Pounce. If the allosaurus moves at least 30 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 allosaurus can make one bite attack against it as a bonus action.
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.
Dismount
The rider leaps off the Allosaurus, attacking an enemy, dealing an extra 2D4 damage to the target
Commands
The Allosaurus follows 5 commands from its rider
Destroy
The Allosaurus goes on a rampage, similar to a barbarian's rage at LVL 5.
Mount
The creature shakes its body, letting down a rope ladder, allowing the rider to climb to the saddle, to control the dinosaur's movements
Stay
The beast stays in place, defending itself, but taking no more actions.
Follow
The Allosaurus follows the rider to the best of its ability.
Transfer
Only used to transfer the rider, the Allosaurus severs its bond with its previous rider and bonds with another one.
Description
Some powerful dinosaurs are captured and trained as mounts and as others as weapons of war. The Allosaurus is commonly used as a war weapon, due to its bloodlust and speed, but they are used in place of horses where such dinosaurs are common, although many barbarians use Allosaurus as mounts to instill fear into their enemies. A common way to train dinosaurs is to knock them out while they are still in the wild, then saddle them in an arena, give a "breaker" a whip, have the breaker mount the dinosaur, and let it loose. The goal is to ride it for 10 minutes, or until the creature collapses. This strategy is due to the fact that dinosaurs angered a powerful deity long ago, and he gave them this curse. Can only be controlled with a Dinosaur Whip
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