Free interactive D&D 5e SRD stat block

Archelon

Huge Beast, CR 4, AC 17, 90 HP. Unaligned.

A fantasy bestiary portrait of Archelon.
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Huge Beast (Dinosaur), Unaligned

AC
17
Initiative
+3 (13)
HP
90 (12d12+12)
Speed
20 ft., Swim 80 ft.
ScoreModSave
STR 18 +4 +4
DEX 16 +3 +3
CON 13 +1 +1
INT 4 -3 -3
WIS 14 +2 +2
CHA 6 -2 -2
Skills
Stealth +5
Senses
Passive Perception 12
Languages
None
CR
4 (XP 1,100; PB +2)

Traits

Amphibious. The archelon can breathe air and water.

Actions

Multiattack. The archelon makes two Bite attacks.

Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 14 (3d6+4) Piercing damage.

How to run Archelon

An archelon is an underwater ambush in a calm bay. AC 17, 90 HP, swim 80 ft., and Stealth +5 with Passive Perception 12 make it an apex predator that hides under the surface, lets the boat get close, and decides whether to bite or to drag. It can breathe air and water via its Amphibious trait, so it hunts above and below the tide line.

Open in deep water with no warning. The archelon's swim is 80 ft., the party's is whatever a Medium humanoid can manage in armor, which is almost always nothing. If the players are on a boat, the first sign is the boat lurching sideways as a head the size of a horse comes up over the gunwale. If they are in the water, somebody is already grappled in your head before the first initiative roll. When it engages, it makes two Bite attacks at +6 to hit, dealing 14 damage per bite (3d6+4). Use a generic shove or grapple from the basic rules if you want a tug mechanic, but call it a shell ram or a beak grab so the table can picture it.

Once it has a target underwater, the archelon's job is patience. It dives, it waits, and it surfaces somewhere new. Walk speed 20 ft. means it will not chase onto land except for a few feet at a tide line, so a party that makes the shore is a party that wins. Make them earn the shore. Sahuagin allies, kelp beds, distance to the nearest rock all count. Retreat is easy: the archelon was hungry, the meal got difficult, and the bay is large. Once it is bloodied or the party has visibly stopped panicking, it sinks and is gone.

Have one player roll a Survival check at the start of the encounter. On a success, tell them the water has gone too still in the wrong way. Give them one round to act before the head comes up.

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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