Large Beast
Armor: 7 Passive Armor: 8 Armored Defense: 4
Health: 14 (7+2) Vitality: 0 (1d10)
Action Points: 12 Movement: 0, swim 5
STR END DEX AGL INT CUN ACU WIL
1 0 1 -1 -5 -5 0 -5
Skills: Unarmored - Trained
Natural Armor. The ammonite's armor increases by 7.
Water Breathing. The ammonite can breathe only underwater.
Water Jets. The ammonite can double it's movement once per round.
Actions
Arms. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: the target is grappled. Until this grapple ends, the ammonite can't use its arms on another target.
Bite. 3 Action Points: Target grappled by the ammonite. Hit: 3 (1d4+1) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 7
Huge Beast
Armor: 10 Passive Armor: 10 Armored Defense: 6
Health: 24 (10+6) Vitality: 0 (1d12+2)
Action Points: 10 Movement: 2, swim 7
STR END DEX AGL INT CUN ACU WIL
3 2 -2 -1 -4 -4 0 -4
Skills: Unarmored - Trained
Amphibious. The turtle can breathe air and water.
Natural Armor. The turtle's armor increases by 10.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 5 (1d4 + 3) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 7
Tiny Beast
Armor: 0 Passive Armor: 6 Armored Defense: 1
Health: 1 (1-2) Vitality: 0 (1d4-1)
Action Points: 13 Movement: 5
STR END DEX AGL INT CUN ACU WIL
-2 -1 2 2 -4 -4 0 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The raptor adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Pack Tactics. The raptor has advantage on an attack roll against a creature if at least one of the raptor's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft. Hit: 1 piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 1 (1d4 -2) slashing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 10
Medium Beast
Armor: 0 Passive Armor: 2 Armored Defense: 1
Health: 20 (5+2) Vitality: 0 (2d8+4)
Action Points: 10 Movement: 4
STR END DEX AGL INT CUN ACU WIL
1 2 -1 0 -4 -4 0 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The Dimetrodon adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 8 (2d6 + 1) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 4
Tiny Beast
Armor: 0 Passive Armor: 6 Armored Defense: 1
Health: 5 (1-1) Vitality: 0 (2d4)
Action Points: 12 Movement: 1, fly 7
STR END DEX AGL INT CUN ACU WIL
-1 0 1 2 -4 -4 -1 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The dimorphodon adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Flyby. The dimorphodon doesn't provoke counterattacks when it flies out of an enemy's reach.
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft. Hit: 1 (1d4 - 1) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 10
Medium Beast
Armor: 0 Passive Armor: 6 Armored Defense: 1
Health: 16 (5+2) Vitality: 0 (2d8)
Action Points: 16 Movement: 7
STR END DEX AGL INT CUN ACU WIL
1 0 1 4 -4 -4 0 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The gallimimus adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Quickness (Recharge 5–6). The gallimimus can double its dodge roll at no increase to the Action Point cost once per round.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 5 (1d8 + 1) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 3 (1d4 + 1) slashing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 12
Large Beast
Armor: 0 Passive Armor: 1 Armored Defense: 1
Health: 26 (7+6) Vitality: 0 (2d10+2)
Action Points: 11 Movement: 3
STR END DEX AGL INT CUN ACU WIL
3 1 -1 0 -4 -4 0 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The hadrosaurus adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Actions
Tail. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 8 (1d10 + 3) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 3
Large Beast
Armor: 3 Passive Armor: 6 Armored Defense: 2
Health: 28 (7+4) Vitality: 0 (2d10+6)
Action Points: 12 Movement: 0, swim 10
STR END DEX AGL INT CUN ACU WIL
2 3 -2 2 -4 -4 1 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The ichthyosaurs adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Thick Fat. The ichthyosaurs adds its Endurance to its Armor.
Charge. If the ichthyosaurs moves at least 30 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage.
