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Time Travelers Guide To Dinosaur Hunting Quickstart v0.91

A Time Traveler's Guide to Dinosaur Hunting is a role-playing game that involves players traveling through different eras to hunt dinosaurs and collect key shards to repair time disruptions. The narrative includes various settings, such as a dying world ruled by tyrants and a futuristic city controlled by megacorporations, each presenting unique challenges and adventures. The guide also features a bestiary with 300 dinosaurs and prehistoric monsters, along with new player options and adventures.

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100% found this document useful (2 votes)
4K views13 pages

Time Travelers Guide To Dinosaur Hunting Quickstart v0.91

A Time Traveler's Guide to Dinosaur Hunting is a role-playing game that involves players traveling through different eras to hunt dinosaurs and collect key shards to repair time disruptions. The narrative includes various settings, such as a dying world ruled by tyrants and a futuristic city controlled by megacorporations, each presenting unique challenges and adventures. The guide also features a bestiary with 300 dinosaurs and prehistoric monsters, along with new player options and adventures.

Uploaded by

Aron dobler
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Quickstart PDF

(C) Copyright 2025 Splattered Ink Games


dinosaurs.splatteredink.com

A Time Traveler's Guide to Dinosaur Hunting


"O
ur land is dying,” King Anselot
pleads. “The confluence destroys
everything it touches, leaving
nothing but ash. If you don’t stop its
Among the time shards that originally gave
expansion, there will be nothing left.”
birth to time travel, there are a number of
The party has been transported to the key shards. These provide corner stones that
genesis machine. It pulses with power, the give structure to how each era connects to
very air around it, vibrating. It has driven a another.
shard through time, breaking it, threatening
The party will have to travel to several
to end all reality.
different eras as they hunt for the key shards.
The column of pure elemental tempus has Through each time, they must discover that
become self sustaining and the party must their interaction with that era in previous
figure out how to shut it down and repair the adventures ultimately created that era’s key
damage it’s done. shard.

Learn more at: dinosaurs.splatteredink.com


A Time Traveler's Guide to Dinosaur Hunting and The Dinosaur Hunting Bestiary are Copyright © 2025 Splat- This work includes material taken from the System Refer-
tered Ink Games, 9030 Old Highway 13, Murphysboro, Illinois, 62966 USA. All rights reserved. All characters,
creatures, locations, concepts, and the distinctive imagery that is associated with them are the exclusive
ence Document 5.1 (“SRD 5.1”) by Wizards of the Coast
LLC and available at https://dnd.wizards.com/resources/ A Time Traveler's Guide to Dinosaur This Quickstart gives you a small preview
Hunting is a two-book set that features a of some of the settings, adventures, and
property of Splattered Ink Games and Darryl T. Jones in US, Canada, and other countries. Any reproduction or systems-reference-document. The SRD 5.1 is licensed under
unauthorized use of the material or artwork contained herein is prohibited without the express permission the Creative Commons Attribution 4.0 International Li-
of Splattered Ink Games. Reference to other copyrighted material in no way constitutes a challenge to the cense available at https://creativecommons.org/licenses/
respective copyright holders of that material. Splattered Ink Games and its associated logos are trademarks
of Splattered Ink Games.
by/4.0/legalcode. dozen 5E adventures, unique player options, dinosaurs you'll find.
and a bestiary containing 300 dinosaurs and
prehistoric monsters.
A Time Traveler's Guide to Dinosaur Hunting A Time Traveler's Guide to Dinosaur Hunting
Chapter XI
A savage world of cybernetic cutthroats the ARK Corporation, who are responsible for level the city and claim their station as apex
by Kat Kruger building incredibly realistic robotic simulacra, predators. The party must hunt down these
are planning to use their technology to take full rogue androids with futuristic weapons, fly
In a distant future, Longyin City pulses all-consuming technologies with an control of Longyin City. hover cars between locations, and create a
with bright lights and the constant thrum unstoppable momentum. giant mecha kaiju to go head-to-head with a
Hiding in plain sight at ARK are hyper-
of humanoids overcrowd the polluted replica Yangchuanosaurus...
The time machine in this world can be found intelligent Compsognathus who blend in by
metropolis. It is a place where mega using humanoid androids like mech suits.
in a junkyard outside city limits, where a
corporations have seized power and generate They are secretly building a giant mech to
scientist has gone into hiding. She believes

