Allosaurus

Allosaurus lives in groups of 3-4. One Allosaurus is the Alpha, while the others are its mates or a beta male. The Allosaurus is larger than the Carnotaurus, with longer arms, scattered plates on its head and back, and crests above its eyes.


Allosaurus

Large beast, unaligned


  • Armor Class 13(natural armor)
  • Hit Points 49
  • Speed 40ft.

STR DEX CON INT WIS CHA
18(+4) 13 (+1) 17 (+3) 2 (-4) 12 (+1) 5 (-3)

  • Skills Perception +5
  • Senses passive Perception 15, darkvision 30ft
  • Languages ---
  • Challenge 3

Pack Tactics. The allosaurus has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Bite. Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit: 19 (3d10 + 4) piercing damage. If the target is a Medium or Smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the allosaurus can't bite another target.

Tail. Melee Weapon Attack +10 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Megalosaurus

Much like the Island's other large theropods, Megalosaurus noctedominus is an aggressive carnivore that should not be taken lightly. Unlike most of the other theropods, it is a primarily nocturnal creature. As dawn approaches, Megalosaurus begins looking for a secluded place to spend the day sleeping in relative safety.

The Megalosaurus is a nocturnal theropod resembling something akin to a smaller version of the Allosaurus. It avoids competition with its fellow large theropods by hunting at night, striking at herbivores or survivors when they are at their most vulnerable. It is feathered on the back and top of the head.


Megalosaurus

Large beast, unaligned


  • Armor Class 12(natural armor)
  • Hit Points 42 (5d10 + 15)
  • Speed 40ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 17 (+3) 2 (-4) 8 (-1) 5 (-3)

  • Skills Perception +5
  • Senses passive Perception 10, darkvision 60ft
  • Languages ---
  • Challenge 2

Actions

Bite. Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a Medium or Smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the megalosaurus can't bite another target.

Shake Melee Weapon Attack +6 to hit, one target held in mouth. Hit: (2d10) piercing damage

Tail. Melee Weapon Attack +10 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Arthropluera(Giant Centipede)

Size: Medium HP: 14 Challenge: 1/2

Arthropleura's blood has a very low pH, to the point that it can dissolve many materials. This acidic blood splashes back on anything that directly attacks it, weakening the durability of weapons and hurting attackers. Many creatures thusly refuse to prey on Arthropleura, fearing this unique defense. If that wasn't enough, Arthropleura also keeps a small reservoir of blood ready to spit at its prey.

Carbonemys (Giant Crab)

Carbonemys is one of the least aggressive creatures on the island. Were it not for the plethora of predators on the island, I'm certain it would spend its days basking in the sun, eating, or sleeping. Carbonemys leads a simple, solitary life. It seems to be one of the most peaceful animals I have yet encountered.

Carbonemys are large turtles that often stand taller than a Human. Slow and usually placid, they are protected by one of the toughest shells on the island, in which they can draw back almost completely. The shell is armed with spiny scales. The skin of feet and tail is enhanced by firmer dander. Only the lower neck area is relatively tender. Their pine strips can be used as a cutting tool. They have small but alert and often piercing eyes, most commonly red.


Compy (Hyena)

Size: Small

One of the smallest predators on the island. While alone, Compsognathus is not dangerous or aggressive. In larger packs, however, it remembers its carnivorous nature. After a group of Compsognathus grows to a certain size, their pack mentality always seems to embolden them to "attack".

Dimorphodon (Blood Hawk)

Dimorphodon is another of the island's Jekyll-and-Hyde creatures. It is normally passive, sometimes even friendly. When provoked, it becomes very aggressive, even against larger creatures it has no business fighting... often to its own fatal end. Dimorphodon can make short work of smaller opponents, however, due to its large (but lightweight) skull and teeth.

Dodo

Speed: 20ft. HP: 5 AC: 8 Challenge: 0 (10 XP)

Doedicurus

Doedicurus is one of the non-aggressive herbivores, generally found on mountains and grasslands. Large and well-armored, it has a supply of fat under its plates to keep it warm and fed in the cold. Doedicurus has two very different reactions to predators. Against smaller foes, it generally uses its spiked tail to inflict as much damage as possible. Against larger predators, however, it pulls its tail underneath itself to form a solid armored ball that is nearly impossible for creatures to pierce.


