Pack Animal. The Australovenator has advantage on all attack rolls, Intimidation, Wisdom, Intelligence, initiative, Stealth, Acrobatics, and Athletics checks and saving throws if it has at least 3 other pack members, which have to be Australovenators. Per pack member, the Australovenator deals an extra 1/2 damage, has an extra +1/2 to hit and Survival, +1/4 HP, +0.4 AC, and +1/2 to Strength and Constitution. If it has at least 2 pack members, it can use 2 reactions per round and have advantage on opportunity attacks, instead becoming an extra +2 if already made with advantage.
Clever. While a Australovenator is within 15 feet and allowed near an injured creature, the injured creature has advantage on Constitution saving throws to resist and end disease, injuries, and bleed. While allowed to tend to the wounds of said weakened creature, the Australovenator can roll Medicine checks to help. The Australovenator can't be surprised, and has truesight to a range of 40 feet if it has at least 4 pack allies. The Australovenator can also roll Insight, and learn up to 2 basic languages from it's owner, though can't talk, it can, however, use signals and noises that it teaches it's owner to communicate with them. The Australovenator can roll History, Sleight Of Hand, and Intimidation with disadvantage, and Performance, Perception, Animal Handling, Survival, Investigation, and Nature with/for it's owner, once they can communicate.
Multiattack. The Australovenator attacks twice when it takes the attack action. It can only use multiattack when it has 4 or more pack members that aren't incapacitated.
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., 1 target. Hit: 1 piercing damage.
Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., 1 target. Hit: 1 slashing damage and the target must succeed on a DC 6 Constitution saving throw or start taking 1 bleed damage each round for 3 rounds. A creature that fails by 2 or more is stunned for 2 rounds.
Attack Rally (Requires 4 Pack Members). This is not an attack, it is an action. The Australovenator does an encouraging roar to it's allies, which each gain +1 to attack hit bonuses and +1 for damage. All Australovenators within 10 feet may use their reaction to take an extra Multiattack action.
Defense Rally (Requires 3 Pack Members KO'd). This is not an attack, it is an action. The Australovenator does an encouraging roar to it's allies, which each gain 7 temp HP. All Australovenators within 25 feet may use their reaction to take the Dodge action.
The Australovenator can take a number of bonus actions per turn equal to the number of pack members.
Bite (Costs 3). The Australovenator Bites 1 creature within 5 feet of it.
Claw (Costs 4). The Australovenator makes a Claw attack against 1 creature within 5 feet of it, that creature has disadvantage on the saving throw.
Rally (Costs 8). The Australovenator performs an Attack Rally or Defensive Rally, if applicable.
Multiattack (Costs 6). The Australovenator takes the Multiattack action.
The Australovenator can take 2 reactions per round if it has 3 or more other pack members that aren't incapacitated.
Disengage. If the Australovenator takes an opportunity attack, it may use this reaction to cause disadvantage, afterwards taking the disengage action.
Description
A small Megaraptoran dinosaur that is somewhat pathetic by itself, which is never a thing, with comparatively extreme pack tactics to improve efficiency vastly. Once tamed, they can learn 2 common languages such as Common, Elvish, Dwarvish, Draconic, etc., and communicate with it's owner through signals and noises. They are also adept healers if trusted enough, and can put on a good show when told. They remain extremely loyal and have a knack for wilderness survival, animal handling, spotting things, and even knowing small amounts of humanoid history!
I learned long after making this that I either misread the article I used or just didn't care, because apparently its not 2-3 feet long IRL, its apparently 20... I will not make a paleo-accurate variant since this is more fun (In my opinion, at least). I also did not think it was popular enough to have other people make it, but I was wrong, there are 2.
This, along with most of my other homebrew, is designed for my Dinosaur Campaign, but, obviously, I'm sharing it with you to use as you see fit. In my campaign, you can tame the dinosaurs and other prehistoric wildlife, but in yours you may not be able to, which is fine. Its your campaign, you don't want your players to have a pet CR 11 homebrew T-Rex, don't let them have a pet T-Rex (Or a pack of 1/8s).
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