A Time Traveler's Guide to Dinosaur Hunting A Time Traveler's Guide to Dinosaur Hunting
Hardoon
the Last Gasp of a Dying World
by Zac Goins

Wind-scorched and grit-scoured, the world of


Marken is on the teetering edge of annihilation.
Chapter XIII Those that remain use every scrap of flesh, metal,
and ingenuity in a desperate bid to squeeze one more
drop of life out of existence, holing themselves up
behind towering walls and ancient cities, and waging
a war that drains resources as fast as they can be
stripped from the dead.
Before the shards, there wasn’t hope enough to be
salvaged to fill the hearts of a single group of souls
planetside. Doomsday cults ran rampant, warlords
held the leash of the people, and the wretched beasts
that still survived prowled the shoars of every oasis
or hid deep within deep canyons and chasms, hiding
from the wind and oppressive suns.
Two cities managed to retain some semblance of
order while the others fell to cruel chaos and crueler
men. The first was Salak, which was really more of a
mage’s tower of spires and the “city” that sprung up
around it was more of an afterthought. The mage,
whoever they might have been, is long dead and the
High Redlords sit instead atop the highest spire and
command the gathered hosts. Their rule is absolute,
which may be the only reason the city still exists,
but it steps over any lines of decency and sits solidly
in the realm of tyrannical. It is they who first tamed
the great beasts, grinding the dinosaur’s feet in the
dust as they packed their backs with armored troops
hellbent on scouring the wasteland for remaining
supplies.
The other city, Hardoon, isn’t much better. Ruled
by the Council of Six, it consists of towering walls
that surround what was almost certainly once a
sprawling monastery. Other than the wall, the other
key resource Hardoon holds is a great lake that is
likely the final remaining large body of water. The
city has held off invaders and siege after siege for...

A Time Traveler's Guide to Dinosaur Hunting A Time Traveler's Guide to Dinosaur Hunting
Chapter III

Valley of the
Gorgers
by Jeff Grubb

Mutated velociraptors have stolen


your temporal sheilding! If the
party wants to go home, they track
them to their lair and confront
their masters!

T
he party is shunted into a past reality who were stranded here when their own
in the late Cretaceous period. Their time machine crashed. Trapped here, the
landing is a rough one, and portions gorgers are modifying the existing wildlife
of their vessel (and each other) fade in and to allow them to return. The velociraptors
out. There has been some disruption in the have scavenged some necessary parts from
time stream. Upon arrival, they hear noises the players’ time machine, and should the
outside of something ripping away their time gorgers repair their machine, they will escape
machine’s outer hull. and the party will be trapped in the past.
They exit the machine to see that the ship is The party must track the thieving
under attack by mutated velociraptors that velociraptors along a winding canyon. As
have already ripped away portions of the they do so, they encounter some other flayer-
machine. The velociraptors have tentacle- modified creatures, including protoceratops
like manes, and act in a coordinated fashion. guards and a titanosaur brood mother.
They are the creations of a group of gorgers, The last is a huge sauropod that looks...

