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Prak
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Saving stuff from Gleemax

Post by Prak »

I figured I'd save some info from Gleemax before it gets deleted by the new reich, and I figured you guys might find it interesting, or at least be able to comment on the balance of the things, so I bring you the Dinosar Menagerie:

Stegosaurus
Image
Huge Animal
Hit Dice: 16d8+98 (170 hp)
Initiative: +1
Speed: 15 ft. (3 squares)
Armor Class: 16 (-2 size, +1 Dex, +7 natural), touch 9, flat-footed 15
Base Attack/Grapple: +12/+27
Attack: Slam +17 melee (2d6+10 plus 2d6 spikes)
Full Attack: Slam +17 melee (2d6+10 plus 2d6 spikes) and tail slap +12 melee (1d8+7 plus 1d10 spikes)
Space/Reach: 15 ft./10 ft.
Special Attacks: -
Special Qualities: Low-light vision, body spikes
Saves: Fort +15, Ref +6, Will +5
Abilities: Str 25, Dex 12, Con 20, Int 1, Wis 11, Cha 10
Skills: Listen +16, Spot +15
Feats: Toughness (6), Alertness
Climate/Terrain: Temperate forests
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Huge)
Level Adjustment: -

These massive creatures are approximately 28 feet long and 8 feet tall, weighing 2 tons.

Combat

Body Spikes
A stegosaurus' body is covered in sharp armor spikes. When grappling, they deal damage as Huge armor spikes.

Skills
A stegosaurus has a +4 racial bonus on Listen and Spot checks.

Image
Utahraptor
Large Animal
Hit Dice: 4d8+8 (26 hp)
Initiative: +4
Speed: 60 ft.
Armor Class: 17 (+4 Dex, +4 natural, -1 size) touch 13, flat-footed 13
Base Attack/Grapple: +2/+10
Attack: Claw +5 melee (1d6+3)
Full Attack: 2 claws +5 melee (1d6+3) and bite +1 melee (1d6+1) and tail +1 melee (1d6+1)
Space/Reach: 5ft/5ft
Special Attacks: Leaping Pounce, rake 1d6+2
Special Qualities: low-light vision, scent
Saves: Fort +6, Ref +8, Will +3
Abilities: Str 17 Dex 19, Con 15, Int 2, Wis 14, Cha 12
Skills: Hide +12*, Jump +24
Feats: Improved Natural Attack (claw) Track
Evironment: Any temperate
Organization: Solitary or pack (3-10)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement 5-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: -

This predator stands upright, with muscled forelimbs, sinuous tail, and 6-inch-long hooked claws. A long reptilian snout opens wide with a short bark to display a set of deadly sharp teeth.

Utahraptors are clever predators that like to hunt in packs and ambush their prey. They prefer lone targerts, but if they're hungry enough, or if they outnumber the group, they are just as likely to attack.

COMBAT

Leaping Pounce (Ex) When a utahraptor charges it leaps high into the air above its prey, attempting to knock it to the ground. This ability functions much like the pounce special attack. However, a utahraptor's incredible jumping ability makes its leaping pounce particularly deadly.
When a utahraptor charges a foe, it can make a full attack including one rake attack. If a utahraptor successfully hits and damages a target of its size or smaller that it pounces on during a charge, it can make a free trip attack without provoking an attack of opportunity. If the utahraptor wins the opposed trip check, it can make an immediate grapple check. If it succeeds, the opponent is considered pinned on the ground beneath the utahraptor. On each subsequent round, the utahraptor can deal automatic claw and rake damage with a successful gapple check against a pinned opponent.
If a fleshrake fails the opposed tril check, it cannot be tripped in return. If it successfully trips its opponent, but fails the subsequent grappble check, the opponent is prone in the utahraptor's square, but not grappled or pinned.

Rake (Ex) Attack bonus +2 melee, damage 1d6+2

Skills: Utahraptors have a +8 racial bonus on Hiide checks and a +6 racial bonus on Jump checks. *The Hide bonus increases to +10 in gassland areas.

Archaeopteryx
Image
Tiny Animal
Hit Dice: 1/4 d8 (2 hp)
Initiative: +3
Speed: 30 ft. (6 squares), fly 40 ft. (average)
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple: +0/-9
Attack: Bite +5 melee (1d3-1)
Full Attack: Bite +5 melee (1d3-1)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 8, Dex 17, Con 10, Int 2, Wis 14, Cha 4
Skills: Listen +12, Move Silently +7, Spot +12
Feats: Alertness, Weapon Finesse (B)
Climate/Terrain: Temperate mountains
Organization: Solitary, pair, or flock (4-12)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

Archaeopteryxs have a wingspan of about 1.5 feet and are about 1 foot long from beak to tail, weighing from 11 to 18 ounces.

Combat

Skills
Archaeopteryx have a +8 racial bonus on Spot and Listen checks.

