b'Dinosaur, Hadrosaur \n'b'  Family:   Dinosaurs  \n'b'  Huge   beast ,  unaligned  \n'b'  Armor Class  14 (natural armor)  Hit Points  76 (8d12 + 24)  Speed  30 ft.\n'b' STATS STR: 19 (+4) DEX:  11 (+0)  CON:  17 (+3)  INT:  2 (-4)  WIS:  10 (+0)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Senses  passive  Perception  10  Languages  \xe2\x80\x93  Challenge  2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Trampling Charge . If the Hadrosaur moves at least 20 feet straight toward a creature and hits that creature with a Ram  attack  on the same turn, that target must succeed on a DC 13  Strength  check or be knocked  prone . If the target is knocked  prone , the Hadrosaur may make one Stomp  attack  against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b'  Ram .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 9 (1d10 + 4) bludgeoning damage. \n'b'  Stomp .  Melee Weapon Attack : +6 to hit, reach 5 ft., one  prone  creature.  Hit : 17 (3d8 + 4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' A generally placid and peaceful grazer of grass and ferns, the Hadrosaur is a danger only in large numbers. Shy, these creatures prefer to avoid trouble. However, each herd keeps several of its number on lookout. When danger threatens, the herd bunches together, placing young and pregnant females in the center. If the threat attacks, the herd attempts to move away en masse, but this direction is always away from the first threat and might lead to them trampling other hunters or running into a more dangerous situation.'