TEXT: 	
    
  	
    
   
   
  
  Credits
  Designers
  James Introcaso and Ruty Rutenberg
  Art
  Cover by Daarken
  Dilophosaurus by Herschel Hoffmeyer/Shutterstock.com
  Dinosaur Race by Eric Belisle
  Giganotosaurus by ДиБгд/Wikimedia Commons
  Girallon Zombie by Eric Belisle
  Mosasaurus 1 by Dmitry Bogdanov/Wikimedia Commons
  Mosasaurus 2 by Dmitry Bogdanov/Wikimedia Commons
  Nemicolopterus by Warpaint/Shutterstock.com
  Pachycephalosaurus by NobuTamura/Wikimedia Commons
  Sarcosuchus by UNC Sea Grant College Program/Flickr's The Commons
  Therizinosaurus by Johnson Mortimer/Wikimedia Commons
  Titanosaurus by David Roland/Shutterstock.com
  Troodon by Herschel Hoffmeyer/Shutterstock.com
  Zealoraptor by Ryanz720/Wikimedia Commons
  Zombie Giganotosaurus by Herschel Hoffmeyer/Shutterstock.com
  Zombie Triceratops by Herschel Hoffmeyer/Shutterstock.com
  Get free game resources, podcasts, GM tips, and more at ENnie-winning worldbuilderblog.me.
  Watch Maze Arcana.
  D&D Adventurers League Code: DDHC-TOA-3
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all other
  Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other
  countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with
  permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is
  copyright 2017 by Introcaso LLC and Ruty Rutenberg and published under the Community Content Agreement for Dungeon
  Masters Guild.
  This PDF was made using The Homebrewery.
  1
  BEASTS OF THE JUNGLE ROT
  
  Dinosaurs
  M
  onsters that lived in the real world.
  That's what dinosaurs are. The release
  of Tomb of Annihilation allows a
  chance to get up close and personal
  with the extinct beasts that sold
  millions of toys and inspired as many
  elementary school science projects.
  Big, small, carnivorous, or herbivorous, dinosaurs capture our
  imaginations from the time we're young and never let go.
  This document contains statistics for new dinosaurs and
  zombie dinosaurs for use in any Dungeons & Dragons game
  and additional material that can be added to any Tomb of
  Annihilation campaign or modified for any adventure that
  features dinosaurs.
  New Dinosaurs
  The Monster Manual and Volo's Guide to Monsters provide
  statistics for various kinds of dinosaurs. This document
  provides several more.
  Archelon
  This enormous sea turtle weighs more than 4,500 pounds. Its
  soft shell allows it to swim at great speeds as it chases prey
  through the shallow sea. The turtle perfers to eat jellyfish, but
  makes a meal of any slow-moving meat in its territory.
  Brachiosaurus
  Larger than even the brontosaurus, the brachiosaurus is one
  of the heaviest known dinosaurs. Woe to any creature that
  disturbs the long-necked herbivore, as its powerful tail and
  massive feet easily crush even large predators.
  Dilophosaurus
  This human-sized, bipedal carinvore sports rounded crests
  along its nose. It can spit a powerful venom that blinds and
  paralyzes its prey.
  Venomous Dilophosaurus
  There is no evidence in the real world that
  dilophosaurus was venomous. Many fictional
  stories embellish the dinosaur's ability to do this,
  since there is no edvidence that it couldn't spit
  venom either. The version of the dilophosaurus
  presented here borrows from those pop culture
  tales and spits venom to make the dinosaur unique.
  Giganotosaurus
  Larger and faster than the tyrannosaurus, giganotosaurus is
  a bipedal carnivore that rules any area it decides is its
  territory. These creatures are extremely rare, living alone and
  mating only once every few years. No one has ever raised a
  giganotosaurus from birth, so its eggs are incredibly valuable.
  Mosasaurus
  This 50-foot-long aquatic carnivore has a bullet-shaped body
  and long, crocodillian jaws. It hunts in the deep sea,
  swimming with grace and speed.
  Nemicolopterus
  One of the smallest flying reptiles, nemicolopterus, lives in
  trees nears streams and hunts small fish. Swarms of the
  dinosaurs attack when larger predators invade their territory.
  Pachycephalosaurus
  This bipedal, herbivorous dinosaur has a dome-shaped skull
  it bashes against other pachycephalosaurus when competing
  for mates. It also slams its head into predators when
  threatened.
  Sarcosuchus
  Over 40 feet long, this enormous crocodile is surprisingly
  stealthy, ambushing prey in murky freshwater.
  Therizinosaurus
  This bipedal herbivore has the longest claws of any dinosaur.
  It uses them to tear the leaves off trees and protect itself from
  predators who invade its territory.
  Titanosaurus
  Also called the argentinosaurus, this is the largest known
  dinosaur. Its intimidating 130-foot length and overwhelming
  220,000-pound weight mean the titanosaurus almost never
  needs to use its massive feet and tail to defend itself.
  Troodon
  Considered the most intelligent dinosaurs, troodons are
  feathered omnivores with prominent, serrated teeth. The
  halfling-sized dinosaurs hunt together in packs and set
  ambushes for their prey.
  Zealoraptor
  At 7 feet long and over 1,000 pounds, the zealoraptor (aka
  utahraptor) is a terrible beast to behold. Often just called
  raptors, these bipedal carnivores are clever, silent, swift pack
  hunters with large claws on their feet.
  Those Aren't Dinosaurs!
  You may be reading this document thinking
  archelon, nemicolopterus, mosasaurus, and
  sarcosuchus are not dinosaurs, and you'd be
  correct in real-world scientific terms. In terms of
  game simplicity, it makes sense to classify these
  ancient reptiles that existed alongside the
  dinosaurs as such, especially since they aren't any
  less exciting to use in your game.
  2
  BEASTS OF THE JUNGLE ROT
  
  3
  Archelon
  Large beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 26 (4d8 + 8)
  Speed 10 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 13 (+1) 14 (+2) 2 (-4) 12 (+1) 5 (-3)
  Skills Perception +3
  Senses passive Perception 13
  Languages -
  Challenge 1 (200 XP)
  Hold Breath. The archelon can hold its breath for 6
  hours.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 12 (2d8 + 3) piercing damage.
  Brachiosaurus
  Gargantuan beast, unaligned
  Armor Class 16 (natural armor)
  Hit Points 145 (10d20 + 40)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7) 8 (-1) 19 (+4) 2 (-4) 10 (+0)
  7 (-2)
  Saving Throws Con +7
  Senses passive Perception 10
  Languages -
  Challenge 6 (2,300 XP)
  Actions
  Stomp. Melee Weapon Attack: +10 to hit, reach 20
  ft., one target. Hit: 34 (5d10 + 7) bludgeoning
  damage, and the target must succeed on a DC 15
  Strength saving throw or be knocked prone.
  Tail. Melee Weapon Attack: +10 to hit, reach 20 ft.,
  one target. Hit: 40 (6d10 + 7) bludgeoning
  damage.
  Dilophosaurus
  Medium beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 26 (4d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 15 (+2) 14 (+2) 2 (-4) 12 (+1) 5 (-3)
  Skills Perception +3
  Senses passive Perception 13
  Languages -
  Challenge 1 (200 XP)
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 6 (1d8 + 2) piercing damage.
  Venomous Spit. Ranged Weapon Attack: +4 to hit,
  range 10/20 ft., one target. Hit: The target must
  succeed on a DC 12 Constitution saving throw or
  become blinded for 1 minute. A blinded creature
  must repeat the saving throw at the end of its next
  turn, becoming paralyzed for as long as it remains
  blinded on a failure or ending the blinded condition
  on a success. A blinded and paralyzed creature can
  repeat the saving throw at the end of its turn,
  ending both conditions on a success. Creatures
  immune to the poisoned condition are immune to
  this effect.
  BEASTS OF THE JUNGLE ROT
  