Doedicurus

Medium beast, unaligned


  • Armor Class 17
  • Hit Points 80(10d10 + 13)
  • Speed 25ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 5 (-3) 10 (+0) 7 (-2)

  • Damage Resistance slashing, piercing
  • Senses passive Perception 9
  • Languages --
  • Challenge 3 (700 XP)

Sonic Roll Doedicurus can roll into it's shell and, in a straight line, barrel 30ft forward. If it collides with a creature, it takes (3d10) bludgeoning damage and knocks it prone.

Shell Doedicurus can shrink into it's shell, reducing it's speed to 0ft. It's armor class increases to 20, and it gains a Damage Resistance to bludgeoning and a Damage Immunity to piercing.

Actions

Tail Spin. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 9 (1d12 + 1) piercing damage and 9(1d12 + 1) bludgeoning damage.


Anklyosaurus

Ankylosaurus is a species of large, quadrupedal herbivore, donned with a thick coating of spikes and bony plates. They are relatively low to the ground and protect themselves with an enormous bone club on the end of their tails


Ankylosaurus

Medium beast, unaligned


  • Armor Class 16
  • Hit Points 76(9d10 + 13)
  • Speed 20ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 18 (+4) 5 (-3) 10 (+0) 7 (-2)

  • Saving Throws Con +6, Str +4
  • Damage Resistance slashing, piercing
  • Senses passive Perception 9
  • Languages --
  • Challenge 3 (700 XP)

Actions

Tail Spin. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 9 (1d12 + 1) piercing damage and 9(1d12 + 1) bludgeoning damage.

Dunkleosteus (Killer Whale)

The Dunkleosteus is a slow, cumbersome fish that slowly wanders the depths of the ocean. It will not deter from its path to attack players, but if it is hurt by any creature (players included) or a player gets too close, it will attack without mercy. If the attacker can hold its position, the Dunkleosteus will flee.

While its body's physique is similar to that of a standard fish with an eel-like tail, its head makes the beast very distinct. The Dunkleosteus's head is totally armoured, except for the eyes. Where most animals have teeth, massive jagged plates of bone exist in its mouth to crush the shells and bones of its prey. These teeth are used by the creature to crush rocks and oil nodes. The Dunkleosteus is slightly larger than a Megalodon, another predator that cruises the same waters.

Gallimimus (Goat)

Speed: 65ft. Size: Medium.

Gallimimus is a large herbivore resembling something akin to a reptilian ostrich. Like an ostrich, it has a long neck and a beak for eating foods like grasses and berries. It has a slim build with a long tail to act as counterbalance when sprinting from predators like Carnotaurus and Raptors.

Unlike the island's many armored animals, Gallimimus eschews strong defenses for the ability to outrun pretty much anything.


Araneo (Giant Spider)

HP: 15 Size: Medium Challenge: 1/2

Lystrosaurus (Giant Lizard)

HP: 5 Size: Small Challenge: 0 Speed: 20ft

The Lystrosaurus is a stout mammal-like reptile often described as resembling a reptilian pig. Like wild pigs, they are usually seen snuffling the jungle floor for food using two small canine teeth and a small but strong beak. The Lystrosaurus's only true defense is their stealth, being small and quiet makes them incredibly difficult to find.

Gigantopithecus

Gigantopithecus is usually quite passive, but it has a very short temper when it comes to its personal space. Once another creature gets close, this gentle giant quickly becomes a rampaging beast. Best to give them a wide berth.

Gigantopithecus seems most happy to lazily lay about, picking berries from plants.


Gigantopithecus

Medium beast, unaligned


  • Armor Class 12
  • Hit Points 19(3d8+6)
  • Speed 30ft., climb 30ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 7 (-2)

  • Skills Perception +3, Athletics +5
  • Senses passive Perception 13
  • Languages ---
  • Challenge 1/2

Actions

Multiattack The giganto makes two fist attacks.

Fist. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Rock. Ranged Weapon Attack +5 to hit, range 25/50ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.


Mesopithecus (Baboon)

Carnotaurus

Carnotaurus is like a smaller Tyrannosaurus in terms of shape. A blunt head with two forward-facing horns and arms so stubby they make those of a Tyrannosaurus seem well developed in comparison.


