Free interactive D&D 5e SRD stat block

Triceratops

Huge Beast, CR 5, AC 14, 114 HP. Unaligned.

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

AC
14
Initiative
-1 (9)
HP
114 (12d12+36)
Speed
50 ft.
ScoreModSave
STR 22 +6 +6
DEX 9 -1 -1
CON 17 +3 +3
INT 2 -4 -4
WIS 11 +0 +0
CHA 5 -3 -3
Senses
Passive Perception 10
Languages
None
CR
5 (XP 1,800; PB +3)

Actions

Multiattack. The triceratops makes two Gore attacks.

Gore. Melee Attack Roll: +9, reach 5 ft. Hit: 19 (2d12+6) Piercing damage. If the target is Huge or smaller and the triceratops moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condition.

How to run Triceratops

A triceratops is a CR 5 freight train. Huge, 114 HP, AC 14, Strength 22, walk 50 ft. The Gore action gives +9 to hit for 2d12+6 piercing damage. If the triceratops moved 20 feet or more straight at the target before the hit, the target takes an extra 2d8 piercing damage and is knocked prone. Multiattack gives two Gore attacks per turn. The creature is a mood with horns.

The opener is the charge. A 50 ft. walk and a 20 ft. charge requirement means the triceratops covers a lot of ground in one round. The party that sees it coming has time for one ranged attack each before they scatter. The prone knockdown from a charge is the lever. A downed PC eats a second Gore attack on the next turn, which is real damage even at tier 2. The triceratops charges once, wheels (a full action to turn that bulk), and either charges again or gores whoever is at its feet.

Run multiple triceratops if the encounter is meant to be the climax. A herd of three at CR 5 each is a terrain-changing fight. The party cannot stand in one place because the ground is moving. Pick targets by who is loudest and closest. Triceratops do not have favorites; they have whatever is in front of them.

Once bloodied at 57 HP, a lone triceratops disengages back to its herd or its young. A defending bull dies on the field. Decide which it is before the scene starts. Have the ranger roll Nature DC 13 to spot a calf in the brush before the fight begins. The party that sees it can avoid the encounter. The party that does not has just learned why the bull was so angry.

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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