  4
  Giganotosaurus
  Gargantuan beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 217 (14d20 + 70)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  8 (-1)
  21 (+5)
  2 (-4)
  12 (+1)
  10 (+0)
  Skills Perception +5
  Senses passive Perception 15
  Languages -
  Challenge 10 (5,900 XP)
  Actions
  Multiattack. The giganotosaurus can make two attacks:
  one with its bite and one with its tail. It can use
  Swallow instead of its bite.
  Bite. Melee Weapon Attack: +12 to hit, reach 15 ft.,
  one target. Hit: 34 (4d12 + 8) piercing damage. If the
  target is a Large or smaller creature, it is grappled
  (escape DC 18). Until this grapple ends, the target is
  restrained, and the giganotosaurus can't bite another
  target.
  Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one
  target. Hit: 26 (4d8 + 8) bludgeoning damage.
  Swallow. The giganotosaurus makes one bite attack
  against a Large or smaller creature it is grappling. If the
  attack hits, the target takes the bite's damage, the
  target is swallowed, and the grapple ends.
  While swallowed, the creature is blinded and
  restrained, it has total cover against attacks and other
  effects outside the giganotosaurus, and it takes 21
  (6d6) acid damage at the start of each of the
  giganotosaurus' turns.
  If the giganotosaurus takes 30 damage or more on a
  single turn from a creature inside it, the giganotosaurus
  must succeed on a DC 15 Constitution saving throw at
  the end of that turn or regurgitate all swallowed
  creatures, which fall prone in a space within 10 feet of
  the giganotosaurus. If the giganotosaurus dies, a
  swallowed creature is no longer restrained by it and can
  escape from the corpse by using 30 feet of movement,
  exiting prone.
  Legendary Actions
  The giganotosaurus can take 3 legendary actions,
  choosing from the options below. Only one legendary
  action option can be used at a time and only at the end
  of another creature’s turn. The giganotosaurus regains
  spent legendary actions at the start of its turn.
  Momentum. The giganotosaurus moves its speed.
  Tail Sweep. (2 Actions) The giganotosaurus sweeps its
  tail in a 20-foot cone. Each creature in the cone must
  succeed on a DC 17 Strength saving throw or be
  knocked prone.
  Roar (3 Actions). Creatures within 20 feet of the
  giganotosaurus that can hear it must succeed on a DC
  17 Wisdom saving throw or be frightened of the
  giganotosaurus until the end of its next turn.
  BEASTS OF THE JUNGLE ROT
  
  5
  Mosasaurus
  Gargantuan beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 159 (11d20 + 44)
  Speed 0 ft., swim 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  12 (+1)
  19 (+4)
  2 (-4)
  12 (+1)
  7 (-2)
  Skills Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages -
  Challenge 8 (3,900 XP)
  Hold Breath. The mosasaurus can hold its breath for 90
  minutes.
  Actions
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
  one target. Hit: 33 (4d12 + 7) piercing damage. If the
  target is a creature, it is grappled (escape DC 17). Until
  this grapple ends, the target is restrained, and the
  mosasaurus can't bite another target.
  Swallow. The mosasaurus makes one bite attack against
  a Medium or smaller creature it is grappling. If the
  attack hits, the target takes the bite's damage, the
  target is swallowed, and the grapple ends.
  While swallowed, the creature is blinded and
  restrained, it has total cover against attacks and other
  effects outside the mosasaurus, and it takes 17 (5d6)
  acid damage at the start of each of the mosasaurus'
  turns.
  If the mosasaurus takes 25 damage or more on a single
  turn from a creature inside it, the mosasaurus must
  succeed on a DC 15 Constitution saving throw at the
  end of that turn or regurgitate all swallowed creatures,
  which fall prone in a space within 10 feet of the
  mosasaurus. If the mosasaurus dies, a swallowed
  creature is no longer restrained by it and can escape
  from the corpse by using 30 feet of movement, exiting
  prone.
  Nemicolopterus
  Tiny beast, unaligned
  Armor Class 12
  Hit Points 1 (1d4 - 1)
  Speed 5 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4)
  14 (+2)
  8 (-1)
  2 (-4)
  13 (+1)
  7 (-2)
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages -
  Challenge 0 (10 XP)
  Jungle Camouflage. The nemicolopterus has
  advantage on Dexterity (Stealth) checks made to
  hide in jungle and forest terrain.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 1 piercing damage.
  BEASTS OF THE JUNGLE ROT
  
  6
  Swarm of
  Nemicolopterus
  Medium swarm of Tiny beasts, unaligned
  Armor Class 12
  Hit Points 24 (7d8 - 7)
  Speed 5 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  14 (+2)
  8 (-1)
  2 (-4)
  13 (+1)
  7 (-2)
  Skills Perception +3, Stealth +4
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened,
  grappled, paralyzed, petrified, prone, restrained,
  stunned
  Senses passive Perception 13
  Languages -
  Challenge 1/4 (50 XP)
  Jungle Camouflage. The swarm has advantage on
  Dexterity (Stealth) checks made to hide in jungle
  and forest terrain.
  Swarm. The swarm can occupy another creature's
  space and vice versa, and the swarm can move
  through any opening large enough for a Tiny
  nemicolopterus. The swarm can't regain hit points
  or gain temporary hit points.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 7 (2d6) piercing damage, or 3
  (1d6) piercing damage if the swarm has half of its
  hit points or fewer.
  Pachycephalosaurus
  Large beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 68 (8d10 + 24)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 14 (+2) 16 (+3) 2 (-4) 10 (+0) 5 (-3)
  Senses passive Perception 10
  Languages -
  Challenge 2 (450 XP)
  Charge. If the pachycephalosaurus moves at least
  20 feet straight toward a target and then hits it with
  a ram attack on the same turn, the target takes an
  extra 5 (2d4) bludgeoning damage. If the target is a
  creature, it must succeed on a DC 14 Strength
  saving throw or be knocked prone.
  Actions
  Ram. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 8 (1d8 + 4) bludgeoning damage.
  BEASTS OF THE JUNGLE ROT
  
  7
  Sarcosuchus
  Gargantuan beast, unaligned
  Armor Class 15 (natural armor)
  Hit Points 137 (10d20 + 32)
  Speed 40 ft., swim 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  8 (-1)
  18 (+4)
  2 (-4)
  12 (+1)
  9 (-1)
  Skills Perception +4, Stealth +5
  Senses passive Perception 14
  Languages -
  Challenge 7 (2,900 XP)
  Hold Breath. The sarcosuchus can hold its breath for 1
  hour.
  Actions
  Multiattack. The sarcosuchus can make two attacks:
  one with its bite and one with its tail.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
  target. Hit: 28 (4d10 + 6) piercing damage. If the
  target is a creature, it is grappled (escape DC 16). Until
  this grapple ends, the target is restrained, and the
  sarcosuchus can't bite another target.
  Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one
  target. Hit: 19 (3d8 + 6) bludgeoning damage. If the
  target is a creature, it must succeed on a DC 17
  Strength saving throw or be knocked prone.
  Therizinosaurus
  Huge beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 104 (11d12 + 33)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 10 (+0) 17 (+3) 2 (-4) 11 (+0) 7 (-2)
  Senses passive Perception 10
  Languages -
  Challenge 5 (1,800 XP)
  Actions
  Mutltiattack. The therizinosaurus makes two claw
  attacks.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 17 (3d8 + 4) slashing damage.
  BEASTS OF THE JUNGLE ROT
  