Archaeopteryx as Familiars
An Archaeopteryx may be taken as a Familiar or Animal Companion, and the master of an Archaeopteryx familiar grants his master a +3 bonus on Intimidate checks.

Bellusaurus
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Large Animal
Hit Dice: 4d8+19 (37 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple: +3/+12
Attack: Tail slam +7 melee (2d6+7)
Full Attack: Tail slam +7 melee (2d6+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +2, Will +3
Abilities: Str 20, Dex 12, Con 18, Int 1, Wis 14, Cha 10
Skills: Listen +5, Spot +6
Feats: Power Attack, Toughness
Climate/Terrain: Warm forests, plains and hills
Organization: Solitary, pair, or herd (20-40)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

Bellosaurus only stands 5 feet tall, but measures 16 feet long, and weighs half of a ton.

Combat

When forced into combat, a bellusaurus will attempt to knock down it's foe, and run as fast as possible in the other direction.

Training A Bellusaurus

Although intelligent, a bellusaurus requires training before it can bear a rider in combat. To be trained, a bellusaurus must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly bellusaurus requires six weeks of work and a DC 25 Handle Animal check. Riding a bellusaurus requires an exotic saddle. A bellusaurus can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Bellusaurus eggs are worth 1,000 gp each on the open market, while young are worth 1,500 gp per head. Bellusaurus' mature at the same rate as (horses, I guess, for the sake of simplicity). Professional trainers charge 500 gp to rear or train a bellusaurus, which serves a master of any alignment with absolute faithfulness for life.

Argentinosaurus
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Colossal Animal
Hit Dice: 32d8+323 (467 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 22 (-8 size, +20 natural), touch 2, flat-footed 22
Base Attack/Grapple: +24/+57
Attack: Tail slam +23 melee (4d6+25 plus thunderous snap) or stamp (10d8+25)
Full Attack: Tail slam +23 melee (4d6+25 plus thunderous snap) or stamp (10d8+25)
Space/Reach: 80 ft./40 ft.
Special Attacks: Thunderous snap, trample 8d8+25
Special Qualities: Low-light vision, scent
Saves: Fort +33, Ref +10, Will +12
Abilities: Str 44, Dex 10, Con 30, Int 1, Wis 14, Cha 10
Skills: Listen +23, Spot +22
Feats: Alertness, Awesome Blow, Diehard, Endurance, Great Fortitude, Improved Bull Rush, Power Attack, Toughness
Climate/Terrain: Warm forests, plains and hills
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Always neutral
Advancement: 33-78 HD (Colossal)
Level Adjustment: -

Argentinosaurus' measure between 115 to 150 feet long, stand about 50 feet tall, and weigh about 80 tons.

Combat

Thunderous Snap (Ex): Although an argentinosaurus is ponderous, its whip-like tail can move faster than sound. Any creature struck by an argentinosaurus' tail slam must make a Fortitude save (DC 36) or be stunned for 1d4 rounds and deafened for 1d4 minutes. On a successful save, the creature is merely deafened for 1d4 minutes. The save DC is Constitution based.

Trample (Ex): An argentinosaurus can literally run over any creatures in its way that are of Gargantuan or smaller size. Creatures trampled must make a Reflex save (DC 43 half) or take 8d8+25 damage. The save DC is Strength-based.

Pterodactylus
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Tiny Animal
Hit Dice: 1/4 d8+2 (3 hp)
Initiative: +8
Speed: 20 ft. (4 squares), fly 50 ft. (average)
Armor Class: 20 (+2 size, +8 Dex), touch 20, flat-footed 12
Base Attack/Grapple: +0/-11
Attack: Bite +5 melee (1d4-3)
Full Attack: Bite +5 melee (1d4-3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +4, Ref +8, Will +1
Abilities: Str 6, Dex 26, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +11, Spot +11
Feats: Alertness
Climate/Terrain: Temperate forests or mountains
Organization: Solitary or pair
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

These creatures have a wingspan of approximately 3 feet, and only weigh 5 pounds.

Combat

Skills
Pterodactylus have a +8 racial bonus on Listen and Spot checks.

Archaeopteryx as Familiars
An Pterodactylus may be taken as a Familiar or Animal Companion, and the master of an Pterodactylus familiar grants his master a +1 bonus on Reflex saves.

Protoceratops
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Medium Animal
Hit Dice: 2d8+9 (18 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (1d6+2) or headbutt +3 melee (1d8+3)
Full Attack: Bite +3 melee (1d6+2) and headbutt -2 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 14, Dex 14, Con 17, Int 1, Wis 12, Cha 7
Skills: Listen +6, Spot +5
Feats: Alertness, Toughness
Climate/Terrain: Temperate plains
Organization: Solitary, pair, or head (5-8)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

A protoceratops has a body about ten feet long, stand about 3 feet high, and weighs about 500 lbs.

Combat

These creatures are likely to charge and headbutt their opponents on their backs.