Carno

Large beast, unaligned


  • Armor Class 15
  • Hit Points 63
  • Speed 40ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 16 (+3) 5 (-3) 14 (+2) 8 (-1)

  • Skills Perception +4, Stealth +6
  • Senses passive Perception 16
  • Languages ---
  • Challenge 3 (450 XP)

Actions

Multiattack. The carno makes two attacks: one with its bite and one with its headbutt.

Bite. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit: 15 (4d6 + 3) Piercing damage.

Headbutt Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, and the target is knocked prone.

Sarcosuchus / Giant Crocodile

Among the island's water-based threats, Sarcosuchus is a lot what you might expect from a giant crocodile: A patient killing machine. It spends much of its days lazily waiting in the water for prey to walk near. That said, it is not opposed to scurrying onto land and pressing the issue when hungry. They lie perfectly still in their river habitats, seeking the perfect moment to ambush their unsuspecting prey. They're always highly alert, and always immensely dangerous. They have also been known to jump on boats.


Sarcosuchus

14ftx8ft (Large) beast, unaligned


  • Armor Class 14(natural armor)
  • Hit Points 85(9d12 + 27)
  • Speed 30ft., swim 50ft.

STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 17 (+3) 2 (-4) 10 (+0) 7 (-2)

  • Skills Stealth +5
  • Senses passive Perception 10
  • Languages ---
  • Challenge 5(1,800 XP)

Hold Breath. The crocodile can hold it's breath for 30 minutes.

Actions

Multiattack The sarco makes two attacks: one with its bite, and one with its tail.

Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 21(3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

Tail. Melee Weapon Attack: +8 to hit, reach 10ft, one target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Brontosaurus

Among the largest creatures I've seen on the island, Brontosaurus is so massive that it ignores most other creatures. I've seen a pack of Raptors tear apart smaller dinosaurs while Brontosaurus continues eating, seemingly oblivious to the hunting pack.

Their tail swing will throw attackers back, potentially off ledges and cliffs. If the attacker is not fast enough to recover the distance before it swings again, the Bronto can easily hold them back. A Bronto's legs also inflict damage(crushing damage) in huge amounts very quickly versus creatures, so it is recommended that creatures do not get caught underfoot or they will likely be trampled to death.


Brontosaurus

Gargantuan(20ft.W x 25ft.L) beast, unaligned


  • Armor Class 15(natural armor
  • Hit Points 121(9d20 + 27)
  • Speed 30ft.

STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 17 (+3) 2 (-4) 10 (+0) 7 (-2)

  • Saving Throws Con +6
  • Senses passive Perception 10
  • Languages ---
  • Challenge 5 (1,800 XP)

Actions

Tail Swipe. Melee Weapon Attack: +8 to hit, reach 20ft., one target. Hit 32(6d8 + 5) bludgeoning damage.

Stomp. Melee Weapon Attack: +8 to hit, reach 20ft, one target. Hit 27(5d8 + 5) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.


Megalodon (Giant Shark)

Megalodons will stay in the deeper waters unless attacking prey, but even then they rarely enter shallow areas. They also aggro on a player from a very long distance, therefore it is not uncommon that the player suddenly has to deal with multiple Megalodons at once.

Meganeura (Giant Wasp)

Though not often aggressive, they quickly appear in large numbers to scavenge off the victims of Pulmonoscorpius, rendered unconscious and unable to defend themselves. I have noticed it is unwise to disturb a flock of feeding Meganeura.

Onyc (Giant Bat )

Bats, unlike birds, keep themselves aloft by use of long fingers which are connected with a wing membrane. Bats are good and enduring flyers, but they cannot move around in any other way. Unable to sit, bats must cling to a cave niche and remain hanging upside down to relax or to sleep. Bats are lightweight, with short and mostly brown to gray fur. They have arrowheadlike incisors, which help to part small prey animals.

Pachy

Pachycephalosaurus is a bit of a conundrum. It is a very passive (even friendly) herbivore, common to much of the island. At the same time, it is one of the most dangerous herbivores that I have yet encountered on the island. Its charging headbutt is a display of sheer physical power, and can kill much more quickly than you might think.

While Pachycephalosaurus is generally amiable, it has a short temper. Its fight-or-flight response always seems to choose "fight"! The Pachy becomes extremely aggressive once attacked. Additionally, it is an incredibly fast sprinter, so escaping from an enraged Pachy is very difficult.