  8
  Titanosaurus
  Gargantuan beast, unaligned
  Armor Class 17 (natural armor)
  Hit Points 201 (13d20 + 65)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10) 7 (-2) 20 (+5) 2 (-4) 10 (+0) 7 (-2)
  Saving Throws Con +8
  Senses passive Perception 10
  Languages -
  Challenge 7 (2,900 XP)
  Actions
  Stomp. Melee Weapon Attack: +13 to hit, reach 20
  ft., one target. Hit: 40 (6d10 + 7) bludgeoning
  damage, and the target must succeed on a DC 16
  Strength saving throw or be knocked prone.
  Tail. Melee Weapon Attack: +13 to hit, reach 20 ft.,
  one target. Hit: 45 (7d10 + 7) bludgeoning
  damage.
  Legendary Actions
  The titanosaurus can take 3 legendary actions,
  choosing from the options below. Only one
  legendary action option can be used at a time and
  only at the end of another creature’s turn. The
  titanosaurus regains spent legendary actions at the
  start of its turn.
  Momentum. The titanosaurus moves half its speed
  without provoking opportunity attacks.
  Tough Defense. (2 Actions) The titanosaurus picks
  one of the following damage types and is resistant
  to that type of damage until the start of its next
  turn: bludgeoning, piercing, or slashing.
  Tail Thunder. (3 Actions) The titanosaurus makes a
  tail attack with disadvantage against each creature
  in a 20-foot cone.
  Troodon
  Small beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 22 (4d6 + 8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 15 (+2) 14 (+2) 4 (-3) 14 (+2) 10 (+0)
  Skills Perception +4, Stealth +4
  Senses passive Perception 14
  Languages -
  Challenge 1 (200 XP)
  Improved Critical. The troodon scores a critical hit
  with its bite on a roll of 19 or 20.
  Pack Tactics. The troodon has advantage on an
  attack roll against a creature if at least one of the
  troodon’s allies is within 5 feet of the creature and
  the ally isn’t incapacitated.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 7 (1d10 + 2) piercing damage.
  BEASTS OF THE JUNGLE ROT
  
  Zombie Dinosaurs
  Tomb of Annihilation provides statistics for the ankylosaurus
  and tyrannosaurus zombies. This document provides more
  dinosaur zombies. For more information on zombies, see the
  Monster Manual.
  Allosaurus Zombie. This zombie retains much of the
  savage ferocity it had in life.
  Archelon Zombie. This enormous raft of undead flesh
  pollutes shallow seas, attacking any living creature it can find.
  It seems to never tire of filling its dead belly.
  Brachiosaurus Zombie. This powerful creature emits
  noxious gas from its forehead nostrils and haunts forgotten
  jungles.
  Brontosaurus Zombie. Brontosaurus zombies thunder
  through the world, barely aware of their surroundings, but
  harboring an burning hatred for the living.
  Deinonychus Zombie. Deinonychus zombies retain some
  of their agility and still hunt in packs, seeking to tear flesh
  from living bones.
  Dilophosaurus Zombie. This zombie spits a necrotic
  slime instead of venom.
  Dimetrodon Zombie. Dimetrodon zombie herds haunt
  shallow rivers.
  Giganotosaurus Zombie. Giganotosaurus zombies have
  gullets full of smaller zombies, like tyrannosaurus zombies.
  Hadrosaurus Zombie. Hadrosaurus zombies roam the
  wildnerness in slow packs, only stopping to kill.
  Mosasaurus Zombie. A mosasaurus zombie has necrotic
  energy boiling in its stomach, waiting to be set free in a belch.
  Nemicolopterus Zombie. Nemicolopterus zombies live
  deep in jungle ruins, waiting to feast on the flesh of the living.
  Pachycephalosaurus Zombie. This creature hits as fast
  and hard as it ever did with its exposed skull.
  Plesiosaurus Zombie. The plesiosaurus zombie is known
  to hunt in ocean areas polluted with garbage.
  Pteranodon Zombie. Pteranodon zombies hunt jungles at
  night in packs and glide as silent at death.
  Quetzalcoatlus Zombie. These massive zombies lose
  their ability to fly, but can make incredible leaps using what is
  left of their shredded wings. Quetzalcoatlus zombies' bones
  break in horrid ways to allow them to move faster on the
  ground than their living counterparts.
  Sarcosuchus Zombie. This enormous undead crocodile
  turns water it touches toxic.
  Stegosaurus Zombie. This plodding behemoth seems to
  seek out and murder living stegosauruses, leaving corpses a
  trail of corpses behind it as it travels the jungle.
  Therizinosaurus Zombie. This zombie's claws are coated
  with a powerful paralyzing fluid.
  Titanosaurus Zombie. The titanosaurus zombie can drop
  sticky hunks of dead flesh that surround and trap enemies.
  Triceratops Zombie. A triceratops zombie may seem
  totally unaware, but when it notices a living creature, the
  undead beast charges forth with a fury it never had in life.
  Troodon Zombie. Troodon zombies retain their ability to
  fight well in packs.
  Velociraptor Zombie. These creatures haunt ancient ruins
  in massive numbers.
  Zealoraptor Zombie. A zealoraptor zombie's claws are
  coated in fluids that cause disease.
  9
  Zealoraptor
  Large beast, unaligned
  Armor Class 15 (natural armor)
  Hit Points 52 (7d10 + 14)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 18 (+4) 15 (+2) 3 (-4) 12 (+1) 10 (+0)
  Skills Perception +3, Stealth +6
  Senses passive Perception 13
  Languages -
  Challenge 2 (450 XP)
  Pounce. If the zealoraptor 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 13 Strength saving throw or be
  knocked prone. If the target is prone, the
  zealoraptor can make one bite attack against it as a
  bonus action.
  Pack Tactics. The zealoraptor has advantage on an
  attack roll against a creature if at least one of the
  zealoraptor’s allies is within 5 feet of the creature
  and the ally isn’t incapacitated.
  Actions
  Multiattack. The zealoraptor makes one bite and one
  claw attack.
  Bite. Melee Weapon Attack. +6 to hit, reach 5 ft.,
  one target. Hit: 9 (1d10 + 4) piercing damage.
  Claw. Melee Weapon Attack. +6 to hit, reach 5 ft.,
  one target. Hit. 9 (1d10 + 4) slashing damage.
  BEASTS OF THE JUNGLE ROT
  
   
  10
  Allosaurus Zombie
  Large undead, unaligned
  Armor Class 11 (natural armor)
  Hit Points 51 (6d10 + 18)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  9 (-1)
  17 (+3)
  1 (-5)
  7 (-2)
  3 (-4)
  Damage Immunities poison
  Conidition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages -
  Challenge 2 (450 XP)
  Cling. If the allosaurus zombie hits a creature with a
  claw attack, that target must succeed on a DC 13
  Strength saving throw or be knocked prone. If the
  target is prone, the allosaurus zombie can make
  one bite attack against it as a bonus action.
  Undead Fortitude. If damage reduces the zombie to
  0 hit points, it must make a Constitution saving
  throw with a DC of 5 + the damage taken, unless
  the damage is radiant or from a critical hit. On a
  success, the zombie drops to 1 hit point instead.
  Undying Hunger (1/Turn). If the allosaurus zombie
  hits a creature with a claw attack, the allosaurus
  zombie gains 5 temporary hit points.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 15 (2d10 + 4) piercing damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 8 (1d8 + 4) slashing damage.
  Archelon Zombie
  Large undead, unaligned
  Armor Class 11 (natural armor)
  Hit Points 26 (4d8 + 8)
  Speed 10 ft., swim 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  6 (-2)
  14 (+2)
  1 (-5)
  8 (-1)
  3 (-4)
  Damage Immunities poison
  Conidition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages -
  Challenge 1 (200 XP)
  Undead Fortitude. If damage reduces the zombie to
  0 hit points, it must make a Constitution saving
  throw with a DC of 5 + the damage taken, unless
  the damage is radiant or from a critical hit. On a
  success, the zombie drops to 1 hit point instead.
  Undying Hunger (1/Turn). If the archelon zombie
  hits a creature with a bite attack, the archelon
  zombie gains 5 temporary hit points.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 12 (2d8 + 3) piercing damage.
  BEASTS OF THE JUNGLE ROT
  
