I adopted a Dinosaur. Adopt yours

MoonSong

Rules-lawyering drama queen but not a munchkin
Hello.

A couple of months back I was shopping around for gifts when I met this little fella, and I fell in love. I used to have a similar one when I was little. His name is Tomo and he lives with me now.

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(The shirt was graciously donated by a tickle me Ernie, amazing how many plushies seem to come in a standard clothes size n_n)

Anyway having Tomo around gave me a creative bunny. Why not make it so D&D characters can adopt dinosaurs too? So here you have, a few baby dinosaurs to adopt, make your animal companions and even familiars.

[h=1]Dinosaurs[/h] [h=1]Baby Triceratops[/h] Tiny beast, unaligned

Armor Class 11 (natural armor)
Hit Points 2 (1d4)
Speed 30 ft.

STR

DEX
CON
INT
WIS
CHA

10(+0)

9(-1)
11(+0)
2(-4)
11(+0)
5(-3)

Senses passive Perception 10
Languages
Challenge 0 (10 XP)




[h=3]Actions[/h] Gore. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

[h=1]Young Triceratops[/h] Medium beast, unaligned

Armor Class 12 (natural armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.

STR

DEX
CON
INT
WIS
CHA

12(+1)

9(-1)
13(+1)
2(-4)

11(+0)
5(-3)
Senses passive Perception 10
Languages
Challenge 1/4 (50 XP)

Trampling Charge. If the young triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 11 Strength saving throw or be knocked prone.

[h=3]Actions[/h] Gore. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.




[h=1]Hatchling Tyrannosaurus Rex[/h] Tiny beast, unaligned

Armor Class 10 (natural armor)
Hit Points 1 (1d4)
Speed 15 ft.

STR

DEX
CON

INT
WIS
CHA
11(+0)

9(-1)
9(-1)
2(-4)
10(+0)
9(-1)

Senses passive Perception 10
Languages
Challenge 0 (10 XP)

[h=3]Actions[/h] Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.




[h=1]Baby Tyrannosaurus Rex[/h] Small beast, unaligned

Armor Class 12 (natural armor)
Hit Points 7 (2d6)
Speed 30 ft.

STR

DEX
CON
INT
WIS
CHA

13(+1)
9(-1)
10(+0)
2(-4)
10(+0)
9(-1)

Senses passive Perception 10
Languages
Challenge 1/8 (25 XP)

[h=3]Actions[/h] Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.




[h=1]Young Tyrannosaurus Rex[/h] Medium beast, unaligned

Armor Class 12 (natural armor)
Hit Points 16 (3d8 +3)
Speed 50 ft.

STR

DEX
CON
INT
WIS
CHA
15(+2)
10(+0)
12(+1)
2(-4)
12(+1)
9(-1)
Skills Perception +3
Senses passive Perception 13
Languages
Challenge 1/4 (50 XP)

[h=3]Actions[/h] Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a Tiny creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the young tyrannosaurus can’t bite another target.

Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 20 (1d4 + 2) bludgeoning damage.




[h=1]Baby Ankylosaurious[/h] Tiny beast, unaligned
Armor Class 13 (natural armor)
Hit Points 3 (1d4+1)
Speed 30 ft.

STR
DEX
CON

INT
WIS
CHA

10(+0)
10(+0)
13(+1)
2(-4)
11(+0)
5(-3)
Senses passive Perception 10
Languages
Challenge 0 (10 XP)

[h=3]Actions[/h] Tail. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 blugeoning damage.

[h=1]Young Ankylosaurious[/h] Medium beast, unaligned

Armor Class 13 (natural armor)
Hit Points 3 (1d4+1)
Speed 30 ft.

STR
DEX
CON
INT
WIS
CHA

15(+2)
10(+0)
13(+1)

2(-4)
11(+0)
5(-3)
Senses passive Perception 10
Languages
Challenge 0 (10 XP)

[h=3]Actions[/h] Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) blugeoning damage. A creature hit by this attack is knocked prone unless it makes a DC 12 Strength saving throw.




[h=1]Baby Allosaurus[/h] Tiny beast, unaligned

Armor Class 11 (natural armor)
Hit Points 2 (1d4)
Speed 45 ft.

STR
DEX
CON
INT
WIS
CHA

13(+1)
9(-1)
10(+0)
2(-4)
10(+0)
7(-2)

Senses passive Perception 10
Languages
Challenge 0 (10 XP)

[h=3]Actions[/h] Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 piercing damage.

[h=1]Young Allosaurus[/h] Small beast, unaligned

Armor Class 12 (natural armor)
Hit Points 5 (2d4)
Speed 30 ft.

STR
DEX
CON
INT
WIS
CHA

14(+2)
9(-1)
11(+0)
2(-4)
10(+0)
9(-1)


Senses passive Perception 10
Languages
Challenge 1/8 (25 XP)

Pounce. If the Young Allosaurus 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 11 Strength saving throw or be knocked prone. If the target is prone, the Young Allosaurus can make one bite attack against it as a bonus action.

