Huge Beast (Dinosaur), Unaligned
- AC
- 15
- Initiative
- +0 (10)
- HP
- 68 (8d12+16)
- Speed
- 30 ft.
| Score | Mod | Save | |
|---|---|---|---|
| STR | 19 | +4 | +6 |
| DEX | 11 | +0 | +0 |
| CON | 15 | +2 | +2 |
| INT | 2 | -4 | -4 |
| WIS | 12 | +1 | +1 |
| CHA | 5 | -3 | -3 |
How to run Ankylosaurus
An ankylosaurus on the party's side is almost always a druid wild shape, a frontier lord's prize beast, or a contracted living siege weapon hauled overland for one specific job. Pick which it is before the session. A wild shape is a PC. A trained beast is an NPC the party negotiates with through a handler.
Use the dinosaur for what it actually does, which is occupy ground. With Huge size, AC 15, and 68 HP, a parked ankylosaurus is a wall the enemy has to work around. Position it across the doorway, the bridge, or the chokepoint. Hostile creatures that try to push past have to either go around or shove a six-ton armored beast, which is not happening at most low-CR tables. The dinosaur buys the back-line casters two or three uninterrupted rounds, and that is the actual reason a party brings one to a fight.
The dinosaur cannot take orders past "stay" and "go". Any complex behaviour requires a Wisdom (Animal Handling) check from the handler. On a fail, the ankylosaurus does the dumbest thing in range, which usually means standing still and chewing. Don't punish the party for this, but don't let them treat the beast as a fifth PC either.
Make stabling and feeding a logistics problem the party has to solve in town. Forty pounds of fodder a day, a yard tall enough fences won't matter, and somebody to walk it. The ankylosaurus is the kind of asset that creates more story than it resolves.
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.