   
  11
  Brachiosaurus Zombie
  Gargantuan undead, unaligned
  Armor Class 14 (natural armor)
  Hit Points 145 (10d20 + 40)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  5 (-3)
  19 (+4)
  1 (-5)
  7 (-2)
  5 (-3)
  Saving Throws Con +7
  Damage Immunities poison
  Conidition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages -
  Challenge 6 (2,300 XP)
  Undead Fortitude. If damage reduces the zombie to
  0 hit points, it must make a Constitution saving
  throw with a DC of 5 + the damage taken, unless
  the damage is radiant or from a critical hit. On a
  success, the zombie drops to 1 hit point instead.
  Actions
  Stomp. Melee Weapon Attack: +10 to hit, reach 20
  ft., one target. Hit: 34 (5d10 + 7) bludgeoning
  damage, and the target must succeed on a DC 15
  Strength saving throw or be knocked prone.
  Tail. Melee Weapon Attack: +10 to hit, reach 20 ft.,
  one target. Hit: 40 (6d10 + 7) bludgeoning
  damage.
  Poison Breath (Recharge 5-6). The brachiosaurus
  zombie exhales poison gas in a 30-foot cone. Each
  creature in that area must make a DC 15
  Constitution saving throw, taking 45 (10d8) poison
  damage on a failed save, or half as much damage on
  a successful one.
  Brontosaurus Zombie
  Gargantuan undead, unaligned
  Armor Class 14 (natural armor)
  Hit Points 121 (9d20 + 27)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  6 (-2)
  17 (+3)
  1 (-5)
  6 (-2)
  6 (-2)
  Saving Throws Con +6
  Damage Immunities poison
  Conidition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages -
  Challenge 5 (1,800 XP)
  Undead Fortitude. If damage reduces the zombie to
  0 hit points, it must make a Constitution saving
  throw with a DC of 5 + the damage taken, unless
  the damage is radiant or from a critical hit. On a
  success, the zombie drops to 1 hit point instead.
  Actions
  Stomp. Melee Weapon Attack: +8 to hit, reach 20
  ft., one target. Hit: 27 (5d8 + 5) bludgeoning
  damage, and the target must succeed on a DC 14
  Strength saving throw or be knocked prone.
  Tail. Melee Weapon Attack: +10 to hit, reach 20 ft.,
  one target. Hit: 32 (6d8 + 5) bludgeoning damage.
  BEASTS OF THE JUNGLE ROT
  
  12
  Deinonychus Zombie
  Medium undead, unaligned
  Armor Class 11 (natural armor)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  10 (+0)
  15 (+2) 1 (-5) 7 (-2) 4 (-3)
  Damage Immunities poison
  Conidition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages -
  Challenge 1 (200 XP)
  Pounce. If the deinonychus zombie 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
  deinonychus zombie can make one bite attack
  against it as a bonus action.
  Undead Fortitude. If damage reduces the zombie to
  0 hit points, it must make a Constitution saving
  throw with a DC of 5 + the damage taken, unless
  the damage is radiant or from a critical hit. On a
  success, the zombie drops to 1 hit point instead.
  Undying Hunger (1/Turn). If the deinonychus
  zombie hits a creature with a claw attack, the
  deinonychus zombie gains 5 temporary hit points.
  Actions
  Multiattack. The deinonychus zombie makes two
  attacks: one with its bite and one with its claws.
  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: 6 (1d8 + 2) slashing damage.
  Dilophosaurus Zombie
  Medium undead, unaligned
  Armor Class 11 (natural armor)
  Hit Points 26 (4d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  10 (+0)
  14 (+2) 1 (-5) 7 (-2) 3 (-4)
  Damage Immunities poison
  Conidition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages -
  Challenge 1 (200 XP)
  Undead Fortitude. If damage reduces the zombie to
  0 hit points, it must make a Constitution saving
  throw with a DC of 5 + the damage taken, unless
  the damage is radiant or from a critical hit. On a
  success, the zombie drops to 1 hit point instead.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 5 (1d8 + 1) piercing damage.
  Necrotic Spit. Ranged Weapon Attack: +2 to hit,
  range 10/20 ft., one target. Hit: 10 (3d6) necrotic
  damage and the target must succeed on a DC 12
  Constitution saving throw or become blinded for 1
  minute. A blinded creature can repeat the saving
  throw at the end of its turn, ending the condition
  on a success.
  Dimetrodon Zombie
  Medium undead, unaligned
  Armor Class 10 (natural armor)
  Hit Points 25 (4d8 + 8)
  Speed 20 ft., swim 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  7 (-2)
  15 (+2)
  1 (-5)
  6 (-2)
  3 (-4)
  Damage Immunities poison
  Conidition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages -
  Challenge 1/4 (50 XP)
  Undead Fortitude. If damage reduces the zombie to 0
  hit points, it must make a Constitution saving throw
  with a DC of 5 + the damage taken, unless the damage
  is radiant or from a critical hit. On a success, the
  zombie drops to 1 hit point instead.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 9 (2d6 + 2) piercing damage.
  BEASTS OF THE JUNGLE ROT
  
  13
  Giganotosaurus Zombie
  Gargantuan undead, unaligned
  Armor Class 12 (natural armor)
  Hit Points 217 (14d20 + 70)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  4 (-3)
  21 (+5)
  1 (-5)
  8 (-1)
  7 (-2)
  Damage Immunities poison
  Conidition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages -
  Challenge 10 (5,900 XP)
  Disgorge Zombie. As a bonus action, the
  giganotosaurus zombie can disgorge a normal zombie,
  which appears in an unoccupied space within 15 feet
  of it. The disgorged zombie acts on its own initative
  count. After a zombie is disgorged, roll a d6. On a roll
  of 1, the giganotosaurus zombie runs out of zombies
  to disgorge and loses this trait. On a roll of 6, the next
  zombie the giganotosaurus zombie disgorges is an
  ogre zombie. If the giganotosaurus zombie still has this
  trait when it dies, 1d4 normal zombies erupt from its
  corpse at the start of its next turn. These zombies act
  on their own initative counts.
  Undead Fortitude. If damage reduces the zombie to 0
  hit points, it must make a Constitution saving throw
  with a DC of 5 + the damage taken, unless the damage
  is radiant or from a critical hit. On a success, the
  zombie drops to 1 hit point instead.
  Actions
  Multiattack. The giganotosaurus zombie can make two
  attacks: one with its bite and one with its tail. It can use
  Swallow instead of its bite.
  Bite. Melee Weapon Attack: +12 to hit, reach 15 ft.,
  one target. Hit: 34 (4d12 + 8) piercing damage. If the
  target is a Large or smaller creature, it is grappled
  (escape DC 18). Until this grapple ends, the target is
  restrained, and the giganotosaurus zombie can't bite
  another target.
  Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one
  target. Hit: 26 (4d8 + 8) bludgeoning damage.
  Swallow. The giganotosaurus zombie makes one bite
  attack against a Large or smaller creature it is grappling.
  If the attack hits, the target takes the bite's damage, the
  target is swallowed, and the grapple ends.
  While swallowed, the creature is blinded and
  restrained, it has total cover against attacks and other
  effects outside the giganotosaurus zombie, and it takes
  18 (4d6) poison damage at the start of each of the
  giganotosaurus zombie's turns. A creature that dies
  while swallowed becomes a zombie the giganotosaurus
  zombie can disgorge at the start of the giganotosaurus
  zombie's next turn.
  If the giganotosaurus zombie takes 30 damage or more
  on a single turn from a creature inside it, the
  giganotosaurus zombie must succeed on a DC 15
  Constitution saving throw at the end of that turn or
  regurgitate all swallowed creatures, which fall prone in
  a space within 10 feet of the giganotosaurus zombie. If
  the giganotosaurus zombie dies, a swallowed creature
  is no longer restrained by it and can escape from the
  corpse by using 30 feet of movement, exiting prone.
  Legendary Actions
  The giganotosaurus zombie can take 3 legendary
  actions, choosing from the options below. Only one
  legendary action option can be used at a time and only
  at the end of another creature’s turn. The
  giganotosaurus zombie regains spent legendary actions
  at the start of its turn.
  Disgorge Zombie. The giganotosaurus zombie
  disgorges a zombie.
  Tail Sweep. (2 Actions) The giganotosaurus zombie
  sweeps its tail in a 20-foot cone. Each creature in the
  cone must succeed on a DC 17 Strength saving throw
  or be knocked prone.
  Roar (3 Actions). Creatures within 20 feet of the
  giganotosaurus zombie that can hear it must succeed
  on a DC 17 Wisdom saving throw or be frightened of
  the giganotosaurus zombie until the end of its next
  turn.
  BEASTS OF THE JUNGLE ROT
  
