Velonosaur (5e Creature)

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Large beast, unaligned

Armor Class 15 (natural armor)
Hit Points 56 (6d10 + 12)
Speed 45 ft.

16 (+3) 12 (+1) 14 (+2) 4 (-3) 15 (+2) 6 (-2)

Saving Throws Str +5
Skills Perception +4,
Senses darkvision 60 ft., passive Perception 14
Challenge 3 (450 XP)

Keen Senses. The velonosaur has advantage on Wisdom (Perception) checks that rely on sight, sound, or smell.


Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 3) piercing damage.

Spinning Barrage. The velonasaur releases a mass of spines in a circle. Everything within 60 feet of the velonasaur must make a DC 14 Dexterity saving Throw, or take 12 (4d6) piercing damage, or half as much on a success.

Spinefire. Ranged Weapon Attack +6 to hit, range 80 ft., one target, Hit:19 (6d6+4) piercing damage.

War Cry. The velonosaur emits a low hooting sound when undetected by creatures and is out of range. All creatures that hear it must make a DC 14 Constitution save or be frightened.

Velonosaur (Source)

The velonosaurus is a theropod that appears pretty frail upon a passing glance. But do not be fooled, these guys are among the deadliest creatures of the desert. Often called Spindles by travelers, the velonosaur is a defensive predator that is covered head to toe in spikes. They wander around the Canyon of the Griffin and Wyvern's Trench near the southern shores of Arkamata's Dune Sea. These predators are known for having a spikey frill that when opened, can rapidly fire spines at speeds of up to 100 mph, these spines are tipped with a mysterious metallic element that can be found in the velonosaur's blood. They also have spines on their tails that allow them to rapidly thrash around and launch spines in every direction when they feel threatened.

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