Pachy

Small beast, unaligned


  • Armor Class 13
  • Hit Points 14(6d8+18)
  • Speed 50ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 5 (-3) 14 (+2) 8 (-1)

  • Saving Throws DEX +4
  • Damage Resistance Bludgeon
  • Skills Perception +4
  • Senses passive Perception 14
  • Languages ---
  • Challenge 1/4 (450 XP)

Head-first Charge If the pachy moves at least 30 feet straight toward a creature and then hits it with a headbutt attack on the same turn, that target must succeed on a DC 14 Constitition saving throw or add one level of exhaustion.

Actions

Headbutt. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, and the target is knocked prone.

Paracer

Paraceratherium is a massive, long-necked mammal that inhabits some of the island's grasslands. It resembles a gigantic horse/rhinoceros hybrid, but is over twice the size of either. Paraceratherium is a very peaceful and friendly herbivore, and doesn't even seem to mind other creatures near its nest.


Paracer

Huge(10ft.W x 15ft.L x13ft.H) beast, unaligned


  • Armor Class 11
  • Hit Points 45(6d10 + 12)
  • Speed 40ft.

STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 15 (+2) 2 (-4) 12 (+1) 6 (-2)

  • Senses passive Perception 11
  • Languages --
  • Challenge 2

Actions

Stomp Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 20 (3d10 +5)


Parasaur

Parasaurolophus has some of the more interesting adaptions of all Creatures I've seen on the Island. It has a signature head ridge. Very docile at first, I've often been able to approach them without complaint. If startled, however, the Parasaur immediately runs - very far and very fast.

A large, bipedal dinosaur of the hadrosaurid/duck-billed variety, the Parasaur is well known for its long, arching head crest and duck bill. They most often appear as variations of red and green, oftentimes with vibrant, red, white, or yellow spines. You can also find them in black but it is very rare.


Parasaur / Hadrosaurus

Large(8ft.L by 5ft.W) beast, unaligned


  • Armor Class 11
  • Hit Points 19(3d10 + 3)
  • Speed 40ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)

  • Skills Perception +2
  • Senses passive Perception 12
  • Languages --
  • Challenge 1/4 (50 XP)

Actions

Tail Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 7 (1d10 +2) bludgeoning damage.


Pelagornis

The much larger ancestor of water birds like the stork or pelican, Pelagornis shares many traits with its modern-day brethren. However, it seems to spend much more time hunting for fish over the open deep-sea.

A relative of modern seagulls, Pelagornis is instantly recognizable from the more common Icthyornis by its size. With a large wingspan, it also possesses a beak filled with tooth-like projections for snagging fish, as well as webbed feet for paddling upon the ocean surface when it must rest its wings.


Pelagornis

Medium beast, unaligned


  • Armor Class 13
  • Hit Points 16(3d10 + 1)
  • Speed 10ft., fly 60ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 13 (+1) 4 (-3) 10 (+0) 8 (-1)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages ---
  • Challenge 1/4 (50 XP)

Flyby. The pelagornis doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Keen Sight. The pelagornis has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (2d4 + 1) piercing damage.


Pteranodon

The Pteranodon seems to be one of the least aberrant Reptile on the island. Pteranodon wyvernus mostly feeds itself by eating the small fish around the island, but they can also be found scavenging any number of dead animals. Because of this they are one of the most common creatures on the island.

It has a long crest and beak (filled with needle-like teeth, oddly enough), as well as impressive wings, which strangely bear more resemblance those of a bat than those of other pterosaurs species.


Pteranodon

Medium beast, unaligned


  • Armor Class 13(natural armor)
  • Hit Points 13(3d8)
  • Speed 10ft., fly 60ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 10 (+0) 2 (-4) 9 (-1) 5 (-3)

  • Skills Perception +1
  • Senses passive Perception 11
  • Languages ---
  • Challenge 1/4 (50 XP)

Flyby. The pteranodon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 6 (2d4 + 1) piercing damage.

Quetzalcoatlus

From afar, it's hard to believe that Quetzalcoatlus is one of the largest avians on the island. It shares a similar silhouette with the Pteranodon, and nests near the absolute highest peaks. Upon closer inspection, though, Quetzalcoatlus is an enormous creature of tremendous power.

