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Tyrannosaurus Rex

Huge Beast, unaligned

CR 8

3,900 XP

AC: 13 (natural armor)
HP: 136 (13d12+52)
Speed: walk 50 ft.
Skills: Perception +4
Senses: passive Perception 14
Languages:
STR
25
+7
DEX
10
+0
CON
19
+4
INT
2
-4
WIS
12
+1
CHA
9
-1

Actions

Multiattack

The tyrannosaurus 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: 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 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Quick Reference

Challenge: CR 8
Type: Beast
Size: Huge
Alignment: unaligned
Best for a party of 4 at level 9-11

Running This Encounter

The Tyrannosaurus Rex is a straightforward but devastating melee threat that excels at terrorizing unprepared parties through sheer physical power and mobility. Run this monster as a relentless predator that charges into combat with single-minded focus, using its speed to close distances and control the battlefield. The encounter becomes interesting when environmental hazards (cliffs, rivers, collapsing structures) complicate the fight or when the party must protect NPCs or objectives while being hunted. Its predictability is actually an asset—clever parties can set traps or use terrain, while less prepared groups face a terrifying combat of pure survival.

Combat Tactics

The T-Rex uses its 50 ft. movement speed to charge at the highest-damage target or most isolated party member on its first turn, prioritizing the Bite attack for its 2d12+4 damage and potential one-shot threat. It fights until death, showing no tactical retreat, and uses its Tail attack if surrounded or if multiple foes flank it. The monster ignores spellcasters and support characters in favor of frontline threats, making it valuable for forcing action economy decisions.

Environment & Setting

This encounter works best in open terrain like grasslands, badlands, or jungle clearings where the creature's 50 ft. speed can be fully exploited. Avoid dungeons or highly enclosed spaces unless the encounter involves narrow canyons or ruined structures that still allow charging.