A Time Traveler's Guide to Dinosaur Hunting A Time Traveler's Guide to Dinosaur Hunting 97
Black Dragon Cannon Brain Gorger
takes 60 (10d10 + 10) piercing damage. If this
damage reduces the target to 0 hit points, the

S
brain gorger kills the target by extracting and
Medium aberation
everal megacorporations in Longyin The weapon has an arcane cartridge that devouring its brain.
City have developed weapons holds 10 rounds of magical ammunition. The Armor Class 17 (breastplate) Mind Blast (Recharge 4-6): The brain gorger
aggression
magically emits psychic energy in a 60-foot
technology for private security firms cartridge regains 1d6+4 expended rounds
4
Hit Points 90 (13d8+32)
cone. Each creature in that area must succeed
and sanctioned law enforcement agencies. after a long rest. If you expend the last Speed 30 ft.
in a DC 19 Intelligence saving throw or take 24
The most widely used type is the Black charge, roll 1d20. On a 1, the ammunition (4d8 + 8) psychic damage and be stunned for 1
Dragon Cannon, a two-handed hand cannon malfunctions and you must succeed on a DC STR DEX CON INT WIS CHA minute. A creature can repeat the saving throw
with a range of 40/120 ft. that deals 1d12 18 Dexterity saving throw or take damage 21 (+5) 9 (-1) 21 (+5) 3 (-4) 11 (0) 6 (-2) at the end of each of its turns, ending the effect
damage (varies). from the weapon. on itself on a success.
Saving Throws: Int +9, Wis +8, Cha +7
Enslave (1/Day): The brain gorger can target
Senses darkvision 180 ft., passive Perception 18 one creature it can see within 30 feet of it. The
Skills: Arcana +9, Deception +7, Insight +8, target must succeed on a DC 16 Wisdom saving
Cartridge Options Perception +8, Persuasion +7, Stealth +7,
Survival +8
throw or be magically charmed by the brain
gorger until the brain gorger dies, it voluntarily
releases the target, or until it is on a different
Languages: Deep Speech, Undercommon,
plane of existence from the target. The charmed
Telepathy 180 ft.
target is under the brain gorger’s control and
MODEL DAMAGE FEATURE Challenge 10 (5,900 XP) Proficiency Bonus +4 cannot take reactions. The brain gorger and
the target can communicate telepathically with
Magic Resistance: The brain gorger has each other over any distance. Whenever the
Silvery beams of moonlight flare out of the barrel. advantage on saving throws against spells and charmed target takes damage, the target can
On a hit, a creature takes an additional 2d6 radiant other magical effects. repeat the saving throw. On a success, the effect
Hecate-432 Force
damage and is Blinded until the end of your next Innate Spellcasting: (Psionics): The brain ends. No more than once every 24 hours, the
turn. gorger’s innate spellcasting ability is target can repeat the saving throw when it is at
intelligence (spell save DC 19). It can least 1 mile away from the Brain gorger.
Conducted energy leaps out from the weapon. On innately cast the following spells, requiring no Spellcasting: The brain gorger is a 10th
a hit, each creature within 10 feet of the target must components: level spellcaster. Its spellcasting ability is
Taranis Ω Lightning make a DC 15 Dexterity saving throw or take 1d8 At will: Detect Thoughts, Levitate, Hypnotic Intelligence (Save DC 19, +9 to hit with spell
lightning damage on a failed save or half as much Pattern attacks). The brain gorger has the following
wizard spells prepared
damage on a successful one. 1/day each: Dominate Monster, Dominate
Person, Plane Shift (self only) Cantrips (at will): Blade Ward, Dancing Lights,
Black tendrils erupt from the cannon. On a hit, the Mage Hand, Shocking Grasp

Kraken-Au Necrotic
weapon deals an additional 1d6 necrotic damage & ACTIONS: 1st Level (4 slots): Detect Magic, Disguise Self,
Shield, Sleep
the target cannot take Reactions until the start of its Tentacles: Melee Weapon Attack: +10 to hit,
next turn. reach 5 ft., one creature. Hit: 17 (2d10 + 7) 2nd Level (3 slots): Blur, Invisibility, Ray of
psychic damage. If the target is medium of Enfeeblement
smaller, it is grappled (escape DC 17) and must 3rd Level (3 slots): Clairvoyance, Lightning Bolt,
succeed on a DC 17 Intelligence saving throw or Sending
be stunned until this grapple ends. 4th Level (3 slots): Confusion, Dimension Door
Extract Brain: Melee Weapon Attack: +10 to 5th Level (2 slots): Telekinesis, Wall of Force
hit, reach 5 ft., one incapacitated humanoid
grappled by the brain gorger. Hit: The target