[h=3]Actions[/h] Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

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

[h=1]Baby Pteranodon[/h] Medium beast, unaligned

Armor Class 11 (natural armor)
Hit Points 2 (1d4)
Speed 10 ft, fly 70 ft.
STR
DEX
CON

INT
WIS
CHA

10(+0)
13(+1)
10(+0)

2(-4)
9(-1)
7(-2)




Senses passive Perception 9
Languages
Challenge 0 (10 XP)

Flyby.The Baby Pteradon doesn't provoke attacks of opportunuty while flying.

[h=3]Actions[/h] Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

[h=1]Compsognatus[/h] Tiny beast, unaligned

Armor Class 9 (natural armor)
Hit Points 1 (1d4-2)
Speed 35 ft.

STR
DEX
CON
INT
WIS
CHA

5(-3)
9(-1)
6(-1)
2(-4)
6(-3)
9(-1)


Senses passive Perception 7
Languages
Challenge 0 (10 XP)

[h=3]Compsognatus is a dinosaur.
Actions[/h] Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

[h=1]Baby Plesiosaurus[/h] Tiny beast, unaligned

Armor Class 11 (natural armor)
Hit Points 3 (1d4+1)
Speed 10 ft, swim 30 ft.

STR
DEX
CON
INT
WIS
CHA

13(+1)
13(+1)
13(+1)
2(-4)
11(+0)
5(-3)


Senses passive Perception 12
Languages
Challenge 0 (10 XP)

Hold breath. The Baby Plesiosaurus can hold its breath for 1 hour.

[h=3]Actions[/h] Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 piercing damage.






Spell lists

Druid Spells

1st

Find Prehistoric Familiar

3rd

Boost Prehistoric Beast

Ranger Spells

3rd
Boost Prehistoric Beast
Sorcerer Spells

3rd

Boost Prehistoric Beast

Warlock Spells

3rd
Boost Prehistoric Beast
Wizard Spells

1st

Find Prehistoric Familiar
Boost Prehistoric Beast

[h=1]Find Prehistoric Familiar[/h] [h=4]1st-level conjuration (ritual)[/h]
Casting Time:
1 hour

Range:
10 feet
Components:
V, S, M (10 gp worth of charcoal, incense, and herbs
that must be consumed by fire in a brass brazier)

Duration:
Instantaneous

You gain the service of a familiar, a spirit that takes a prehistoric animal form you choose: baby allosaurus, baby ankylosaurus, baby plesiosauus, baby pteranodon, baby triceratops, compsognatus, or hatchling Tyrannosaurus Rex. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

When you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Special: A warlock that chooses pact of the chain, can choose to learn this spell in place of Find Familiar.

[h=1]Boost Prehistoric Beast[/h] [h=4]3rd-level transmutation[/h]
Casting Time:
1 action

Range:
30 feet
Components:
V, S

Duration:
Concentration up to 5 minutes.




Target one beast within range with “Baby” on its species name. For the duration of the spell, the target beast assumes the form of a beast of up to challenge 2 whose name is on the target beast species name. The target beast statistics are replaced by those of the new form.

The beast assumes the hit points and Hit Dice of the new form. When it reverts to its normal form, it is fully healed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce its normal form to 0 hit points, the creature isn’t knocked unconscious.

During this spell’s duration, if the creature is friendly to you, you can use your action to command the creature to take one of its actions.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, the challenge rating of the new form increases by 1 for every level after 3rd.

Feats

Gain Prehistoric Familiar

Prerequisite: The ability to cast at least one spell.
You form a pact with a young ancient beast. Choose an unaligned beast of challenge rating 0 that includes “Baby” or “Hatchling” on its name, or that is identified as a dinosaur. One creature of that species becomes your new familiar.

Your familiar is completely typical for its species, and it acts independently of you, but follows your every order and shares an empathic link with you that grants the following benefits:


  • When your familiar drops to 0 hit points, it falls unconscious but won't die for as long as you remain conscious and alive.

  • During a short rest, you can use your hit dice to heal your familiar. It regains all of its hit points when you regain your spell slots.

  • While your familiar is within 1 mile of you, you can communicate with it telepathically. While it remains within 100 feet of you, you can understand each other as if your familiar had intelligence 10.
You can't have more than one familiar at a time. If you know Find Familiar or Find Prehistoric Familiar, you don't get the benefits of this feat until you dismiss your current familiar.
 

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Eltab

Lord of the Hidden Layer
I want a Troodon for a pet. (Think: a big dog -sized Velociraptor, not the Jurassic Park man-sized version, wrapped in feathers.) And I want to cast Multiple Image on him, so he will look like a pack coming the enemy's way.
 

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