Baryonyx
Image
Huge Animal
Hit Dice: 18d8+95 (179 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 18 (-2 size, +2 Dex, +8 natural), touch 10, flat-footed 16
Base Attack/Grapple: +14/+30
Attack: Bite +20 melee (3d6+12)
Full Attack: Bite +20 melee (3d6+12) and 2 foreclaws +15 melee (1d8+4)
Space/Reach: 15 ft./10 ft. (5 ft. with foreclaws)
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent
Saves: Fort +16, Ref +12, Will +8
Abilities: Str 26, Dex 12, Con 21, Int 2, Wis 15, Cha 10
Skills: Jump +12, Listen +11, Spot +10, Swim +12
Feats: Alertness, Awesome Blow, Combat Reflexes, Improved Initiative, Power Attack, Run, Snatch
Climate/Terrain: Warm plains
Organization: Solitary or pair
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 20-37 HD (Huge); 38-55 HD (Gargantuan)
Level Adjustment: -

Baryonyx is about 40 feet long from nose to tail, weighing about 4 tons. It feeds mainly on fish.

Combat

Improved Grab (Ex)
To use this ability, a baryonyx must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Skills
A baryonyx has a +2 racial bonus on Listen and Spot checks.

Micropachycephalosaurus
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Tiny Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/-9
Attack: Headbutt +1 melee (1d6-1)
Full Attack: Headbutt +1 melee (1d6-1)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 10
Skills: Hide +11, Listen +7, Spot +7
Feats: Alertness, Weapon Finesse (B)
Climate/Terrain: Temperate plains
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

Micropachycephalosaurus are very small members of the dome-headed dinosaurs that include their larger cousins, such as the Prenocephale. They only measures about half a meter tall, but their legs are noticeably long, and powerful, compared to their small, vestigial forearms.

Combat

Micropachycephalosaurs are skittish herbivores, and will only enter combat if no other option presents itself.

Skills
A micropachycephalosaurus gains a +2 racial bonus on Listen and Spot checks.

Dilophosaurus
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Large Animal
Hit Dice: 4d8+16 (34 hp)
Initiative: +6
Speed: 50 ft. (10 squares)
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +3/+11
Attack: Bite +6 melee (1d8+4)
Full Attack: Bite +6 melee (1d8+4) and 2 foreclaws +4 melee (1d6+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, spit
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 19, Dex 15, Con 18, Int 2, Wis 12, Cha 7
Skills: Hide +0, Jump +24, Listen +2, Move Silently +3, Spot +2
Feats: Multiattack, Power Attack
Climate/Terrain: Warm Forests
Organization: Solitary, pair, or pack (5-8)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-10 HD (Huge)
Level Adjustment: -

Combat

Pounce (Ex)
If dilophosaurus charges, it can make a full attack.

Spit (Ex)
As a standard action, a dilophosaurus can spit up a gooey, black substance at an opponent within 30 feet. Any opponent hit with this attack must succeed on a DC 16 Reflex save or be blinded for 1d6 rounds. The save DC is Constitution based.

Skills
A dilophosaurus has a +4 racial bonus on Jump and Move Silently checks.

Oviraptor
Image
Medium Animal
Hit Dice: 2d8+4 (16 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +3/+5
Attack: Bite +5 melee (1d6+3)
Full Attack: Bite +5 melee (1d6+3) and 2 claws +0 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +6 Ref +4, Will +0
Abilities: Str 15, Dex 17, Con 14, Int 2, Wis 15, Cha 9
Skills: Hide +2, Jump +15, Listen +3, Spot +3
Feats: Toughness
Climate/Terrain: Temperate plains
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

This strange, crested creature stands 2 feet tall, measures 6 feet long, and weighs approximately 70 pounds.

Combat

An oviraptor's strategy is simple; charge and bite.

Skills
An oviraptor has a +4 racial bonus on Jump checks.

Kronosaurus
Image
Gargantuan Animal
Hit Dice: 16d8+105 (177 hp)
Initiative: +1
Speed: 10 ft. (2 squares), swim 40 ft.
Armor Class: 18 (-4 size, +1 Dex, +11 natural), touch 7, flat-footed 17
Base Attack/Grapple: +0/+12
Attack: Bite +8 melee (3d8+12)
Full Attack: Bite +8 melee (3d8+12) and slam +3 melee (1d8+18)
Space/Reach: 40 ft./20 ft.
Special Attacks: Improved Grab, Swallow Whole
Special Qualities: Low-light vision, Amphibious
Saves: Fort +11, Ref +11 Will +6
Abilities: Str 35, Dex 12, Con 23, Int 1, Wis 12, Cha 2
Skills: Hide -6*, Listen +8, Spot +8, Swim +12
Feats: Alertness, Endurance, Improved Natural Attack (Bite), Toughness (3)
Climate/Terrain: Warm ocean
Organization: Solitary or pair
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

This massive creature measures over 42 feet long, and appears to be a giant crocodile with fins.