I find it strange that such a large, imposing beast would be so skittish. Unlike other creatures of its size, it is more likely to flee than fight.

Quetzalcoatlus is the largest flying animal yet found on the island. A gigantic, long-necked pterosaur, it dwarfs the much more common Pteranodon. These creatures are solitary and far-ranging, moving all across the island to roost and feed. They are carnivorous, feeding mainly on fish and small game taken from the ground. In addition, they scavenge.


Quetzal

Huge beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 30 (4d12 + 4)
  • Speed 10ft., fly 80ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 13 (+1) 2 (-4) 10 (+0) 5 (-3)

  • Skills Perception +2
  • Senses passive Perception 12
  • Languages ---
  • Challenge 2 (450 XP)

Dive Attack. If the quetzel is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 10 (3d6) damage to the target.

Flyby. The quetzel doesn't provoke opportunity attacks when it flies out of an enemies reach.

Actions

Bite Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit 12 (3d6 + 2) piercing damage.


Deinonychus (Raptor)

The raptor is a relatively small dinosaur with feathers on the head, back, tail, and on the backs of the arms. They come in a variety of colors, although green and reddish brown seem to be the most common it is rare in the color black.


Raptor

Medium beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 26(4d8+8)
  • Speed 40ft

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 14 (+2) 4 (-3) 12 (+1) 6 (-2)

  • Skills Perception +3, Stealth +3
  • Senses passive Perception 13
  • Languages ---
  • Challenge 1 (200 XP)

Pounce. If the raptor moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 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.

Pack Tactics. The raptor has advantage on an attack roll 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 three attacks: two with its claws and one with its bite.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) Piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 2) Slashing damage.

Rex

Highly aggressive, all Tyrannosaurus will attack anything within their sight, granted it's alive. They seem to prefer other, larger prey to humanoids. What Tyrannosaurus' lack in attacking speed they make up for in sheer stamina and health.


Rex

Gargantuan(30x14) beast, unaligned


  • Armor Class 13(natural armor)
  • Hit Points 136 (13d12+52)
  • Speed 50ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 19 (+4) 2 (-4) 12 (+1) 9 (-1)

  • Skills Perception +4
  • Senses passive Perception 14
  • Languages ---
  • Challenge 8 (3,900 XP)

Actions

Multiattack. The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks on the same target.

Bite. Melee Weapon Attack +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) Piercing damage. If the target is a Medium or Smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target.

Tail. Melee Weapon Attack +10 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.


Sabertooth Salmon

Fairly unremarkable by the Island’s standards, the Sabertooth Salmon is a generally passive fish. Far smaller than a human, its main form of protection is swimming in a large school. It does not like conflict, and generally swims away from anything larger than it at very high speeds.

Once provoked, however, the Sabertooth Salmon becomes very aggressive along with its nearby brethren. It locks onto the aggressor with its long “saberteeth” and begins draining that creature’s blood. This loss of blood is not too dangerous alone, but when a school of Oncorhynchus attack at once, their would-be aggressor quickly loses speed and stamina from bloodloss, drowning it if cannot breath underwater.


Sabertooth Salmon

Small beast, unaligned


  • Armor Class 13
  • Hit Points 6(1d8+2)
  • Speed 0ft., swim 35ft.

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4)

  • Senses darkvision 60ft., passive Perception 8
  • Languages ---
  • Challenge 1/8 (25 xp)

Pack Frenzy. The salmon has advantage on melee attack rolls against any creature within 5ft of one of the salmon's allies.

Water Breathing. The salmon can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4+2) piercing damage. Target must succeed on a DC 8 Constitution save or gain 1 level of exhaustion.

Spinosaur

Spinosaurus is a deadly predator and it spends most of its time romping around and hunting creatures near the water. In the water, few creatures can threaten the animal. They prefer to stay close to the rivers, and will actually stop chasing a prey item if they travel too far from a water source. They also tend to retreat when low on health, in order to survive.


Spinosaur

Gargantuan(28x15) beast, unaligned


  • Armor Class 13(natural armor)
  • Hit Points 126 (13d12+52)
  • Speed 40 ft., swim 25 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 19 (+4) 2 (-4) 12 (+1) 9 (-1)

  • Saving Throws Constitution +9
  • Skills Perception +4, Stealth +2
  • Senses passive Perception 14
  • Languages ---
  • Challenge 7 (2,900 XP)

Hold Breath. The spinosaurus can hold its breath for 10 minutes.