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 6 (1d8 + 2) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 10
Small Beast
Armor: 0 Passive Armor: 6 Armored Defense: 1
Health: 7 (3-1) Vitality: 0 (2d4)
Action Points: 13 Movement: 5
STR END DEX AGL INT CUN ACU WIL
-1 0 2 1 -4 -4 0 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The raptor adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Pack Tactics. The raptor has advantage on an attack roll against a creature if at least one of the raptor's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft. Hit: 1 piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 1 (1d4 -2 ) slashing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 10
Large Beast
Armor: 0 Passive Armor: 2 Armored Defense: 1
Health: 32 (7+6) Vitality: 0 (3d10+3)
Action Points: 11 Movement: 6
STR END DEX AGL INT CUN ACU WIL
3 1 -1 0 -4 -4 0 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The pachy adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Charge. If the pachy moves at least 20 feet straight toward a target and then hits it with a Skull Bash attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage and must make a target 13 Body (Strength) defense roll or be knocked Prone.
Strong Runner. The pachy adds its Strength to its movement.
Actions
Skull Bash. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 10 (2d6 + 3) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 4
Large Beast
Armor: 0 Passive Armor: 2 Armored Defense: 1
Health: 35 (7+6) Vitality: 0 (3d10+6)
Action Points: 13 Movement: 4
STR END DEX AGL INT CUN ACU WIL
3 2 0 1 -4 -4 0 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The parasaurolophus adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Actions
Tail. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 8 (1d10 + 3) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 5
Small Beast
Armor: 0 Passive Armor: 5 Armored Defense: 1
Health: 15 (3+2) Vitality: 0 (3d6)
Action Points: 13 Movement: 2, fly 7
STR END DEX AGL INT CUN ACU WIL
1 0 1 2 -4 -4 0 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The pterodactyl adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Flyby. The pterodactyl doesn't provoke counterattacks when it flies out of an enemy's reach.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 4 (1d6 + 1) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 9
Medium Beast
Armor: 0 Passive Armor: 4 Armored Defense: 1
Health: 35 (5+4) Vitality: 0 (4d8+8)
Action Points: 14 Movement: 5
STR END DEX AGL INT CUN ACU WIL
2 2 1 2 -4 -4 1 -4
Skills: Awareness, Unarmored - Trained, Mobility - Proficient
Beastial Defense. The raptor adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Efficient Attacks. The Action Point cost of the raptors attacks is reduced by 1.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 7 (1d10 + 2) slashing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 10
Small Beast
Armor: 0 Passive Armor: 7 Armored Defense: 1
Health: 23 (3+2) Vitality: 0 (4d6+4)
Action Points: 16 Movement: 7
STR END DEX AGL INT CUN ACU WIL
1 1 2 4 -4 -4 0 -4
Skills: Unarmored - Trained, Mobility - Proficient
Beastial Defense. The raptor adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Pack Tactics. The raptor has advantage on an attack roll against a creature if at least one of the raptor's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 4 (1d6 + 1) piercing damage.
Claw. 3 Action Points, Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 3 (1d4 + 1) slashing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 15
Medium Beast
Armor: 0 Passive Armor: 4 Armored Defense: 1
Health: 29 (5+6) Vitality: 0 (4d8)
Action Points: 14 Movement: 2, fly 7
STR END DEX AGL INT CUN ACU WIL
3 0 1 2 -4 -4 0 -4
Skills: Mobility, Unarmored - Trained
Beastial Defense. The pteranodon adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Flyby. The pteranodon doesn't provoke counterattacks when it flies out of an enemy's reach.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 8 (2d4 + 3) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 8
Huge Beast
Armor: 0 Passive Armor: 1 Armored Defense: 2 (6)
Health: 60 (10+8) Vitality: 0 (5d12+10)
Action Points: 13 Movement: 3
STR END DEX AGL INT CUN ACU WIL
4 2 -2 -1 -4 -4 -1 -4
Skills: Body, Unarmored - Proficient
Trampling Charge. If the ceratops moves at least 20 feet straight toward a creature and then hits it with a horn attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage and must make a target 14 Body (Strength) defense roll or be knocked Prone. If the target is prone, the ceratops can immediately make one stomp attack against it for 1 less Action Point.
Crest. The ceratops adds its Strength to its Shield value. It can only block from the front.
