Free interactive D&D 5e SRD stat block

Ankylosaurus

Huge Beast, CR 3, AC 15, 68 HP. Unaligned.

Huge Beast (Dinosaur), Unaligned

AC
15
Initiative
+0 (10)
HP
68 (8d12+16)
Speed
30 ft.
ScoreModSave
STR 19 +4 +6
DEX 11 +0 +0
CON 15 +2 +2
INT 2 -4 -4
WIS 12 +1 +1
CHA 5 -3 -3
Senses
Passive Perception 11
Languages
None
CR
3 (XP 700; PB +2)

How to run Ankylosaurus

An ankylosaurus is a Huge plant-eater that becomes terrifying when the party blunders between it and something it cares about. The SRD 5.2 stat block is sparse: AC 15, 68 HP, Str 19, no listed actions or traits. Run it as an unarmed brute that swings the club at the end of its tail for a flat 2d6+4 bludgeoning at +6 to hit, or reach to a previous-edition tail attack if your group prefers. Pick one before the session and stay consistent if it comes up.

The dinosaur's identity at the table is a wall of muscle that does not negotiate. Its 30 ft. walk speed is unremarkable, Passive Perception 11 is poor, and Int 2 means no flanking, no feinting, no clever switches. It plants itself, swings at whoever is closest, and ignores the wizard pelting it from sixty feet because it cannot conceive of a problem in that direction. Pick one PC each round (the closest, or the one who most recently hurt it) and commit. The fight feels honest if the dinosaur is dumb and consistent rather than puppeted into smart targeting.

Use terrain to make the encounter interesting. The slow walk speed turns a flat plain into a war of attrition the party wins in five or six rounds. Put the ankylosaurus in a narrow canyon, a riverbank, a corral the party blundered into, or guarding a nest. Now the slow speed is a feature, because the dinosaur sits between the party and where they need to go. The squishy members have to cross the kill zone or talk the rest of the group into a careful flank.

Retreat happens when the dinosaur is below half HP and food is on the ground. It does not pursue past the immediate area of its nest or grazing ground. Drop a horse or an unconscious henchman, back off, and the encounter ends with the party shaken but alive.

Describe the tail before the swing. A heavy thump as the club drags across stone, then the swing, then the save.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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