Free interactive D&D 5e SRD stat block

Tyrannosaurus Rex

Huge Beast, CR 8, AC 13, 136 HP. Unaligned.

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

AC
13
Initiative
+3 (13)
HP
136 (13d12+52)
Speed
50 ft.
ScoreModSave
STR 25 +7 +10
DEX 10 +0 +0
CON 19 +4 +4
INT 2 -4 -4
WIS 12 +1 +4
CHA 9 -1 -1
Skills
Perception +4
Senses
Passive Perception 14
Languages
None
CR
8 (XP 3,900; PB +3)

Actions

Multiattack. The tyrannosaurus makes one Bite attack and one Tail attack.

Bite. Melee Attack Roll: +10, reach 10 ft. Hit: 33 (4d12+7) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 17). While Grappled, the target has the Restrained condition and can't be targeted by the tyrannosaurus's Tail.

Tail. Melee Attack Roll: +10, reach 15 ft. Hit: 25 (4d8+7) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition.

How to run Tyrannosaurus Rex

A tyrannosaurus rex is a single-target apex predator with the silhouette to match. Huge, 136 HP, AC 13, walk 50 ft., passive Perception 14. Multiattack gives one Bite and one Tail per turn. Bite deals 4d12+7 piercing and grapples Large or smaller creatures (escape DC 17). Tail deals 4d8+7 bludgeoning and knocks Huge or smaller creatures prone. The entire personality is forward momentum. It does not maneuver, it does not retreat, and it does not stop chewing the one PC it decided was lunch.

Set the geography first. A T. rex in an open field is a chase scene, not a fight. The party will attack from 120 feet and pepper it with arrows for an hour. A T. rex bursting through trees, into a canyon mouth, or up out of a riverbed is a real encounter, because terrain takes ranged advantage off the table and forces somebody into reach. Passive Perception 14 means the dinosaur tracks by sound and movement, so a party that holds still has a window to reposition.

Pick a target before initiative and commit. The T. rex closes 50 feet on round one toward whoever made the most noise (the cleric calling out warnings, the bard playing a horn, the fighter shouting orders). Once adjacent, it does not move off. The Bite has reach 10 ft. and grapples on hit, locking the target into sustained damage from both Bite and Tail next turn. A successful grab is a held PC and slow death by chewing.

A T. rex does not flee. It is too stupid to run from a wound. Fight it to zero or scare it off with a clearly larger creature in line of sight. If the party wants to drive it away, they have to make the noise come from somewhere else: a second herd, a falling tree, an illusion of a larger predator. Otherwise it eats until killed.

Have a horse die first. Players hate it, take the dinosaur seriously after, and the round of chewing buys the rest of the party a turn to position.

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.
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