A Time Traveler's Guide to Dinosaur Hunting A Time Traveler's Guide to Dinosaur Hunting
Chapter IX

Nameless
One
by Craig E. Sawyer

Adventurers crash-land on a massive glacier


during a time when glaciers dominated the
earth and ice age giants roamed!

A
fter an unplanned crash landing on a As the party struggles to escape their captors,
frigid, warped version of the Ice Age, they are thrust into a race against time.
the party finds themselves imprisoned The glacier teems with mutated horrors
by the Dirac tribe, a brutal and superstitious and monstrous creatures twisted by the
clan who make grim sacrifices to a nameless, shard's influence, many of which were once
god-like entity lurking beneath the shadows familiar animals now malformed beyond
of a colossal, glowing shard. This mysterious recognition. Worse still, the party’s own
shard, which pulses with a pale light, casts bodies begin to show signs of corruption,
a mystical blanket over the entire glacier, slowly transforming them into these eldritch
mutating the land, its beasts, and even the horrors unless they find a way to halt the
humans who live there. mutation...

A Time Traveler's Guide to Dinosaur Hunting A Time Traveler's Guide to Dinosaur Hunting
Mutated Mammoth
The massive thunder tusk, as it’s called by the locals, is to be
avoided at all costs. It has the sharp eyes of a hawk, making it almost
impossible to sneak up on. Its trunk, stretches, elongating like a
squid’s tentacle, plucking enemies from the ground, even those a
dozen strides away. Once it has a creature wrapped in its trunk, it
constricts, crushing it, all the while acidic spit drips from its mouth,
melting its victims’ flesh.

Mutated Mammoth ACTIONS


Multiattack. The mammoth makes two melee
Huge beast, unaligned weapon attacks: two with its stomp or one with
Armor Class 15 (natural armor) its stomp and one with its gore or trunk slam.
aggression Gore. Melee Weapon Attack: +8 to hit, reach
Hit Points 126 (11d12+55)
Speed 40 ft.
4 10 ft., one target. Hit: 18 (3d8 + 5) piercing
damage.
Trunk Slam. Melee Weapon Attack: +8 to hit,
STR DEX CON INT WIS CHA reach 20 ft., one target. Hit: 14 (2d8 + 5)
21 (+5) 9 (-1) 21 (+5) 3 (-4) 11 (0) 6 (-2) bludgeoning damage. If the target is a large
or smaller creature, it is grappled (escape
Skills Perception +3 DC 14). Until this grapple ends, the creature
Senses passive Perception 13 is restrained and takes 9 (2d8) bludgeoning
Challenge 6 (2,300 XP) Proficiency Bonus +3 damage and 4 (1d8) acid damage at the start of
each of its turns. The escape DC increases by
Peripheral Vision. The mutated mammoth has 1 after every failed attempt to escape. While a
advantage on Wisdom (Perception) checks that creature is grappled in this way, the mutated
rely on sight and it cannot be flanked. mammoth can only make stomp attacks. It can
only grapple one target at a time.
Trampling Charge. If the mutated mammoth
moves at least 20 ft. straight toward a creature Stomp. Melee Weapon Attack: +8 to hit, reach
and then hits it with a gore attack on the same 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning
turn, that target must succeed on a DC 18 damage.
Strength saving throw or be knocked prone. If Corrosive Spray (recharge 6). The mutated
the target is prone, the mutated mammoth can mammoth exhales acid in a 60-foot line that
make one stomp attack against it as a bonus is 10 feet wide. Each creature in that line must
action. make a DC 18 Dexterity saving throw, taking
26 (6d8) acid damage on a failed save, or half
as much damage on a successful one. If the
target hit was wearing metal armor, the armor’s
effectiveness is reduced by 1.

