaCDmykyjVw_B983AQ2iGuZOA3ZLJ8Sry

Keep this reference growing

If this page helped with your reading or game, you can support its upkeep or explore the curated books.

Buy the creator a coffee

Explore the Bookshop — epics, classics and stories behind imagined worlds.

Scroll to Top