Therizinosaurus (5e Creature)

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Huge beast, unaligned

Armor Class 13 (natural armor)
Hit Points 94 (9d12 + 36)
Speed 40 ft.

25 (+7) 6 (-2) 19 (+4) 2 (-4) 10 (+0) 7 (-2)

Senses passive Perception 10
Challenge 5 (1,800 XP)

Brave. The therizinosaurus has advantage on saving throws against being frightened.

Rampage. When the therizinosaurus reduces a creature to 0 hit points with a melee attack on its turn, the therizinosaurus can take a bonus action to move up to half its speed and make an attack with its claws.

Reckless. At the start of its turn, the therizinosaurus can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.


Multiattack. The therizinosaurus makes two attacks with its claws.

Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) slashing damage.

Kick. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Pot-bellied and lumbering, a therizinosaurus at first glance seem like a very non-threatening herbivore, but make no mistake: this bird-like dinosaur is not to be taken lightly. While they don't have wings, a therizinosaurus has long arms ending in three fingers each pronged with a claw as long as a longsword.

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