Wereceratops (5e Creature)

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Medium humanoid (human, shapechanger), chaotic neutral

Armor Class 12 in humanoid form, 13 in triceratops or hybrid form (natural armor)
Hit Points 120 (16d8 + 48)
Speed 30 ft. (50 ft. in triceratops or hybrid form)

22 (+6) 14 (+2) 17 (+3) 10 (+0) 14 (+2) 10 (+0)

Skills Perception +6, Survival +6
Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered
Senses passive Perception 16
Languages Common (can't speak in triceratops form)
Challenge 10 (5,900 XP)

Shapechanger. The wereceratops can use its action to polymorph into a Large triceratops-humanoid hybrid or into a triceratops, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Trampling Charge (Triceratops or Hybrid Form Only). If the wereceratops 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 18 Strength saving throw or be knocked prone. If the target is prone, the wereceratops can make one stomp attack against it as a bonus action.


Multiattack (Humanoid or Hybrid Form Only). The wereceratops makes two attacks, only one of which can be with its gore.

Gore (Triceratops or Hybrid Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with wereceratops lycanthropy.

Stomp (Triceratops or Hybrid Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one prone target. Hit: 22 (3d10 + 6) bludgeoning damage.

Spiked Greatclub (Humanoid or Hybrid Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) bludgeoning damage.

The wereceratops are a brutish strain of lycanthrope seldom encountered beyond the distant lands where dinosaurs can be found, such as verdant tropical paradises or secluded valleys. In humanoid form, wereceratops are noted to have unusually large noses and ears and rough skin.
Wereceratops live simple—some would say primitive—lives as nomadic hunter-gatherers in the untamed wilderness, sleeping in caves or jungle clearings. Generally, wereceratops travel in small family groups. When two or more family groups meet, they will share stories around the campfire, dancing and singing well into the night.
Wereceratops aren't usually violent, but they will fight to defend their families. A group of adult wereceratops protecting their children will change into hybrid or triceratops form and arrange a tight circle around them, impaling any who dare approach upon their horns.

Characters as Wereceratops

A character that becomes a wereceratops gains a Strength of 22 if his or her score isn't already higher, and a +1 bonus to AC while in triceratops or hybrid form (from natural armor). Attack and damage rolls for the gore and stomp are based on Strength. For the Trampling Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier.

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