Underwater Camouflage. The spinosaurus has advantage on Dexterity (Stealth) checks made while underwater.

Actions

Multiattack. The spinosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

Bite. Melee Weapon Attack +10 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 7) piercing damage. If the target is a Medium or Smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the spinosaurus can't bite another target.

Tail. Melee Weapon Attack +10 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.


Mosasaurus

The Mosasaurus rules the deep waters off the island. Growing up to 50 feet long, Mosasaurus is larger than almost every other aquatic creature I've encountered thus far.

An enormous marine lizard, Mosasaurus is one of the largest creatures found in the waters surrounding the island. It has four flippers to propel its massive body through the seas. A small, finned ridge runs down the length of its back before developing into a paddle-like tail. The solitary and territorial Mosasaur is fairly slow-moving, but with its size, it can cover more ground than one might expect, making them adept ambush predators that strike from below to inflict crippling wounds.


Mosasaurus

Gargantuan monstrosity, unaligned


  • Armor Class 18
  • Hit Points tbd
  • Speed tbd

STR DEX CON INT WIS CHA
7 (-1) 2 (-4) 1 (-4) 18 (+4) 10 (+0) 13 (+2)

  • Senses passive Perception 10
  • Languages ---
  • Challenge tbd

tbd

Actions

tbd

Stegosaurus

This heavily built dinosaur has rows of plates on its back and a flexible, spiked tail held high to strike predators. It tends to travel in herds of mixed ages.


Stegosaurus

Huge(16ftx10ft)beast, unaligned


  • Armor Class 13
  • Hit Points 76 (8d12 +24)
  • Speed 40ft.

STR DEX CON INT WIS CHA
20 (+5) 9 (-1) 17 (+3) 2 (-4) 11 (+0) 5 (-3)

  • Senses passive Perception 10
  • Languages ---
  • Challenge 4 (1,100 XP)

Actions

Tail. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 26 (6d6 + 5) piercing damage.


Titanoboa

Found in the swamps and the dark caves of the island, Titanoboa is an aggressive creature that prefers cold dark rocky areas. This extremely large snake, while being a member of the Titanoboa family, does not constrict its prey as most boas do.

The Titanoboa dwarfs even the largest anacondas. Thick and bulky, they are found in sizeable numbers in the island's swamps, ambushing prey from the shallows and crushing it between its coils; they are also found in large caves, where their apparent immunity to invertebrate toxins protects them from the caves' other denizens. Their bulk precludes them from the attention of most predators, but if threatened the giant snake will flare a frill about its neck and strike out, biting with several rows of recurved, needle-like teeth.


Titanoboa

10ftx7ft (Large) beast, unaligned


  • Armor Class 14
  • Hit Points 24(5d8+4)
  • Speed 30ft., swim 30ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 13 (+1) 2 (-4) 10 (+0) 3 (-4)

  • Skills Perception +2
  • Damage Resistances Poison
  • Condition Immunities Poison
  • Senses passive Perception 12, blindsight 10ft.
  • Languages ---
  • Challenge 2

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 12(3d4+4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a successful save and half as much on a successful one. Target is also poisoned until the end of it's next turn.

Titanomyrma / Giant Ant

Titanomyrma is the size of a dog. A hive-minded herbivore, Titanomyrma usually goes about it's business unless provoked. When attacked or threatened, it releases a chemical which alerts all Titanomyrma in a large range to help fight the aggressor.


Titanomyrma / Big Ant

Small beast, unaligned


  • Armor Class 15
  • Hit Points 7(1d10)
  • Speed 25ft., climb 10ft.

STR DEX CON INT WIS CHA
6 (-4) 12 (+1) 10 (+0) 3 (-4) 8 (-1) 2 (-4)

  • Skills Stealth +2
  • Senses passive Perception 9
  • Languages ---
  • Challenge 1/8 (25 xp)

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit 2 (1d4) piercing damage. The target must succeed on a DC9 Constitution saving throw or be poisoned until the end of their next turn.


Triceratops

Normally a very docile grazing animal, Triceratops becomes extremely aggressive once angered. Triceratops will chase down would-be predators (and egg-stealers) with incredible prejudice. Triceratops bony ridge is very effective as cover from frontal attack, and the creature's charge is incredibly dangerous. I've seen Triceratops have an especially hostile reaction to the Tyrannosaurus on the island, with herds attacking in groups.