Combat

Improved Grab (Ex)
To use this ability, a kronosaurus must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Swallow Whole (Ex)
A kronosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the kronosaurus's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 35 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Gargantuan kronosaurus's gizzard can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny or smaller opponents.

Skills
A kronosaurus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A kronosaurus gains a +4 racial bonus on Hide checks when in the water. Further, a kronosaurus can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

Saurolophus
Image
Huge Animal
Hit Dice: 16d8+172 (244 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 15 (-2 size, +7 natural), touch 8, flat-footed 15
Base Attack/Grapple: +12/+28
Attack: Slam +18 melee (2d6+12)
Full Attack: Slam +18 melee (2d6+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample 2d12+12
Special Qualities: Low-light vision, scent
Saves: Fort +20, Ref +10, Will +6
Abilities: Str 26, Dex 11, Con 30, Int 1, Wis 12, Cha 10
Skills: Listen +14, Spot +15
Feats: Improved Initiative, Toughness (4), Run
Climate/Terrain: Temperate plains
Organization: Solitary, pair, or herd (20-40)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 17-24 HD (Huge)
Level Adjustment: -

These large herbivores stand about 12 feet tall, measure about 40 feet long, and weigh about 3 tons.

Combat

Trample (Ex)
Reflex half DC 26. The save DC is Strength-based.

Skills
A saurolophus has a +4 racial bonus on Spot and Listen checks.

Shantungosaurus
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Gargantuan Animal
Hit Dice: 22d8+273 (372 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 18 (-4 size, +12 natural), touch 6, flat-footed 18
Base Attack/Grapple: +16/+40
Attack: Slam +24 melee (3d6+18)
Full Attack: Slam +24 melee (3d6+18)
Space/Reach: 20 ft./15 ft.
Special Attacks: Trample 2d12+18
Special Qualities: Low-light vision, scent
Saves: Fort +26, Ref +7, Will +10
Abilities: Str 34, Dex 10, Con 34, Int 1, Wis 12, Cha 10
Skills: Listen +18, Spot +17
Feats: Iron Will, Improved Natural Attack (Slam), Power Attack, Improved Bull Rush, Awesome Blow, Toughness (3)
Climate/Terrain: Temperate plains
Organization: Solitary, pair, or herd (20-40)
Challenge Rating: 14
Treasure: None
Alignment: Always neutral
Advancement: 23-32 HD (Gargantuan)
Level Adjustment: -

This massive hadrosaur stands 20 feet tall, measures 50 feet long, and weighs approximately 8 tons.

Combat

Trample (Ex)
Reflex half DC 33. The save DC is Strength-based.

Skills
A shantungosaurus has a +4 racial bonus on Spot and Listen checks.

Zuniceratops
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Large Animal
Hit Dice: 4d8+23 (41 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 size, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple: +3/+12
Attack: Gore +7 melee (1d10+7)
Full Attack: Gore +7 melee (1d10+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Powerful charge
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +1, Will +2
Abilities: Str 22, Dex 11, Con 21, Int 1, Wis 12, Cha 7
Skills: Listen +6, Spot +7
Feats: Alertness, Toughness
Climate/Terrain: Temperate plains
Organization: Solitary, pair, or herd (5-8)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large)
Level Adjustment: -

Cousins of the better-known triceratops, a zuniceratops stands 4 feet tall, measures 10 feet long, and weighs approximately 450 pounds.

Combat

Powerful Charge (Ex)
When a zuniceratops charge, its gore attack deals 2d10+10 points of damage.

Prenocephale
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Medium Animal
Hit Dice: 2d8+3 (10 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +1/+5
Attack: Headbutt +3 melee (1d10+4)
Full Attack: Headbutt +3 melee (1d10+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 17, Dex 14, Con 17, Int 2, Wis 12, Cha 10
Skills: Listen +6, Spot +5
Feats: Run
Climate/Terrain: Temperate plains
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 2-6 HD (Medium)
Level Adjustment: -

Small cousins of the better-known Pachycephalosaurus, Prenocephales stand approximately four feet tall, measure eight feet long, and weigh about three-hundred pounds.

Combat

Prenocephales are highly territorial, and will attempt to butt off any creature that encroaches onto its land or mate.

Skills
A prenocephale gains a +2 racial bonus on Listen and Spot checks.

Bambiraptor
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Diminutive Animal
Hit Dice: 1/4 d8 (1 hp)
Initiative: +5
Speed: 60 ft. (10 squares)
Armor Class: 19 (+4 size, +5 Dex), touch 19, flat-footed 14
Base Attack/Grapple: +0/-15
Attack: Bite +9 melee (1d2-1)
Full Attack: Bite +9 melee (1d2-1)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +7, Will +1
Abilities: Str 5, Dex 21, Con 10, Int 2, Wis 12, Cha 10
Skills: Hide +21, Jump +21, Listen +7, Spot +7, Survival +5
Feats: Run, Weapon Finesse (B)
Climate/Terrain: Temperate forests
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

This little bird-like dinosaur is a very quick hunter, and stands up to 1 foot tall and 3 feet long, weighing only 7 lbs.

