Free interactive D&D 5e SRD stat block

Ankylosaurus

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

A fantasy bestiary portrait of Ankylosaurus.
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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)

Actions

Multiattack. The ankylosaurus makes two Tail attacks.

Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10+4) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition.

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. AC 15 and 68 HP give it enough durability to absorb hits without panicking, and it swings two Tail attacks each round at +6 to hit, dealing 9 damage per swing (1d10+4 bludgeoning) and knocking anything Huge or smaller Prone on hit.

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 picks one PC each round, the closest or the one who most recently hurt it, and commits to swinging until that target drops or moves away. The fight feels honest if the dinosaur is dumb and consistent rather than puppeted into smart targeting. A Prone target takes both Tail attacks at advantage on the next round, which is as close as beasts get to strategy.

Use terrain to make the encounter interesting. The slow 30 ft. 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

  • Click any number in the stat block, attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills, to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
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