A Time Traveler's Guide to Dinosaur Hunting A Time Traveler's Guide to Dinosaur Hunting
Rehuasaurus
The Rehausaurus was a Carnotaurus analog of green and brown hues. They were terrible and Rather than destroying their prey with their razor
before the shard of power landed on Ohin. Standing relentless predators before they were altered by the teeth or powerful tails, they now usually prefer to
nearly 12’ tall and over 30’ long, these solitary appearance of the temporal disruptor. stun their quarry with their psionic abilities before
hunters were already the most feared common The recently arrived shard of power out of time moving in for the much easier kill.
predator on the Peninsula. Beyond their size, has imbued these beasts with uncanny intelligence
deceptive speed, and overwhelming strength, The only readily visible difference between an
and psionic powers. They now communicate with unaltered Rehausaurus and these new horrible
they are easily spotted by their distinctive horns each other telepathically and work together with
and their textured hide composed of a mixture iterations is the white diamond symbol emblazoned
terrifying efficiency and economic brutality. on their foreheads. It is believed that this is the
of symbol of the unknown creature that now
rules them. Beyond this white diamond device,
these creatures are much more purposeful

Rehuasaurus ACTIONS and measured in their actions than the


unthinking brutes that they were
Multiattack. The Rehuasaurus makes one before the temporal disruptor
Huge beast Temporal Gash attack and two melee attacks: arrived on Ohin.
Armor Class 17 (natural armor) one with its bite and one with its tail. It can’t
aggression make both melee attacks against the same
Hit Points 136 (13d12 + 52)
Speed 50 ft.
4 target.
Bite. Melee Weapon Attack: +10 to hit, reach
10 ft., one target. Hit: 33 (4d12 + 7) piercing
STR DEX CON INT WIS CHA damage. If the target is a medium or smaller
25 (+7) 10 (0) 19 (+4) 16 (+3) 12 (+1) 9 (-1) creature, it is grappled (escape DC 17). Until
this grapple ends, the target is restrained, and
Saving Throws STR +10 CON +7 INT +6 the Rehuasaurus can’t bite another target.
Skills Perception +5 Tail. Melee Weapon Attack: +10 to hit, reach 10
Senses passive Perception 15 ft., one target. Hit: 20 (3d8 + 7) bludgeoning
damage.
Damage Resistances Psychic
Temporal Gash. Melee or Ranged Spell Attack:
Conditional Immunities Blinded, Charmed, +7 to hit, reach 15 ft. or range 120 ft., one target.
Frightened, Grappled, Restrained Hit: 14 (3d6 + 4) psychic damage, and the target
Languages All (Telepathy) must succeed on a DC 15 Wisdom saving throw
Challenge 10 (5,900 XP) Proficiency Bonus +4 or have the stunned condition until the start of
the Rehuasaurus’s next turn.
Magic Resistance. The Rehuasaurus has Temporal Blare. (Recharge 5–6). The
advantage on saving throws against spells and Rehuasaurus magically emits psychic energy in
other magical effects. a 60-foot cone. Each creature in that area must
Pack Tactics. The Rehuasaurus has advantage on succeed on a DC 15 Intelligence saving throw
an attack roll against a creature if at least one of or take 22 (4d8 + 4) psychic damage and have
the Rehuasaurus's allies is within 5 feet of the the stunned condition for 1 minute. A target can
creature and the ally isn't incapacitated. repeat the saving throw at the end of each of its
turns, ending the stunned condition on itself on
a success.