Combat

Skills
A bambiraptor has a +4 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.

Pteranodon
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Large Animal
Hit Dice: 4d8+23 (41 hp)
Initiative: +5
Speed: 10 ft. (2 squares), fly 80 ft. (good)
Armor Class: 17 (-1 size, +5 Dex, +3 natural), touch 14, flat-footed 12
Base Attack/Grapple: +3/+11
Attack: Peck +6 melee (1d10+4) or talon +6 melee (1d6+2)
Full Attack: Peck +6 melee (1d10+4) and 2 talons +4 melee (1d6+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Pounce
Special Qualities: Low-light vision
Saves: Fort +6, Ref +9, Will +3
Abilities: Str 18, Dex 20, Con 21, Int 2, Wis 14, Cha 10
Skills: Listen +11, Spot +12, Survival +14
Feats: Multiattack, Toughness
Climate/Terrain: Temperate forests or mountains
Organization: Solitary or pair
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large)
Level Adjustment: -

These majestic creatures stand eight to ten feet tall, with wingspans of approximately thirty feet.

Combat

Swoop. Pick up. Drop. Repeat.

Pounce (Ex)
If a pteranodon charges, it can make a full attack.

Skills
A pteranodon has a +8 racial on Listen, Spot, and Survival checks.

Edmontosaurus
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Huge Animal
Hit Dice: 19d8+205 (295 hp)
Initiative: +0
Speed: 30 ft. (0 squares)
Armor Class: 18 (-2 size, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: +14/+30
Attack: Slam +20 melee (1d8+12)
Full Attack: Slam +20 melee (1d8+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample 1d12+12
Special Qualities: Low-light, scent
Saves: Fort +11, Ref +6, Will +9
Abilities: Str 27, Dex 10, Con 31, Int 1, Wis 12, Cha 10
Skills: Listen +16, Spot +16
Feats: Iron Will, Improved Natural Attack (Slam), Toughness (5)
Climate/Terrain: Temperate plains
Organization: Solitary, pair, or herd (20-40)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 20-26 HD (Huge)
Level Adjustment: -

Closely related to the saurolophus, these duck-billed herbivores stand about 16 feet tall, measure 43 feet long, and weigh approximately 3 tons.

Combat

Trample (Ex)
Reflex half DC 26. The save DC is Strength-based.

Skills
A edmontosaurus has a +4 racial bonus on Listen and Spot checks.

Dinichthys

Image

Huge Animal (aquatic)
Hit Die: 17d8+102 (178 hp)
Initiative: +1
Speed: Swim 50 ft.
Armor Class: 23 (+1 dex, +14 natural, -2 size), touch 9, flat-footed 22
Base Attack/Grapple: +12/+31
Attack: Bite +20 melee (2d8+11)
Full attack: Bite +20 melee (2d8+11)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Damage reduction 5/-, Low-light vision, scent
Saves: Fort +17, Ref +11, Will +7
Abilities: Str 25 (+7), Dex 12, Con 20 (+5), Int 1, Wis 14, Cha 10
Skills: Spot +12, Swim +25
Feats: Diehard, Great Fortitude, Improved Sunder, Improved Toughness, Power Attack, Weapon Focus (bite)
Environment: Warm Aquatic
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always Neutral
Advancement: 18-21 (Huge), 22-40 HD (Gargantuan), 41-65 HD (Colossal)
Level Adjustment: -

This monstrous, fish-like creature is of a primitive, nightmarish design with large, scissor-like cutting jaws filled with serrated, razor-sharp bone in place of teeth. Its jointed neck attaches the great head to a scaleless body, and tnstead of scales, along its sides are hinged shields of thick bone forming an exoskeleton. Two large fins grow from each side of the body and many feathery fins grow down its eel-like tail.

Combat:
The dinichthys is nigh king of the seas, snatching up and swallowing smaller creatures, or even attacking and picking fights with larger creatures. It is said that it has even made meals out of dire sharks, the dinichthys' dense natural armoring foiling even the shark's powerful bites.

Improved Grab (Ex): To use this ability, a dinichthys must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe in the following round.

Swallow Whole (Ex): A dinichthys can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+6 points of bludgeoning damage plus 1d8+4 points of acid damage per round from the dinichthys digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 30 points of damage to the dinichthys digestive tract and its outter exoskeleton (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

Skills: A dinichthys has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line

Tanystropheus

Image

The waves crash nearby, and seagulls lift off suddenly with a squawk. A reptilian head pokes itself out of the water and juts out onto the shore. It appears as a stiff-bodied snake until a long body comes along. Turning, it hisses and suddenly the head snaps up twelve feet high. It scurries towards you, jaws gaping far overhead...

