Pack Tactics. Whenever the Allosaurus has an ally within 5 feet of its target for an attack, it has advantage on the attack roll. Also if their are 3 or more Allosaurus within 50 feet of this Allosaurus, the one with the most maximum hp becomes the Alpha. The Allosaurus that is the Alpha gains a +2 to their Str, Dex, and Con. Also the Alpha can use the "Gore" and "Roar" action. If the Alpha dies, then a new one becomes the Alpha if the requirements are met.
Roar (Alpha Only). The Alpha roars out a ferocious roar forcing all creatures within 25 feet of the Allosaurus to make a DC 14 Wisdom saving throw, on a failed save a creature becomes frightened of the Allosaurus.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Gore (Alpha Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage, creatures must then make a DC 14 Constitution saving throw. On a failed save they take 4 (2d4) damage from bleeding and have their movement speed halved. A creature can repeat the saving throw at the end of each of its turns to try and stop the bleeding.
Description
The Allosaurus almost looks like a smaller T-Rex. They are also known for hunting in packs and promoting their strongest member to position of alpha. They are very strong and it is ill advised to attack the Alpha first.
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