A Time Traveler's Guide to Dinosaur Hunting A Time Traveler's Guide to Dinosaur Hunting
Argentinosaurus, Juvenile
The juvenile Argentinosaurus may not be as of vegetation. Its massive size and thick hide make
large as its fully grown parents, yet it towers over the it vulnerable to very few predators, yet the
trees and the simple huts found near Lodros. It Giganotosaurus is the king of these tar fields and
will reach adulthood approximately 15 years after has claimed many of the Argentinosaurus's pod.
hatching, but will continue growing throughout Other similarly massive dinosaurs include
most of its lifetime. Patagotitan and Puertasaurus. They were all
Argentinosaurus probably used its long neck titanosaurs, a type of sauropod.
to sweep the ground or to reach high up in search

Argentinosaurus ACTIONS
Stomp. Melee Weapon Attack: +9 to hit, reach 10
Gargantuan beast, juvenile ft., one target. Hit: 27 (5d8 + 5) bludgeoning
Armor Class 14 (natural) damage, and the target must succeed on a DC 14
aggression Strength saving throw or be knocked prone.

1
Hit Points 186 (10d6 + 10)
Thunder Foot. The argentinosaurus makes rears
Speed 35 ft., climb 20 ft. up and stomps with both front feet, releasing
a concusive way in a 60-foot cone. Characters
STR DEX CON INT WIS CHA within the cone must succeed on a DC 19
21 (+5) 7 (-2) 20 (+5) 3 (-3) 10 (+0) 7 (-2) Constitution saving throw or take 33 (6d10)
thunder damage and be deafened for 1 minute.
Saving Throws Str +9, Con +9 Tail. Melee Weapon Attack: +9 to hit, reach 30 ft.
Senses passive Perception 10 (disadvantage within 10 ft.), one target. Hit: 32
Languages - (6d8 + 5) slashing damage. On a critical hit, the
target must succeed on a DC 14 Constitution
Challenge 9 (5,000 XP) Proficiency Bonus +4 saving throw or be stunned until the start of the
argentinosaurus' next turn.
Trampling Through. Once per round when the
argentinosaurus moves at least 15 ft. it can move
through spaces occupied by one or more Large REACTION
or smaller creatures as if it was difficult terrain,
If flanked by enemy creatures, the argentinosaurus
and target one of them with its Stomp attack as a
can use its reaction to make a tail attack.
bonus action.
Brutal Force. When making a melee attack, the
argentinosaurus scores a critical hit on a roll of
19 or 20.

A Time Traveler's Guide to Dinosaur Hunting A Time Traveler's Guide to Dinosaur Hunting
Styracosaurus
Skull Shield. The styrocosaurus has +3 AC
against attacks attacks from creatures or effects
originating in front of it.
Large beast
Trample. If the styracosaurus moves at least 20
Armor Class 13 (natural) feet straight toward a creature and then hits it
aggression
with a gore attack on the same turn, that target
2
Hit Points 68 (10d6 + 10)
must succeed on a DC 12 Strength saving throw
Speed 40 ft.
or be knocked prone. If the target is prone,
the styracosaurus can make one stomp attack
STR DEX CON INT WIS CHA against it as a bonus action.
17 (+3) 9 (-1) 16 (+3) 3 (-3) 12 (+1) 6 (-2)

Skills Perception +3 ACTIONS


Senses darkvision 30 ft., passive Perception 12 Multiattack. The styrocasaurus makes two melee
Languages - attacks.

Challenge 3 (700 XP) Proficiency Bonus +2 Gore. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 12 (2d8 + 3) piercing damage.
Low Center of Gravity. The styrocosaurus has Stomp. Melee Weapon Attack: +5 to hit, reach
advantage on Strength and Dexterity saving 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning
throws made against effects that would knock it damage.
prone. It also has advantage on shove attacks.