Large Animal
Hit Dice: 4d8+12 (28 hp)
Initiative: +8
Speed: 30 ft. (6 squares), swim 30 feet
AC: 18 (-1 size, +4 dex, +5 natural), touch 13, flat-footed 14
BAB/Grapple: +3/+10
Attack: Bite +6 melee (1d8+3)
Full attack: Bite +6 melee (1d8+3) or 2 claws +5 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +10, Will +3
Abilities: Str 17, Dex 18, Con 16, Int 2, Wis 14, Cha 13
Skills: Spot +9, Listen +8, Swim +9
Feats: Improved Initiative(B), Lightening Reflexes, Weapon focus (bite)
Environment: Warm Beach, Warm Aquatic
Organization: Solitary, Mates, Family (4-12)
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: 5-6 HD (Large)
Level Adjustment: --

A tanystropheus is an extraordinarily proportioned, sprawling reptile with a stiff 8-12 foot tall neck. Its lowly held, long body nearly, or in fact does, drag along the ground in places, supported by two stubby front legs, and two longer, bent back legs. Each foot ends in five toes with curved claws. The tail is very long, and used as a counter balance for the neck.

Combat:
Tanystropheus prefers smaller creatures to feed upon, mostly large fish and birds, though it can be highly territorial, attacking in earnest any creatures that trespasses.

It strikes with blindingly quick downward snaps of its neck, grabbing and tearing with its teeth. If the foe comes too close it'll rear up onto its back legs and slash with its front claws.

If an opponent proves too much, it will flee into any nearby water.

Skills:
A tanefee gets a +4 bonus on all spot, listen, and swim checks.

[sblock=Trilobites]Monstrous Trilobite, Tiny

Tiny Vermin (Aquatic)
Hit-dice: 1/2 d8 +3
Initiative: +2
Speed: 20 ft., Swim 20 ft., Climb 20 ft.
Armor class: +16 (+2 size, +2 dex, +2 natural)
Base attack/grapple: +0/-8
Attack: Bite +4 melee (1d3–5)
Full attack: Bite +4 melee (1d3–5)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Amphibious, Aquatic subtype, Darkvision 60 ft., Tremorsense 60 ft., Vermin Traits
Saves: Fort +3, Ref +2, Will +0
Abilities: Str 2, Dex 14, Con 16, Int 0, Wis 10, Cha 2
Skills: Climb +8, Hide +16
Feats: Weapon Finesse(B)
Enviroment: any Warm or Temperate Water or Underground
Organization: Solitary, Colony (2-20)
Challenge Rating: 1/4
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

_________________

Monstrous Trilobite, Small

Small Vermin (Aquatic)
Hit-dice: 1d8 +3
Initiative: +2
Speed: 30 ft., Swim 30 ft., Climb 30 ft.
Armor class: +16 (+1 size, +2 dex, +3 natural)
Base attack/grapple: +0/-4
Attack: Bite +3 melee (1d4)
Full attack: Bite +3 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Amphibious, Aquatic subtype, Darkvision 60 ft., Tremorsense 60 ft., Vermin Traits
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 10, Dex 14, Con 16, Int 0, Wis 10, Cha 2
Skills: Climb +8, Hide +12
Feats: Weapon Finesse(B), Improved Trip(B)
Enviroment: any Warm or Temperate Water or Underground
Organization: Solitary, Colony (2-20)
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

_________________

Monstrous Trilobite, Medium

Medium Vermin (Aquatic)
Hit-dice: 2d8 +6
Initiative: +2
Speed: 40 ft., Swim 40 ft., Climb 40 ft.
Armor class: +16 (+0 size, +2 dex, +4 natural)
Base attack/grapple: +1/+6
Attack: Bite +4 melee (1d6+3)
Full attack: Bite +4 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Amphibious, Aquatic subtype, Darkvision 60 ft., Tremorsense 60 ft., Vermin Traits
Saves: Fort +5, Ref +2, Will +0
Abilities: Str 16, Dex 14, Con 16, Int 0, Wis 10, Cha 2
Skills: Climb +8, Hide +8
Feats: Weapon Finesse(B), Improved Trip(B)
Enviroment: any Warm or Temperate Water or Underground
Organization: Solitary, Colony (2-20)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

_________________


Monstrous Trilobite, Large

Large Vermin (Aquatic)
Hit-dice: 6d8 +24
Initiative: +1
Speed: 40 ft., Swim 50 ft., Climb 40 ft.
Armor class: +19 (-1 size, +1 dex, +8 natural)
Base attack/grapple: +4/+14
Attack: Bite +10 melee (1d8+6)
Full attack: Bite +10 melee (1d8+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Amphibious, Aquatic subtype, Darkvision 80 ft., Tremorsense 60 ft., Vermin Traits
Saves: Fort +10, Ref +3, Will +2
Abilities: Str 22, Dex 12, Con 18, Int 0, Wis 10, Cha 2
Skills: Climb +8, Hide +4
Feats: Weapon Finesse(B), Improved Trip(B)
Enviroment: any Warm or Temperate Water or Underground
Organization: Solitary, Colony (2-20)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

