Triceratops
Huge Beast, unaligned
1,800 XP
Special Abilities
Trampling Charge
If the triceratops moves at least 20 ft. straight toward 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: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.
Stomp
Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.
Quick Reference
Running This Encounter
The Triceratops is a powerful melee combatant that excels at controlling battlefield space with its high speed and devastating charge attacks. Run this creature as a relentless, territorial defender that charges at the nearest threat without hesitation. Its low AC and moderate HP make it vulnerable to ranged attacks, creating interesting tactical decisions for players about positioning and distance. The sheer size and momentum of the creature should be emphasized to make players feel the weight of each collision.
Combat Tactics
The Triceratops charges at enemies on its first turn, using its Gore attack to deal massive damage (4d10+4). It prioritizes the nearest visible threat and will trample weaker creatures that come within reach, showing no tactical sophistication but relentless aggression. The beast will chase fleeing prey but won't pursue beyond its territorial boundaries.
Environment & Setting
Ideal in open grasslands, plains, or jungle clearings where the Triceratops can utilize its 50 ft. movement speed for charging attacks. Use varied terrain like scattered rocks or vegetation to create opportunities for players to seek cover and break line of sight.