   
  14
  Hadrosaurus Zombie
  Large undead, unaligned
  Armor Class 9 (natural armor)
  Hit Points 30 (4d10 + 8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  7 (-2)
  15 (+2)
  1 (-5)
  6 (-2)
  3 (-4)
  Damage Immunities poison
  Conidition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages -
  Challenge 1/4 (50 XP)
  Undead Fortitude. If damage reduces the zombie to
  0 hit points, it must make a Constitution saving
  throw with a DC of 5 + the damage taken, unless
  the damage is radiant or from a critical hit. On a
  success, the zombie drops to 1 hit point instead.
  Actions
  Tail. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 7 (1d10 + 2) bludgeoning damage.
  Mosasaurus Zombie
  Gargantuan undead, unaligned
  Armor Class 11 (natural armor)
  Hit Points 159 (11d20 + 44)
  Speed 0 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  8 (-1)
  19 (+4)
  1 (-5)
  7 (-2)
  5 (-3)
  Damage Immunities poison
  Conidition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages -
  Challenge 8 (3,900 XP)
  Undead Fortitude. If damage reduces the zombie to
  0 hit points, it must make a Constitution saving
  throw with a DC of 5 + the damage taken, unless
  the damage is radiant or from a critical hit. On a
  success, the zombie drops to 1 hit point instead.
  Actions
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
  one target. Hit: 33 (4d12 + 7) piercing damage. If
  the target is a creature, it is grappled (escape DC
  17). Until this grapple ends, the target is restrained,
  and the mosasaurus zombie can't bite another
  target.
  Necrotic Belch (Recharge 6). The mosasaurus
  zombie belches necrotic energy in a 30-foot cone.
  Creatures in the area must make a DC 15
  Constitution saving throw, taking 22 (4d10)
  necrotic damage and becoming blinded for 1
  minute on a failure, or taking only half damage on a
  success.
  Swallow. The mosasaurus zombie makes one bite
  attack against a Medium or smaller creature it is
  grappling. If the attack hits, the target takes the
  bite's damage, the target is swallowed, and the
  grapple ends.
  While swallowed, the creature is blinded and
  restrained, it has total cover against attacks and
  other effects outside the mosasaurus zombie, and
  it takes 17 (5d6) necrotic damage at the start of
  each of the mosasaurus zombie's turns.
  If the mosasaurus zombie takes 25 damage or
  more on a single turn from a creature inside it, the
  mosasaurus zombie must succeed on a DC 15
  Constitution saving throw at the end of that turn or
  regurgitate all swallowed creatures, which fall prone
  in a space within 10 feet of the mosasaurus
  zombie. If the mosasaurus zombie dies, a
  swallowed creature is no longer restrained by it and
  can escape from the corpse by using 30 feet of
  movement, exiting prone.
  BEASTS OF THE JUNGLE ROT
  
   
  15
  Nemicolopterus Zombie
  Tiny undead, unaligned
  Armor Class 10
  Hit Points 1 (1d4 - 1)
  Speed 5 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4)
  10 (+0)
  8 (-1)
  2 (-4)
  8 (-1)
  3 (-4)
  Damage Immunities poison
  Conidition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages -
  Challenge 0 (10 XP)
  Undead Fortitude. If damage reduces the zombie to
  0 hit points, it must make a Constitution saving
  throw with a DC of 5 + the damage taken, unless
  the damage is radiant or from a critical hit. On a
  success, the zombie drops to 1 hit point instead.
  Actions
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one target. Hit: 1 piercing damage.
  Swarm of
  Nemicolopterus
  Zombies
  Medium swarm of Tiny undead, unaligned
  Armor Class 10
  Hit Points 24 (7d8 - 7)
  Speed 5 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  10 (+0)
  8 (-1)
  2 (-4)
  8 (-1)
  3 (-4)
  Damage Resistances bludgeoning, piercing, slashing
  Damage Immunities poison
  Condition Immunities charmed, frightened,
  grappled, paralyzed, petrified, poisoned, prone,
  restrained, stunned
  Senses darkvision 60 ft., passive Perception 13
  Languages -
  Challenge 1/4 (50 XP)
  Swarm. The swarm can occupy another creature's
  space and vice versa, and the swarm can move
  through any opening large enough for a Tiny
  nemicolopterus zombie. The swarm can't regain hit
  points or gain temporary hit points.
  Undead Fortitude. If damage reduces the swarm to 0
  hit points, it must make a Constitution saving
  throw with a DC of 5 + the damage taken, unless
  the damage is radiant or from a critical hit. On a
  success, the swarm drops to 1 hit point instead.
  Actions
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one target. Hit: 7 (2d6) piercing damage, or 3
  (1d6) piercing damage if the swarm has half of its
  hit points or fewer.
  Necrotic Droppings (Recharge 6). One creature the
  swarm is directly above must succeed on a DC 10
  Dexterity saving throw or take 10 (3d6) necrotic
  damage.
  BEASTS OF THE JUNGLE ROT
  
   
  16
  Pachycephalosaurus
  Zombie
  Large undead, unaligned
  Armor Class 10 (natural armor)
  Hit Points 68 (8d10 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  8 (-1)
  16 (+3)
  2 (-4)
  6 (-2)
  3 (-4)
  Damage Immunities poison
  Conidition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages -
  Challenge 2 (450 XP)
  Shattered Skull Charge. If the pachycephalosaurus
  zombie moves at least 20 feet straight toward a
  target and then hits it with a ram attack on the
  same turn, the target takes an extra 5 (2d4)
  piercing damage. If the target is a creature, it must
  succeed on a DC 13 Constitution saving throw or it
  is poisoned until the end of the
  pachycephalosaurus zombie's next turn.
  Undead Fortitude. If damage reduces the zombie to
  0 hit points, it must make a Constitution saving
  throw with a DC of 5 + the damage taken, unless
  the damage is radiant or from a critical hit. On a
  success, the zombie drops to 1 hit point instead.
  Actions
  Ram. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 8 (1d8 + 4) bludgeoning damage.
  Plesiosaurus Zombie
  Large undead, unaligned
  Armor Class 11 (natural armor)
  Hit Points 26 (8d10 + 24)
  Speed 10 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  10 (+0)
  16 (+3) 1 (-5) 7 (-2) 3 (-4)
  Damage Immunities poison
  Conidition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages -
  Challenge 2 (450 XP)
  Undead Fortitude. If damage reduces the zombie to
  0 hit points, it must make a Constitution saving
  throw with a DC of 5 + the damage taken, unless
  the damage is radiant or from a critical hit. On a
  success, the zombie drops to 1 hit point instead.
  Undying Hunger (1/Turn). If the plesiosaurus zombie
  hits a creature with a bite attack, the plesiosaurus
  zombie gains 5 temporary hit points.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 10 ft.,
  one target. Hit: 14 (3d6 + 4) piercing damage.
  BEASTS OF THE JUNGLE ROT
  