Chikorick
or hits it with a melee attack takes 7 (3d4) cold
damage.
Large monstrosity Arctic Camouflage. The chikorick has advantage
on Dexterity (Stealth) checks made to hide in
Armor Class 14 (natural) snowy or icy terrain.
aggression
4
Hit Points 51 (10d6 + 10)
Speed 30 ft. ACTIONS
Multiattack. The chikorick makes two claw
STR DEX CON INT WIS CHA attacks.
18 (+4) 13 (+1) 16 (+3) 8 (-1) 12 (+1) 7 (-2)
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Skills Perception +3, Stealth +3 one target. Hit: 11 (2d6 + 4) slashing damage
plus 3 (1d6) cold damage.
Damage Immunities Cold
Chilling Breath. The chikorick exhales a 30-foot
Senses Darkvision 60 ft., Passive Perception 13 cone of cold. Each creature in that area must
Languages Chikorick succeed on a DC 15 Constitution saving throw
Challenge 4 (1100 XP) Proficiency Bonus +3 or take 14 (4d6) cold damage and then be
paralyzed for 1 minute, unless it is immune to
Fear of Fire. If the chikorick takes fire damage, cold damage. The target can repeat the saving
it has disadvantage on attack rolls and ability throw at the end of each of its turns, ending the
checks until the end of its next turn. effect with a success. If the target’s saving throw
is successful, or if the effect ends on it, the target
Icy Spines. A creature that touches the chikorick is immune to Chilling Breath for 1 hour.

A Time Traveler's Guide to Dinosaur Hunting A Time Traveler's Guide to Dinosaur Hunting
Skeletal Allosaurus
Purple, necrotic energy drips from the massive teeth of this otherworldly
skeleton. Its enormous skull is twice the size of a human and its segmented
bone tail is as big as a tree. It stands almost upright on massive back legs.

Skeletal Allosaurus
Constitution saving throw with a DC of 5 + the
damage taken, unless the damage is radiant or
from a critical hit. On a success, the skeletal
Huge undead beast
allosaurus drops to 1 hit point instead.
Armor Class 15 (natural armor)
aggression
ACTIONS
6
Hit Points 85 (10d12 + 20)
Speed 45 ft. Multiattack. The skeletal allosaurus makes two
attacks, one with its bite and one with its tail. It
STR DEX CON INT WIS CHA can't make both attacks against the same target.
17 (+3) 13 (+1) 16 (+2) 3 (-4) 12 (+1) 5 (-3) Bite. Melee Weapon Attack: +6 to hit, reach 10 ft.,
one target. Hit: 12 (2d8 + 3) piercing damage,
Skills Athletics +6, Perception +4, Stealth +4 18 (4d8) necrotic damage, and the target is
Damage Vulnerabilities bludgeoning grappled (escape DC 15). Until this grapple
Damage Immunities poison ends, the skeletal allosaurus can't bite another
target.
Condition Immunities exhaustion, poisoned
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft.,
Senses passive Perception 14 one target not grappled by the tyrannosaurus.
Languages - Hit: 16 (3d8 + 3) bludgeoning damage. If the
target is a creature, it must succeed on a DC 15
Challenge 8 (3,900 XP) Proficiency Bonus +3
Strength (Athletics) check be knocked back 15
Ambusher. The skeletal allosaurus has advantage ft. in a straight line and fall prone.
on attack rolls against any creature it is ahead of Chew. The skeletal allosaurus has advantage
in initiative during the first round of combat. on bite attacks against a medium or smaller
Uncanny Senses. The skeletal allosaurus has creature it is grappling.
advantage on Wisdom (Perception) checks. Necro Roar (Recharge 5-6). The skeletal
Attack the Vulnerable. As a bonus action, the allosaurus roars, unleashing a wave of necrotic
skeletal allosaurus can move up to half its energy in a 45 foot cone. Each creature in that
speed to a target it can see that is dead, prone, area must make a DC 15 Constitution saving
restrained, stunned, or unconscious and make a throw. On a failure, a creature takes 22 (5d8)
bite attack. necrotic damage and is stunned until the end
of this next turn. On a success, a creature takes
Undead Fortitude. If damage reduces the skeletal half the damage and isn’t stunned.
allosaurus to 0 hit points, it must make a