_________________

Monstrous Trilobite, Huge

Huge Vermin (Aquatic)
Hit-dice: 12d8 +48
Initiative: +1
Speed: 50 ft., Swim 60 ft., Climb 50 ft.
Armor class: +26 (-2 size, +1 dex, +20 natural)
Base attack/grapple: +9/+26
Attack: Bite +15 melee (2d6+8)
Full attack: Bite +15 melee (2d6+8)
Space/Reach: 15 ft./10 ft.
Special Attacks: -
Special Qualities: Amphibious, Aquatic subtype, Darkvision 80 ft., Tremorsense 60 ft., Vermin Traits
Saves: Fort +16, Ref +5, Will +5
Abilities: Str 28, Dex 12, Con 18, Int 0, Wis 10, Cha 2
Skills: Climb +8, Hide +0
Feats: Weapon Finesse(B), Improved Trip(B)
Enviroment: any Warm or Temperate Water or Underground
Organization: Solitary, Colony (2-20)
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

_________________

Monstrous Trilobite, Gargantuan

Gargantuan Vermin (Aquatic)
Hit-dice: 24d8 +120
Initiative: +0
Speed: 50 ft., Swim 70 ft., Climb 50 ft.
Armor class: +32 (-4 size, +26 natural)
Base attack/grapple: +19/+49
Attack: Bite +15 melee (2d8+13)
Full attack: Bite +15 melee (2d8+13)
Space/Reach: 20 ft./15 ft.
Special Attacks: -
Special Qualities: Amphibious, Aquatic subtype, Darkvision 80 ft., Tremorsense 60 ft., Vermin Traits
Saves: Fort +29, Ref +8, Will +8
Abilities: Str 36, Dex 10, Con 20, Int 0, Wis 10, Cha 2
Skills: Climb +8, Hide -4
Feats: Weapon Finesse(B), Improved Trip(B)
Enviroment: any Warm or Temperate Water or Underground
Organization: Solitary, Colony (2-20)
Challenge Rating: 12
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

_________________

Monstrous Trilobite, Colossal

Colossal Vermin (Aquatic)
Hit-dice: 48d8 +288
Initiative: -2
Speed: 50 ft., Swim 80 ft., Climb 50 ft.
Armor class: +34 (-8 size, -2 dex, +34 natural)
Base attack/grapple: +38/+72
Attack: Bite +48 melee (4d6+18)
Full attack: Bite +48 melee (4d6+18)
Space/Reach: 40 ft./30 ft.
Special Attacks: -
Special Qualities: Amphibious, Aquatic subtype, Darkvision 100 ft., Tremorsense 60 ft., Vermin Traits
Saves: Fort +54, Ref +15, Will +16
Abilities: Str 42, Dex 8, Con 22, Int 0, Wis 10, Cha 2
Skills: Climb +8, Hide -8
Feats: Weapon Finesse(B), Improved Trip(B)
Enviroment: any Warm or Temperate Water or Underground Warm or Temperate Water or Underground
Organization: Solitary, Colony (2-20)
Challenge Rating: 16
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

_________________

DESCRIPTION:
Trilobites are very tough looking creatures, having a multiply segmented body covered in over-lapping layers of tough exosekeleton. The armored head is large and flattened with two backwards curving spikes. On the underside of the eyeless head is an oval mouth with many pointed teeth and upon the topside are a couple circular lumps along with two long, segmented antennae. At the base of the head are several gill slits in the shell. The body is also flattened and many backward curving spikes grow down it and the short, cone shaped tail. Supporting the body are many dozens of stubby, thin legs growing out of holes in its armor.


COMBAT:
A trilobite attacks by scurrying forward and onto its victim, or swimming powerfully towards it, and taking vicious bites.

A trileobite also uses the spikes behind its head to trip up its opponents. It has a 50/50 chance of goring the leg of the creature it trips for 1d4 points of damage per size category over Tiny.[/sblock]

Ornithomimus
Image
Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +5
Speed: 90 ft. (18 squares)
Armor Class: 17 (-1 size, +5 Dex, +3 natural), touch 14, flat-footed 12
Base Attack/Grapple: +4/+10
Attack: Bite +5 melee (1d6+3)
Full Attack: Bite +5 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +10, Will +4
Abilities: Str 15, Dex 21, Con 17, Int 2, Wis 14, Cha 10
Skills: Jump +4, Jump +26, Listen +3, Move Silently +6, Spot +8
Feats: Alertness, Run (B)
Climate/Terrain: Temperate plains
Organization: Solitary, pair, or pack (4-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 7-10 HD (Large)
Level Adjustment: -

This amazingly fast omnivore stands 6 feet tall, measures 10 feet long, and weighs approximately 350 pounds.

Combat

Ornithomimuses, typically feeding on plants and small animals, are not particularly aggressive, and are more likely to flee than enter combat.