Actions
Horn. Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 10 (1d12 + 4) piercing damage.
Stomp. Melee Weapon Attack: +8 to hit, one prone creature. Hit: 14 (4d4 + 4) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 - 1
Block. 3 Action Points: 1d8 + 12
Large Beast
Armor: 0 Passive Armor: 5 Armored Defense: 2
Health: 52 (7+8) Vitality: 0 (5d10+10)
Action Points: 18 Movement: 9
STR END DEX AGL INT CUN ACU WIL
4 2 1 2 -4 -4 1 -4
Skills: Mobility - Trained, Awareness, Unarmored - Proficient
Beastial Defense. The dilophosaurus adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Pounce. If the dilophosaurus moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must make a target 13 Body (Strength) defense roll or be knocked Prone. If the target is prone, the dilophosaurus can immediately make one bite attack against it for 1 less Action Point.
Strong Runner. The dilophosaurus adds its Strength to its movement.
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 13 (2d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 9 (1d10 + 4) slashing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 9
Huge Beast
Armor: 0 Passive Armor: 3 Armored Defense: 2
Health: 65 (10+8) Vitality: 0 (5d12+15)
Action Points: 17 Movement: 4
STR END DEX AGL INT CUN ACU WIL
4 3 1 1 -4 -4 0 -4
Skills: Mobility- Trained, Unarmored - Proficient
Beastial Defense. The iguanodan adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Actions
Tail. Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 13 (2d8 + 4) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 6
Large Beast
Armor: 3 Passive Armor: 8 Armored Defense: 2
Health: 55 (7+6) Vitality: 0 (5d10+15)
Action Points: 15 Movement: 2, swim 10
STR END DEX AGL INT CUN ACU WIL
3 3 -1 1 -4 -4 1 -4
Skills: Awareness, Mobility, Stealth - Trained, Unarmored - Proficient
Beastial Defense. The plesiosaurus adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Hold Breath. The plesiosaurus can hold its breath for 1 hour.
Thick Fat. The plesiosaurus adds its Endurance to its Armor.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft. Hit: 12 (2d8 + 3) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 11
Huge Beast
Armor: 0 Passive Armor: 1 Armored Defense: 1
Health: 51 (10+4) Vitality: 0 (5d12+5)
Action Points: 17 Movement: 2, fly 6
STR END DEX AGL INT CUN ACU WIL
2 1 0 1 -4 -4 1 -4
Skills: Unarmored - Trained, Awareness, Mobility - Proficient
Beastial Defense. The quetzalcoatlus adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Flyby. The quetzalcoatlus doesn't provoke counterattacks when it flies out of an enemy's reach.
Dive Attack. If the quetzalcoatlus is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 9 (2d8) damage to the target.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 11 (2d8 + 2) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 5
Huge Beast
Armor: 0 Passive Armor: 2 Armored Defense: 2
Health: 77 (10+10) Vitality: 0 (6d12+18)
Action Points: 14 Movement: 3
STR END DEX AGL INT CUN ACU WIL
5 3 -2 0 -4 -4 1 -4
Skills: Mobility - Trained, Unarmored - Proficient
Beastial Defense. The allosaurus adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Efficient Attacks. The Action Point cost of the allosaurus attacks is reduced by 1.
Actions
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft. Hit: 19 (4d6 + 5) piercing damage. If the target is a Medium or smaller creature, it is grappled (target 15 to escape). Until this Grapple ends the allosaurus can't bite another target.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. Hit: 14 (2d8 + 5) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 4
Huge Beast
Armor: 10 Passive Armor: 12 Armored Defense: 7
Health: 85 (10+6) Vitality: 0 (6d12+30)
Action Points: 10 Movement: 1
STR END DEX AGL INT CUN ACU WIL
3 5 -2 -1 -4 -4 -1 -4
Skills: Body, Unarmored - Proficient
Natural Armor. The ankylosaurs' armor increases by 10.
Low Profile. The ankylosaurs uses its Body defense instead of its Mobility defense for dodge.
Actions
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft. Hit: 17 (4d6 + 3) bludgeoning damage. If the target is a creature, it must succeed on a target 13 Body (Strength) defense roll or be knocked Prone.
