Family: Dinosaurs

Small beast, unaligned

Armor Class 14 (natural armor)
Hit Points 12 (5d4)
Speed 10 ft., fly 60 ft.

10 (+0) 16 (+3) 10 (+0) 2 (–4) 12 (+1) 4 (–3)

Skills Acrobatics +5, Perception +3, Stealth +5
Senses passive Perception 13
Challenge 1/4 (50 XP)


  • Flyby. The jeholopterus doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
  • Keen Sight. The jeholopterus has advantage on Wisdom (Perception) checks that rely on sight.


  • Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) piercing damage, and the jeholopterus attaches to the target. While attached, the jeholopterus doesn’t attack. Instead, at the start of each of the jeholopterus’s turns, the target loses 8 (2d4 + 3) hp due to blood loss. The jeholopterus can detach itself by spending 5 feet of its movement. It does so after it drains 15 hp of blood from the target or the target dies. A creature, including the target, can take its action to detach the jeholopterus by succeeding on a DC 13 Strength check.
  • Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 3) slashing damage.


Harnessed Labor. Settlements near therizinosaurus territory often come to understandings with the massive dinosaurs. Therizinosaurus are surprisingly docile with humanoids they know, and they accept bribes of greenery and fermented fruit. Some villages even train therizinosaurus to wear harnesses and perform tasks for the village, such as felling trees for lumber, pulling large loads, or even plowing stony fields.

Kobold Warmounts. Enterprising kobolds have discovered combat applications for therizinosaurus domestication. Their harnesses incorporate wooden platforms and slats of armor, allowing kobold riders to direct the therizinosaurus while shooting at foes from the safety of their massive mount. While terrifying to behold, the ornery dinosaurs occasionally resist being ridden into battle and drop to the floor, crushing the platforms and potentially their riders.


Some jeholopterus are willing to serve spellcasters as a familiar.

Such jeholopterus have the following trait.

Familiar. The jeholopterus can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the jeholopterus senses as long as they are within 1 mile of each other. While the jeholopterus is within 10 feet of its companion, the companion shares the jeholopterus’s Keen Sight trait. At any time and for any reason, the jeholopterus can end its service as a familiar, ending the telepathic bond.

Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

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