Free interactive D&D 5e SRD stat block

Plesiosaurus

Large Beast, CR 2, AC 13, 68 HP. Unaligned.

Large Beast (Dinosaur), Unaligned

AC
13
Initiative
+2 (12)
HP
68 (8d10+24)
Speed
20 ft., Swim 40 ft.
ScoreModSave
STR 18 +4 +4
DEX 15 +2 +2
CON 16 +3 +3
INT 2 -4 -4
WIS 12 +1 +1
CHA 5 -3 -3
Skills
Perception +3 , Stealth +4
Senses
Passive Perception 13
Languages
None
CR
2 (XP 450; PB +2)

How to run Plesiosaurus

A plesiosaurus is the long-necked terror that comes up under the rowboat and is gone again before the party finishes their saving throw. With a 40-foot swim, AC 13, 68 HP, and Stealth +4 it functions as an aquatic ambush predator. Run it as a kraken's smaller cousin: dangerous when it surprises you, much less dangerous once everyone is on dry land and someone has a longbow.

Set up the ambush. Roll Stealth from underneath; the party should not see it coming. The plesiosaurus rises in the wake of the boat, takes a bite, and slides back into the water before the rogue can react. With a 20-foot walk speed it is helpless on shore and knows it, so every action plan should include a clear path back into deep water. If the boat has a sail the GM should already be thinking about how the long neck snaps a mast.

Run it as a complication, not a duel. The fight is much more interesting if the party is doing something else at the same time: rowing for shore, holding a sail against a storm, keeping a captive alive. The plesiosaur takes its bite, dives, and comes back two rounds later from the opposite side. Players who dive in to chase it lose their action economy entirely; the plesiosaur is at home and they are not. Use the 40-foot swim to keep range from the swimmer who actually has a weapon.

If the plesiosaurus drops below half HP it leaves. Beasts do not fight to the death, and a wounded plesiosaur sinks into the cold and finds a different shoal of fish. Do not feel obliged to kill the party with it; the encounter is a story about the sea, not about the body count.

Describe the wake first. Two long ripples in still water, closing on the boat. Roll initiative when the players say "what was that."

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.
  • HP and party persist in your browser — share a state with the URL bar.

Run real sessions, not just stat blocks

LorePanic searches every rulebook in milliseconds, transcribes Discord games, and lets an AI agent take notes while you narrate. Free trial, no credit card.

Try LorePanic free →