Reactions
Dodge. 2 Action Points: 1d6 + 13
Large Beast
Armor: 0 Passive Armor: 6 Armored Defense: 2
Health: 67 (7+8) Vitality: 0 (7d10+14)
Action Points: 20 Movement: 7
STR END DEX AGL INT CUN ACU WIL
4 2 2 3 -4 -4 1 -4
Skills: Stealth - Trained, Awareness, Mobility, Unarmored - Proficient
darkvision 60 ft.
Beastial Defense. The tiger adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Keen Smell. The tiger has advantage on Awareness checks that rely on smell.
Pounce. If the tiger moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must make a target 13 Body (Strength) defense roll or be knocked Prone. If the target is prone, the tiger can immediately make one bite attack against it for 1 less Action Point.
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 11 (2d6 + 4) piercing damage.
Claw. 3 Action Points, Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 9 (1d10 + 4) slashing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 13
Huge Beast
Armor: 5 Passive Armor: 7 Armored Defense: 4 (9)
Health: 93 (10+10) Vitality: 0 (7d12+28)
Action Points: 13 Movement: 3
STR END DEX AGL INT CUN ACU WIL
5 4 -2 -1 -4 -4 -1 -4
Skills: Body, Unarmored - Proficient
Bony Plates. The stegosaurus adds its Strength to its Armor and Shield Value.
Actions
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. Hit: 26 (6d6 +5) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 4
Block. 3 Action Points: 1d6 + 14
Gargantuan Beast
Armor: 4 Passive Armor: 5 Armored Defense: 4
Health: 141 (15+10) Vitality: 0 (8d20+32)
Action Points: 18 Movement: 4
STR END DEX AGL INT CUN ACU WIL
5 4 -2 0 -4 -4 0 -4
Skills: Mobility, Unarmored - Proficient
Thick Fat. The apatosaurus adds its Endurance to its Armor.
Actions
Stomp. Melee Weapon Attack: +9 to hit, reach 10 ft. Hit: 23 (4d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a target 16 Body (Strength) defense roll or be knocked Prone.
Tail. Melee Weapon Attack: +9 to hit, reach 20 ft. Hit: 26 (6d6 + 5) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 8
Huge Beast
Armor: 0 Passive Armor: 2 Armored Defense: 2 (7)
Health: 104 (10+10) Vitality: 0 (8d12+32)
Action Points: 14 Movement: 4
STR END DEX AGL INT CUN ACU WIL
5 4 -2 0 -4 -4 0 -4
Skills: Body, Unarmored - Proficient
Trampling Charge. If the ceratops moves at least 20 feet straight toward a creature and then hits it with a horn attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage and must make a target 14 Body (Strength) defense roll or be knocked Prone. If the target is prone, the ceratops can immediately make one stomp attack against it for 1 less Action Point.
Crest. The ceratops adds its Strength to its Shield value. It can only block from the front.
Actions
Horn. Melee Weapon Attack: +9 to hit, reach 5 ft. Hit: 21 (3d10 + 5) piercing damage.
Stomp. Melee Weapon Attack: +9 to hit, one prone creature. Hit: 23 (4d8 + 5) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6
Block. 3 Action Points: 1d8 + 14
Huge Beast
Armor: 4 Passive Armor: 7 Armored Defense: 2
Health: 114 (10+10) Vitality: 0 (9d12+36)
Action Points: 17 Movement: 0, swim 11
STR END DEX AGL INT CUN ACU WIL
5 4 -2 1 -4 -4 0 -4
Skills: Awareness - Trained, Mobility, Unarmored - Proficient
Beastial Defense. The liopleurodon adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Hold Breath. The liopleurodon can hold its breath for 1 hour.
Thick Fat. The liopleurodon adds its Endurance to its Armor.
Efficient Attacks. The Action Point cost of the liopleurodon attacks is reduced by 1.
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 21 (3d10 + 5) piercing damage and the target is grappled (target 16 to escape). Until this Grapple ends the liopleurodon can't bite another target.