Triceratops

Huge(13ftx10ft)beast, unaligned


  • Armor Class 13
  • Hit Points 85(10d12 + 20)
  • Speed 45ft.

STR DEX CON INT WIS CHA
20 (+5) 9 (-1) 17 (+3) 2 (-4) 11 (+0) 5 (-3)

  • Senses passive Perception 10
  • Languages ---
  • Challenge 4

Tramping Charge. If the triceratops moves at least 20 ft straight towards a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action.

Actions

Gore. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 18 (3d8 + 5) piercing damage.

Stomp. Melee Weapon Attack: +8 to hit, reach 5ft., one prone creature. Hit 17 (2d10 + 5) bludgeoning damage.

Tusoteuthis

Tusoteuthis bares a resemblance to giant squids, but is much more terrifying than its timid kin. Tusoteuthis has powerful tentacles with hooked suckers, capable of drawing blood and keeping even a Megalodon from escaping a horrible fate. A parrot-like beak hides in the center of the writhing mass, ripping flesh, shell, and bone into easy-to-swallow bits. Tusoteuthis also possesses the ability to spray an oily ink if it is in danger. Fearing only the Mosasaurus, Tusoteuthis is a true terror of the deep.


Tusoteuthis

Huge (10ft wide, 25ft tall) beast, unaligned


  • Armor Class 11
  • Hit Points 52(8d10 + 8)
  • Speed 10ft., swim 60ft.

STR DEX CON INT WIS CHA
17 (+3) 13 (-4) 13 (+1) 4 (-3) 10 (+0) 4 (-3)

  • Skills Perception +4, Stealth +5
  • Senses darkvision 60 ft., passive Perception 14
  • Languages --
  • Challenge 2

Hold Breath. While out of water, the tusoteuthis can hold its breath for 1 hour.

Underwater Camouflage. The tusoteuthis has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing. The tusoteuthis can breathe only underwater.

Actions

Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 13 (3d6 + 5) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the tusoteuthis can't use its tentacles on another target.

Ink Cloud. A 20-ft-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the tusoteuthis can use the Dash action as a bonus action.

Megapithecus

The enormous gorilla with dark silver skin and very long and thick white fur. Scars that reveal flesh and straps of tissue appear on the upper-right portion of the chest-piece, the front-facing section of the right shoulder, and most of the right side of its face. The origin of those scars remain a mystery. Its left eye is brown while its right eye is white.


Megapithecus

Gargantuan beast, unaligned


  • Armor Class 14(natural armor)
  • Hit Points 187(15d12 + 90)
  • Speed 50ft, climbing 40ft

STR DEX CON INT WIS CHA
23 (+6) 14(+2) 19 (+4) 7 (-2) 12 (+1) 7 (-2)

  • Saving Throws Dex +4, Con +6
  • Skills Athletics +9, Acrobatics +6, Perception +4
  • Senses blindsight 60ft., passive Perception 16
  • Languages --
  • Challenge 13 (10,000 XP)

Legendary Resistance(3/Day). If the megapithecus fails a saving throw, it can choose to succed instead.

Actions

Multiattack. The ape makes two fist attacks.

Fist Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 26(4d10 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +9 to hit, range 50/100ft, one target. Hit 26(6d6 + 6) bludgeoning damage.

Frightful Presence. Each creature of the megapithecus's choice within 120ft of it and aware of it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of it's turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends on it, the creature is immune to the megapithecus's Frightful Presence for the next 24 hours.

Legendary Actions

The megapithecus can take 3 legendary actions, choosing from the options below. Only one action can be used at a time and only at the end of another creatures turn. The megapithecus regains spent legendary actions at the start of its turns.

Detect The gorilla makes a Wisdom(Perception) check.

Beat Chest The gorilla rears up on it's hind legs and performs a Frightful Presence.

Leap The gorilla swings it's arms, each creature within 10ft in front of it must make a DC18 Dex saving throw or take 13(2d6+6) bludgeoning damage and be knocked prone. It can then leap up to half it's speed.

Rock Elemental

Snow Creatures

Argentavis Direbear Direwolf Mammoth Megaloceros Sabertooth