   
  17
  Pteranodon Zombie
  Medium undead, unaligned
  Armor Class 11 (natural armor)
  Hit Points 25 (4d8 + 8)
  Speed 10 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  10 (+0)
  15 (+2) 1 (-5) 5 (-3) 3 (-4)
  Damage Immunities poison
  Conidition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 7
  Languages -
  Challenge 1/4 (50 XP)
  Terrestrial Leap. If the pteranodon zombie moves at
  least 10 feet toward a target and then hits with a
  bite attack on the same turn, the attack deals an
  extra 10 (3d6) damage to the target.
  Undead Fortitude. If damage reduces the zombie to
  0 hit points, it must make a Constitution saving
  throw with a DC of 5 + the damage taken, unless
  the damage is radiant or from a critical hit. On a
  success, the zombie drops to 1 hit point instead.
  Undying Hunger (1/Turn). If the pteranodon zombie
  hits a creature with a bite attack, the pteranodon
  zombie gains 5 temporary hit points.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 6 (2d4 + 1) piercing damage.
  Quetzalcoatlus Zombie
  Huge undead, unaligned
  Armor Class 11 (natural armor)
  Hit Points 42 (5d12 + 10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  9 (-1)
  15 (+2)
  1 (-5)
  6 (-2)
  3 (-4)
  Damage Immunities poison
  Conidition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages -
  Challenge 3 (700 XP)
  Standing Leap. The quetzalcoatlus zombie's long
  jump is up to 30 feet and its high jump is up to 15
  feet, with or without a running start.
  Undead Fortitude. If damage reduces the zombie to
  0 hit points, it must make a Constitution saving
  throw with a DC of 5 + the damage taken, unless
  the damage is radiant or from a critical hit. On a
  success, the zombie drops to 1 hit point instead.
  Undying Hunger (1/Turn). If the quetzalcoatlus
  zombie hits a creature with a bite attack, the
  quetzalcoatlus zombie gains 5 temporary hit
  points.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 10 ft.,
  one target. Hit: 12 (3d6 + 2) piercing damage.
  Deadly Leap.. If the quetzalcoatlus zombie jumps at
  least 15 feet as part of its movement, it can then
  use this action to land on its feet in a space that
  contains one or more other creatures. Each of
  those creatures must succeed on a DC 12 Strength
  or Dexterity saving throw (target's choice) or be
  knocked prone and take 12 (3d6 + 2) bludgeoning
  damage plus 12 (3d6 + 2) slashing damage. On a
  successful save, the creature takes only half the
  damage, isn't knocked prone, and is pushed 5 feet
  out of the quetzalcoatlus zombie's space into an
  unoccupied space of the creature's choice. If no
  unoccupied space is within range, the creature
  instead falls prone in the quetzalcoatlus zombie's
  space.
  BEASTS OF THE JUNGLE ROT
  
   
  18
  Sarcosuchus Zombie
  Gargantuan undead, unaligned
  Armor Class 12 (natural armor)
  Hit Points 137 (10d20 + 32)
  Speed 30 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  6 (-4)
  18 (+4)
  1 (-5)
  8 (-1)
  5 (-3)
  Damage Immunities poison
  Conidition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages -
  Challenge 7 (2,900 XP)
  Undead Fortitude. If damage reduces the zombie to
  0 hit points, it must make a Constitution saving
  throw with a DC of 5 + the damage taken, unless
  the damage is radiant or from a critical hit. On a
  success, the zombie drops to 1 hit point instead.
  Water Poisoner. Water within 20 feet of the
  sarcosuchus zombie is tainted with toxins. A
  creature that enters or starts its turn in that water
  must succeed on a DC 15 Constitution saving
  throw or it is poisoned until the start of its next
  turn.
  Actions
  Multiattack. The sarcosuchus zombie can make two
  attacks: one with its bite and one with its tail.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft.,
  one target. Hit: 28 (4d10 + 6) piercing damage. If
  the target is a creature, it is grappled (escape DC
  16). Until this grapple ends, the target is restrained,
  and the sarcosuchus zombie can't bite another
  target.
  Tail. Melee Weapon Attack: +9 to hit, reach 15 ft.,
  one target. Hit: 19 (3d8 + 6) bludgeoning damage.
  If the target is a creature, it must succeed on a DC
  17 Strength saving throw or be knocked prone.
  Stegosaurus Zombie
  Huge undead, unaligned
  Armor Class 12 (natural armor)
  Hit Points 76 (8d12 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  6 (-2)
  17 (+3)
  1 (-5)
  6 (-2)
  3 (-4)
  Damage Immunities poison
  Conidition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages -
  Challenge 4 (1,100 XP)
  Undead Fortitude. If damage reduces the zombie to
  0 hit points, it must make a Constitution saving
  throw with a DC of 5 + the damage taken, unless
  the damage is radiant or from a critical hit. On a
  success, the zombie drops to 1 hit point instead.
  Actions
  Tail. Melee Weapon Attack: +7 to hit, reach 10 ft.,
  one target. Hit: 26 (6d6 + 5) piercing damage.
  BEASTS OF THE JUNGLE ROT
  
   
  19
  Therizinosaurus
  Zombie
  Huge undead, unaligned
  Armor Class 12 (natural armor)
  Hit Points 104 (11d12 + 33)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  7 (-2)
  17 (+3)
  2 (-4)
  7 (-2)
  4 (-3)
  Damage Immunities poison
  Conidition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages -
  Challenge 5 (1,800 XP)
  Undead Fortitude. If damage reduces the zombie to
  0 hit points, it must make a Constitution saving
  throw with a DC of 5 + the damage taken, unless
  the damage is radiant or from a critical hit. On a
  success, the zombie drops to 1 hit point instead.
  Actions
  Mutltiattack. The therizinosaurus zombie makes two
  claw attacks.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 17 (3d8 + 4) slashing damage. If
  the target is a creature, it must succeed on a DC 14
  Constitution saving throw or be paralyzed for 1
  minute. The target can repeat the saving throw at
  the end of each of its turns, ending the effect on
  itself on a success.
  Titanosaurus Zombie
  Gargantuan undead, unaligned
  Armor Class 15 (natural armor)
  Hit Points 201 (13d20 + 65)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10)
  3 (-4)
  20 (+5)
  1 (-5) 5 (-3) 4 (-3)
  Saving Throws Con +8
  Damage Immunities poison
  Conidition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 7
  Languages -
  Challenge 7 (2,900 XP)
  Undead Fortitude. If damage reduces the zombie to
  0 hit points, it must make a Constitution saving
  throw with a DC of 5 + the damage taken, unless
  the damage is radiant or from a critical hit. On a
  success, the zombie drops to 1 hit point instead.
  Actions
  Stomp. Melee Weapon Attack: +13 to hit, reach 20
  ft., one target. Hit: 40 (6d10 + 7) bludgeoning
  damage, and the target must succeed on a DC 16
  Strength saving throw or be knocked prone.
  Tail. Melee Weapon Attack: +13 to hit, reach 20 ft.,
  one target. Hit: 45 (7d10 + 7) bludgeoning
  damage.
  Legendary Actions
  The titanosaurus zombie can take 3 legendary
  actions, choosing from the options below. Only
  one legendary action option can be used at a time
  and only at the end of another creature’s turn. The
  titanosaurus zombieregains spent legendary actions
  at the start of its turn.
  Flesh Drop. The titanosaurus zombie chooses one
  Medium or smaller creature within 10 feet of it that
  it can see. That creature must succeed on a DC 10
  Dexterity saving throw or be restrained in a mote of
  the titanosaurus zombie's flesh that has separated
  from its body. The creature can repeat the saving
  throw at the end of its turn, ending the effect on a
  success.
  Poison Gas. (2 Actions) The titanosaurus zombie
  breathes gas in a 30-foot cone. Creatures in the
  area must succeed on a DC 16 Constitution saving
  throw or become poisoned for 1 minute. Creatures
  poisoned this way can repeat the saving throw at
  the end of their turns, ending the effect on a
  success.
  Tail Thunder. (3 Actions) The titanosaurus makes a
  tail attack with disadvantage against each creature
  in a 20-foot cone.
  BEASTS OF THE JUNGLE ROT
  
