Physics Raptors

Because Velociraptor = Distanceraptor/Timeraptor and Acceleraptor = Velociraptor/Timeraptor


Velociraptor (by DCW)

Medium beast (dinosaur), unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 60 (8d8 + 24)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 6 (-2) 14 (+2) 8 (-1)

  • Skills Perception +4, Stealth +6
  • Senses passive Perception 14
  • Languages -
  • Challenge 3 (700 XP)

  • Fleet Feet. The raptor can take the dash action as a bonus action. When using this ability, it does not incur attacks of opportunity.
  • Pack Tactics. The raptor has advantage on attack rolls against a creature if at least one of the raptor’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Pounce. If the velociraptor moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the velociraptor can make one bite attack against it as a bonus action.

ACTIONS

Multiattack. The raptor makes two attacks: one with its claws and one with its bite.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.



Distanceraptor

Medium beast (dinosaur), unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 60 (8d8 + 24)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 6 (-2) 14 (+2) 8 (-1)

  • Skills Perception +4, Stealth +6, Acrobatics +6
  • Senses passive Perception 14
  • Languages -
  • Challenge 3 (700 XP)

  • Misty Bite. When the raptor makes a bite attack, it briefly opens a small portal in its space. It leans through to make a bite attack against a creature it can see within 30 feet. The raptor does not move from its space and does not provoke attacks of opportunity. The portal closes at the end of the raptor’s turn. The raptor may use either this or its Misty Pounce as part of its regular attack action.
  • Misty Pounce. The raptor disappears in a silvery mist and reappears up to 30 feet away in an unoccupied space that it can see (often above its prey). If the raptor then hits with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the raptor can make one bite attack against it as a bonus action. This feat does not incur an attack of opportunity if the raptor falls through or out of melee range of an airborne target. The raptor has advantage on Dex (Acrobatics) saving throws to land on its feet after this attack. The raptor may use either this or its Misty Bite as part of its regular attack action.
  • Pack Tactics. The raptor has advantage on attack rolls against a creature if at least one of the raptor’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

ACTIONS

Multiattack. The raptor makes two attacks: one with its claws and one with its bite. One of these attacks may be a Misty attack.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.


Timeraptor

Medium beast (dinosaur), unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 60 (8d8 + 24)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 16 (+3) 6 (-2) 14 (+2) 8 (-1)

  • Skills Perception +4, Stealth +7
  • Senses passive Perception 14
  • Languages -
  • Challenge 4 (1,100 XP)

  • Clever Girl (Recharge 5-6). The timeraptor can be two places at once, giving herself the Pack Tactics advantage even if no other ally is within range.
  • Enhanced Initiative. The timeraptor has advantage on initiative rolls.
  • Pack Tactics. The raptor has advantage on attack rolls against a creature if at least one of the raptor’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • TimePounce. If the timeraptor returns from its Time Phase and then hits a creature with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the timeraptor can make one bite attack against it as a bonus action.
  • Time Heals All Wounds. If the timeraptor has at least 1 hit point and is out of phase with the current plane at the start of its turn, it regains 10 hit points. The timeraptor dies only if it starts its turn with 0 hit points and doesn’t regenerate.

ACTIONS

Multiattack. The raptor makes two attacks: one with its claws and one with its bite.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

REACTIONS

Time Phase. When the raptor takes damage from a melee weapon attack it can see, it phases out of time with the current plane. This effect functions as the Etherealness spell. The raptor can return to the current plane as part of its movement on its next turn.


Acceleraptor

Medium beast (dinosaur), unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 105 (14d8 + 42)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 6 (-2) 14 (+2) 8 (-1)

  • Skills Perception +4, Stealth +6
  • Senses passive Perception 14
  • Languages -
  • Challenge 4 (1,100 XP)

  • Accelerated Initiative. The raptor rolls initiative normally and takes its first turn according to that roll. On each subsequent round, the raptor jumps forward one space in the initiative order. For example, if the raptor is third in initiative on a turn, it will be second in initiative in the next round. When the raptor is first in initiative, it takes a full turn at the beginning and at the end of the round. The following round, it is second to last, and continues moving up the order again.
  • Accelerated Speed. The raptor moves in bursts of speed. Its movement speed increases by 10 feet on each turn. Due to this acceleration, it negates the first attack of opportunity each round.
  • Force Pounce. If the acceleraptor moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that attack deals an extra 1d6 bludgeoning damage. The target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the raptor can make one bite attack against it as a bonus action. On each subsequent use of this ability, the minimum movement increases 5 feet, the extra damage increases 1d6, and the saving throw DC increases by 1.
  • Pack Tactics. The raptor has advantage on attack rolls against a creature if at least one of the raptor’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

ACTIONS

Multiattack. The raptor makes two attacks: one with its claws and one with its bite.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Credit to u/DreadClericWesley