A Time Traveler's Guide to Dinosaur Hunting A Time Traveler's Guide to Dinosaur Hunting
Skeletal Triceratops Razor-Toothed Compy
advantage on attack rolls against a creature if
at least one of the razor-toothed compy’ allies
This four-legged skeleton looks unlike anything you’ve ever seen. It has a wide stance and is within 5 feet of the creature and the ally isn’t
Small beast
incapacitated.
thick bones. Its massive skull has three huge horns on the front and a curved, shield-like plate
Armor Class 15 (natural)
of bone at the back. aggression
ACTIONS
5
Hit Points 10 (10d6 + 10)
Speed 35 ft. Multiattack. The razor-toothed compy makes
two melee attacks.
STR DEX CON INT WIS CHA
Skeletal Triceratops
hits it with a gore attack on the same turn, Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
that target must succeed on a DC 16 Strength 6 (-2) 17 (+3) 11 (+0) 6 (-2) 13 (+2) 5 (-3) one target. Hit: 6 (1d6+3) piercing damage. If
saving throw or be knocked prone. If the target the target is a creature, it is grappled (escape DC
Huge undead beast
is prone, the skeletal triceratops can make one Skills Perception +4, Stealth +5 12). Until this grapple ends, the razor-toothed
Armor Class 13 (natural) stomp attack against it as a bonus action. Senses passive Perception 12 compy automatically hits the target with claw
aggression
Undead Fortitude. If damage reduces the skeletal attacks. If the grappled creature is Medium or
3
Hit Points 95 (10d12 + 30) Languages –
triceratops to 0 hit points, it must make a larger, its speed is reduced by 5 feet for each
Speed 40 ft. Challenge 2 (400 XP) Proficiency Bonus +2
Constitution saving throw with a DC of 5 + the razor-toothed compy grappling it.
damage taken, unless the damage is radiant or Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
STR DEX CON INT WIS CHA from a critical hit. On a success, the skeletal Natural Camouflage. The razor-toothed compy
has advantage on Dexterity (Stealth) checks one target. Hit: 4 (1+3) slashing damage.
19 (+4) 9 (-1) 17 (+3) 2 (-4) 11 (0) 5 (-3) triceratops drops to 1 hit point instead.
made to hide in tall grass or forest. Eye Lazer. Ranged Weapon Attack: +5 to hit,
Skills Perception +3 Pack Tactics. The razor-toothed compy has range 80/320 ft., one target. Hit: 7 (2d6) fire
Damage Vulnerabilities bludgeoning
ACTIONS damage.

Damage Immunities poison Multiattack. The skeletal triceratops makes two


stop attacks or moves at least 20 feet and makes
Condition Immunities exhaustion, poisoned a gore attack, initiating its trample ability.
Senses darkvision 60 ft., passive Perception 13 Gore. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Languages - one target. Hit: 15 (2d10 + 4) piercing damage.
Challenge 5 (1,800 XP) Proficiency Bonus +3 Stomp. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 15 (2d10 + 4) bludgeoning
Low Center of Gravity. The skeletal triceratops damage.
has advantage on Strength and Dexterity saving Necro Stomp (Recharge 5-6). The skeletal
throws made against effects that would knock it triceratops violently stomps the ground,
prone. It also has advantage on shove attacks. unleashing a wave of necrotic energy in a 15-
Skull Shield. The skeletal triceratops has +2 AC foot radius around itself. Each creature in that
against attacks attacks from creatures or effects area must make a DC 15 Constitution saving
originating in front of it. throw. On a failure, a creature takes 22 (5d8)
Trample. If the skeletal triceratops moves at least necrotic damage and is stunned until the end
20 feet straight toward a creature and then of this next turn. On a success, a creature takes
half the damage and isn’t stunned.

A Time Traveler's Guide to Dinosaur Hunting A Time Traveler's Guide to Dinosaur Hunting

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