  20
  Triceratops Zombie
  Huge undead, unaligned
  Armor Class 12 (natural armor)
  Hit Points 95 (10d12 + 30)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  6 (-2)
  17 (+3)
  1 (-5)
  6 (-2)
  5 (-3)
  Damage Immunities poison
  Conidition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages -
  Challenge 5 (1,700 XP)
  Trampling Charge. If the triceratops zombie 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 13 Strength saving
  throw or be knocked prone. If the target is prone,
  the triceratops zombie can make one stop attack
  against it as a bonus action.
  Undead Fortitude. If damage reduces the zombie to
  0 hit points, it must make a Constitution saving
  throw with a DC of 5 + the damage taken, unless
  the damage is radiant or from a critical hit. On a
  success, the zombie drops to 1 hit point instead.
  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.
  Troodon Zombie
  Small undead, unaligned
  Armor Class 11 (natural armor)
  Hit Points 26 (4d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  10 (+0)
  12 (+1) 3 (-4) 8 (-1) 6 (-2)
  Damage Immunities poison
  Conidition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages -
  Challenge 1 (200 XP)
  Improved Critical. The troodon zombie scores a
  critical hit with its bite on a roll of 19 or 20.
  Pack Tactics. The troodon zombie has advantage on
  an attack roll against a creature if at least one of the
  troodon zombie’s allies is within 5 feet of the
  creature and the ally isn’t incapacitated.
  Undead Fortitude. If damage reduces the zombie to
  0 hit points, it must make a Constitution saving
  throw with a DC of 5 + the damage taken, unless
  the damage is radiant or from a critical hit. On a
  success, the zombie drops to 1 hit point instead.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 6 (1d10 + 1) piercing damage and
  the target must succeed on a DC 11 Constitution
  saving throw or become poisoned until the end of
  the troodon zombie's next turn.
  BEASTS OF THE JUNGLE ROT
  
   
  Sewer Plague
  It takes 1d4 days for sewer plague to manifest in an
  infected creature. The infected creature suffers one
  level of exhaustion, and it regains only half the
  normal number of hit points from spending Hit
  Dice and no hit points from finishing a long rest.
  At the end of each long rest, an infected creature
  must make a DC 11 Constitution saving throw. On
  a failed save, the character gains one level of
  exhaustion. On a successful save, the character’s
  exhaustion level decreases by one level. If a
  successful saving throw reduces the infected
  creature’s level of exhaustion below 1, the creature
  recovers from the disease.
   
  21
  Velociraptor Zombie
  Tiny undead, unaligned
  Armor Class 11 (natural armor)
  Hit Points 18 (4d4 + 8)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  10 (+0)
  15 (+2)
  2 (-4)
  7 (-2)
  4 (-3)
  Damage Immunities poison
  Conidition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages -
  Challenge 1/4 (50 XP)
  Pack Tactics. The velociraptor zombie has advantage
  on an attack roll against a creature if at least one of
  the velociraptor zombie’s allies is within 5 feet of
  the creature and the ally isn’t incapacitated.
  Undead Fortitude. If damage reduces the zombie to
  0 hit points, it must make a Constitution saving
  throw with a DC of 5 + the damage taken, unless
  the damage is radiant or from a critical hit. On a
  success, the zombie drops to 1 hit point instead.
  Undying Hunger (1/Turn). If the velociraptor zombie
  hits a creature with a bite attack, the velociraptor
  zombie gains 5 temporary hit points.
  Actions
  Multiattack. The velociraptor zombie makes two
  attacks: one with its bite and one with its claws.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 4 (1d4 + 2) slashing damage.
  Zealoraptor Zombie
  Large undead, unaligned
  Armor Class 11 (natural armor)
  Hit Points 52 (7d10 + 14)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  10 (+0)
  15 (+2) 3 (-4) 8 (-1) 5 (-3)
  Damage Immunities poison
  Conidition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages -
  Challenge 2 (450 XP)
  Pounce. If the zealoraptor zombie 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 13 Strength saving throw or be
  knocked prone. If the target is prone, the
  zealoraptor zombie can make one bite attack
  against it as a bonus action.
  Undead Fortitude. If damage reduces the zombie to
  0 hit points, it must make a Constitution saving
  throw with a DC of 5 + the damage taken, unless
  the damage is radiant or from a critical hit. On a
  success, the zombie drops to 1 hit point instead.
  Actions
  Multiattack. The zealoraptor makes two attacks: one
  with its bite and one with its claws.
  Bite. Melee Weapon Attack. +5 to hit, reach 5 ft.,
  one target. Hit: 8 (1d10 + 3) piercing damage.
  Claw. Melee Weapon Attack. +5 to hit, reach 5 ft.,
  one target. Hit. 8 (1d10 + 3) slashing damage and
  the creature must succeed on a DC 12 Constitution
  saving throw or contract sewer plague (see the
  "Sewer Plague" sidebar or "Diseases" in chapter 8,
  "Running the Game" of the Dungeon Master's
  Guide).
  BEASTS OF THE JUNGLE ROT
  