Reactions
Dodge. 2 Action Points: 1d6 + 12
Huge Beast
Armor: 5 Passive Armor: 7 Armored Defense: 4
Health: 127 (10+14) Vitality: 0 (9d12+45)
Action Points: 18 Movement: 3
STR END DEX AGL INT CUN ACU WIL
7 5 2 -2 -4 -4 0 -4
Skills: Mobility - Trained, Body, Unarmored - Proficient
Trampling Charge. If the mammoth moves at least 20 feet straight toward a creature and then hits it with a horn attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage and must make a target 17 Body (Strength) defense roll or be knocked Prone. If the target is prone, the mammoth can immediately make one stomp attack against it for 1 less Action Point.
Thick Fat. The mammoth adds its Endurance to its Armor.
Actions
Horn. Melee Weapon Attack: +11 to hit, reach 10 ft. Hit: 19 (2d12 + 6) piercing damage.
Stomp. Melee Weapon Attack: +11 to hit, one prone creature. Hit: 28 (4d10 + 6) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 7
Huge Beast
Armor: 0 Passive Armor: 3 Armored Defense: 2
Health: 116 (10+12) Vitality: 0 (9d12+36)
Action Points: 17 Movement: 4
STR END DEX AGL INT CUN ACU WIL
6 4 -2 1 -4 -4 1 -4
Skills: Awareness - Trained, Mobility, Unarmored - Proficient
Beastial Defense. The t-rex adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Efficient Attacks. The Action Point cost of the t-rex attacks is reduced by 1.
Actions
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft. Hit: 24 (4d8 + 6) piercing damage. If the target is a Medium or smaller creature, it is grappled (target 16 to escape). Until this Grapple ends the t-rex can't bite another target.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. Hit: 19 (3d8 + 6) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 7
Gargantuan Beast
Armor: 6 Passive Armor: 9 Armored Defense: 6
Health: 194 (15+14) Vitality: 0 (10d20+60)
Action Points: 21 Movement: 4
STR END DEX AGL INT CUN ACU WIL
7 6 -1 0 -4 -4 0 -4
Skills: Mobility - Proficient, Unarmored - Expert
Thick Fat. The brachiosaurus adds its Endurance to its Armor.
Actions
Stomp. Melee Weapon Attack: +13 to hit, reach 10 ft. Hit: 29 (4d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a target 16 Body (Strength) defense roll or be knocked Prone.
Tail. Melee Weapon Attack: +13 to hit, reach 20 ft. Hit: 34 (6d8 + 7) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 10
Gargantuan Beast
Armor: 5 Passive Armor: 8 Armored Defense: 5
Health: 197 (15+12) Vitality: 0 (11d20+55)
Action Points: 20 Movement: 0, swim 11
STR END DEX AGL INT CUN ACU WIL
6 5 -2 0 -4 -4 0 -4
Skills: Awareness - Proficient, Mobility, Unarmored - Expert
Beastial Defense. The mosasaurus adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Hold Breath. The mosasaurus can hold its breath for 1 hour.
Thick Fat. The mosasaurus adds its Endurance to its Armor.
Efficient Attacks. The Action Point cost of the mosasaurus attacks is reduced by 1.
Actions
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft. Hit: 32 (4d12 + 6) piercing damage and the target is grappled (target 18 to escape). Until this Grapple ends the mosasaurus can't bite another target.
Reactions
Dodge. 2 Action Points: 1d6 + 14
Gargantuan Beast
Armor: 0 Passive Armor: 5 Armored Defense: 3
Health: 199 (15+14) Vitality: 0 (11d20+55)
Action Points: 23 Movement: 5
STR END DEX AGL INT CUN ACU WIL
7 5 -1 2 -4 -4 1 -4
Skills: Awareness - Proficient, Mobility, Unarmored - Expert
Beastial Defense. The spinosaurus adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Efficient Attacks. The Action Point cost of the spinosaurus attacks is reduced by 1.
Actions
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (target 18 to escape). Until this Grapple ends the spinosaurus can't bite another target.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft. Hit: 20 (3d8 + 7) bludgeoning damage.
Reactions
Dodge. 2 Action Points: 1d6 + 13