  Dinosaur Hunt
  Dinosaur
  Skill Check DC Number in Lair Hide Price Number of Eggs Egg Price Hide Weight Egg Weight
  Allosaurus
  12
  2
  60 gp
  1d6
  120 gp
  25 lb.
  5 lb.
  Ankylosaurus
  13
  2
  150 gp
  1d4
  300 gp
  200 lb.
  10 lb.
  Archelon
  11
  1
  30 gp
  2d6
  30 gp
  50 lb.
  5 lb.
  Brachiosaurus
  16
  2
  600 gp
  1
  1,200 gp
  250 lb.
  25 lb.
  Brontosaurus
  15
  2
  500 gp
  1
  1,000 gp
  200 lb.
  20 lb.
  Deinonychus
  11
  2d6
  10 gp
  2d8
  20 gp
  10 lb.
  2 lb.
  Dimetrodon
  10
  3d6
  10 gp
  2d10
  20 gp
  20 lb.
  2 lb.
  Dilophosaurus
  11
  3d4
  10 gp
  2d6
  20 gp
  10 lb.
  2 lb.
  Giganotosaurus
  20
  1
  1,000 gp
  1
  2,000 gp
  200 lb.
  20 lb.
  Hadrosaurus
  10
  3d6
  20 gp
  3d10
  40 gp
  25 lb.
  5 lb.
  Mosasaurus
  18
  1
  800 gp
  1d4
  800 gp
  200 lb.
  20 lb.
  Nemicolopterus
  10
  3d6 swarms
  1 gp
  4d10
  2 gp
  1 lb.
  0.5 lb.
  Pachycephalosaurus
  12
  2d4
  60 gp
  2d6
  120 gp
  25 lb.
  5 lb.
  Plesiosaurus
  12
  2
  60 gp
  2d4
  60 gp
  25 lb.
  5 lb.
  Pteranodon
  10
  3d6
  10 gp
  3d6
  20 gp
  5 lb.
  1 lb.
  Quetzalcoatlus
  12
  2
  100 gp
  1d6
  200 gp
  10 lb.
  2 lb.
  Sarcosuchus
  17
  1
  700 gp
  1
  1,400 gp
  200 lb.
  20 lb.
  Stegosaurus
  14
  2
  200 gp
  1d6
  400 gp
  100 lb.
  10 lb.
  Therizinosaurus
  15
  2
  250 gp
  1d4
  500 gp
  50 lb.
  10 lb.
  Titanosaurus
  17
  2
  700 gp
  1
  1,400 gp
  300 lb.
  30 lb.
  Triceratops
  15
  2
  250 gp
  1d4
  500 gp
  50 lb.
  10 lb.
  Troodon
  12
  3d6
  5 gp
  3d6
  10 gp
  5 lb.
  1 lb.
  Tyrannosaurus rex
  18
  1
  400 gp
  1d4
  800 gp
  50 lb.
  10 lb.
  Velociraptor
  10
  4d6
  1 gp
  4d10
  2 gp
  1 lb.
  0.5 lb.
  Zealoraptor
  12
  2d6
  60 gp
  2d6
  120 gp
  25 lb.
  5 lb.
  Tomb of Annihilation
  Additions
  If you're playing Tomb of Annihilation, you can add the
  creatures found in this document into the adventure using
  the following supplemental information.
  Dinosaur Hunts
  Dinosaur hides and eggs can be sold in Port Nyanzaru to
  various merchants. The hides of harder-to-kill dinosaurs go
  for substantial gold, since they are obtained at high personal
  risk. The hides are sold as art to the wealthy or turned into
  armor for soldiers and adventurers.
  Dinosaur eggs are often more valuable than hides, since to
  have any hope of training a dinosaur, one must begin with a
  hatchling. Dinosaur racers and merchants with a need for
  pack animals are particularly interested in obtaining the eggs.
  To track a specific type of dinosaur through the jungle or at
  sea, a character must spend 1d10 days in the wilderness
  searching and succeed on a Wisdom (Survival) check as
  shown on the Dinosaur Hunt table. If this check fails, a
  character must spend another 1d10 days traversing the
  wilderness looking for the specific type of dinosaur and
  repeat the ability check.
  A successful check means the character tracks the
  dinosaur to its lair. The Dinosaur Hunt table shows the
  number of dinosaurs and eggs within a lair and how much
  each dinosaur's hide and eggs are worth. If adventurers flood
  the market with a specific type of dinosaur hides or eggs, it
  could reduce the price of the product at the DM's discretion.
  When harvesting the hide of a dinosaur, it takes 5 minutes
  to skin a Tiny dinosaur, 10 minutes to skin a Small dinosaur,
  30 minutes to skin a Medium dinosaur, 1 hour to skin a Large
  dinosaur, 8 hours to skin a Huge dinosaur, and 1 day to skin a
  Gargantuan dinosaur. A character trained in Survival only
  requires half the time to properly harvest a dinosaur hide.
  22
  BEASTS OF THE JUNGLE ROT
  
  Random Encounters
  Whenever you roll for a random encounter on the Wilderness
  Encounters table in appendix B, "Random Encounters," of
  Tomb of Annihilation that includes a dinosaur (see appendix
  B), you can subsititute any of the dinosaurs of a similar
  challenge rating in this document for the dinosaurs in the
  adventure. If you roll for this encounter in the Lesser Undead
  or Greater Undead areas of the jungle, you can instead
  substitute any of the dinosaur zombies in this document.
  If your encounter result is "undead, zombies," instead of
  rolling a d10 as described in Tomb of Annihilation, roll on the
  Expanded Zombies table in this document to determine what
  appears.
  Expanded Zombies
  d100
  Encounter
  01-04
  3d6 zombies
  05-08
  3d6 dimetrodon zombies
  09-12
  2d10 hadrosaurus zombie
  13-16
  2d6 nemicolopterus zombie swarms
  17-20
  3d6 pteranodon zombies
  21-24
  3d6 velociraptor zombies
  25-28
  2d4 deinonychus zombies
  29-32
  1d8 dilophosaurus zombies
  33-36
  2d4 troodon zombies
  37-40
  1 allosaurus zombie
  41-44
  1d4 ogre zombies
  45-48
  1d4 pachycephalosaurus zombies
  49-52
  1d4 quetzalcoatlus zombies
  53-56
  1d6 zealoraptor zombies
  57-60
  1 ankylosaurus zombie
  61-64
  1d4 girallon zombies
  65-68
  1 stegosaurus zombie
  69-72
  1 brontosaurus zombie
  73-76
  1 therizinosaurus zombie
  77-80
  1 triceratops zombie
  81-84
  1 braciosaurus zombie
  85-88
  1 sarcosuchus zombie
  89-92
  1 titanosaurus zombie
  93-96
  1 tyrannosaurus zombie
  97-100 1 giganotosaurus zombie
  23
  BEASTS OF THE JUNGLE ROT
  
  Additional Racing Dinosaurs
  Mount
  Speed
  Skill Check DC
  AC
  Hit Points
  Attack
  Damage
  Constitution
  Dilophosaurus
  30/50
  8*
  13
  26
  +4
  6 (1d8 + 2)
  14 (+2)
  Pachycephalosaurus
  40/60
  12
  13
  68
  +6
  8 (1d8 + 4)
  16 (+3)
  Zealoraptor
  50/100
  19*
  15
  52
  +6
  9 (1d10 + 4)
  15 (+2)
  *If an Animal Handling check made with advantage due to lashing fails by 5 or more, the animal goes berserk and is out of the
  race.
  Dinosaur Racing
  The Additional Racing Dinosaurs table can be used if the
  characters decide to race dinosaurs (see "Dinosaur Racing"
  in chapter 1, "Port Nyanzaru," in Tomb of Annihilation).
  24
  BEASTS OF THE JUNGLE ROT
  
  Creatures by Challenge Rating
  Creature
  CR
  Nemicolopterus
  0
  Nemicolopterus zombie
  0
  Dimetrodon zombie
  1/4
  Hadrosaurus zombie
  1/4
  Pteranodon zombie
  1/4
  Swarm of nemicolopterus
  1/4
  Swarm of nemicolopterus zombies
  1/4
  Velociraptor zombie
  1/4
  Archelon
  1
  Archelon zombie
  1
  Deinonychus zombie
  1
  Dilophosaurus
  1
  Dilophosaurus zombie
  1
  Troodon
  1
  Troodon zombie
  1
  Allosaurus zombie
  2
  Pachycephalosaurus
  2
  Pachycephalosaurus zombie
  2
  Plesiosaurus zombie
  2
  Zealoraptor
  2
  Zealoraptor zombie
  2
  Quetzalcoatlus zombie
  3
  Stegosaurus zombie
  4
  Brontosaurus zombie
  5
  Therizinosaurus
  5
  Therizinosaurus zombie
  5
  Triceratops zombie
  5
  Brachiosaurus
  6
  Brachiosaurus zombie
  6
  Sarcosuchus
  7
  Sarcosuchus zombie
  7
  Titanosaurus
  7
  Titanosaurus zombie
  7
  Mosasaurus
  8
  Mosasaurus zombie
  8
  Giganotosaurus
  10
  Giganotosaurus zombie
  10
  25
  BEASTS OF THE JUNGLE ROT
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Monster books/Beasts of the Jungle Rot.pdf