Skills
A ornithomimus has a +4 racial bonus on Spot checks.

Huayangosaurus
Image
Large Animal
Hit Dice: 6d8+27 (54 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +4/+12
Attack: Slam +7 melee (1d10+6 plus 1d10 spikes)
Full Attack: Slam +7 melee (1d10+6 plus 1d10 spikes) and tail slap +2 melee (1d8+2 plus 1d8 spikes)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, body spikes
Saves: Fort +8, Ref +4, Will +2
Abilities: Str 18, Dex 14, Con 16, Int 1, Wis 11, Cha 10
Skills: Listen +8, Spot +9
Feats: Toughness (3)
Climate/Terrain: Temperate forests
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large)
Level Adjustment: -

These massive creatures are approximately 12 feet long and 4 feet tall, weighing 1000 pounds.

Combat

Body Spikes
A huayangosaurus' body is covered in sharp armor spikes. When grappling, they deal damage as Large armor spikes.

Skills
A huayangosaurus has a +4 racial bonus on Listen and Spot checks.

Carcharodontosaurus
Image
Gargantuan Animal
Hit Dice: 26d8+176 (293 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 17 (-4 size, +11 natural), touch 6, flat-footed 17
Base Attack/Grapple: +17/+42
Attack: Bite +24 melee (4d6+19)
Full Attack: Bite +24 melee (4d6+19) and 2 foreclaws +19 melee (1d8+6)
Space/Reach: 20 ft./15 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Low-light vision, scent
Saves: Fort +23, Ref +15, Will +10
Abilities: Str 36, Dex 11, Con 25, Int 2, Wis 15, Cha 10
Skills: Hide -2, Listen +11, Spot +11
Feats: Alertness, Awesome Blow, Improved Bull Rush, Improved Initiative, Power Attack, Run, Toughness (2), Snatch
Climate/Terrain: Temperate plains
Organization: Solitary or pair
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 27-55 HD (Gargantuan)
Level Adjustment: -

Carcharodontosaurus is about 47 feet long from nose to tail, weighing about 8 tons.

Combat

Improved Grab (Ex)
To use this ability, a carcharodontosaurus must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Swallow Whole (Ex)
A carcharodontosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check . The swallowed creature takes 2d8+19 points of bludgeoning damage and 8 points of acid damage per round from the carcharodontosaurus's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 40 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Gargantuan carcharodontosaurus's gizzard can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny or smaller opponents.

Kentrosaurus
Large Animal

Hit Dice: 7d8+24 (55 hp)
Initiative: +1 (+1 Dex)
Speed: 20 ft. (4 squares)
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +5/+13
Attack: Slam +8 melee (1d6 +4)
Full Attack: Slam +8 melee (1d6 +4) and tail +3 melee (1d8 +2)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Body spikes, low-light vision, skills
Saves: Fort +10, Ref +6, Will +2
Abilities: Str 19, Dex 12, Con 17, Int 1, Wis 11, Cha 8
Skills: Listen +11, Spot +11
Feats: Alertness,Great Fortitude,Toughness
Environment: Any land
Organization: Solitary, Pack (5-20), or Herd (20-40)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment: -

This reptilian quadruped has a back covered with twin columns of blade-like plates that stretch from its neck to its tail. A single, large spike extrudes from each of its front legs

Kentrosaurs are related to Stegosaurs, but are usually only 10 - 16 feet long and weigh 2,000 lbs. They are often found in low, grassy areas near rivers, and tend to travel in large herds.

Combat

Kentrosaurs use threatening displays to attempt to ward off most attackers, but if an opponent will not back away, the herd tends to gather in a large circle with tails facing outward to ward off attackers. If alone, they turn rearwards to an opponent to lash with their long spikes.

Body Spikes (Ex): A Kentrosaurus's body is covered in long spikes. When grappling, they deal damage as if employing Large body spikes.
Skills: A Kentrosaurus has a +4 bonus on spot and listen checks.

Image
Compsognathus
Small Animal
Hit Dice: 1/4d8+1 (2 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 13 (+1 size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple: 0/-6
Attack: Bite +3 melee (1d4 -2)
Full Attack: Bite +3 melee (1d4 -2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 6, Dex 15, Con 13, Int 2, Wis 12, Cha 9
Skills: Hide +6, Listen +7, Spot +8
Feats: Weapon Finesse
Environment: Warm forests
Organization: Solitary, Hunt (2-5), or Pack (5-20)
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: 1/2-1 HD (Small); 2-4 HD (Medium)
Level Adjustment: -

This reptile has a long, elegant snout that is filled with needle-like teeth. It darts and hops about on two powerful legs.

Compsognathus is a bipedal dinosaur about 3 feet long and 1 foot tall. It weighs about six lbs. These little creatures mostly eat bugs and other insects, and often travel in numerous packs.
Combat
While Compsognathus will generally flee from an opponent larger than itself when alone, in large groups these creatures are capable of taking out prey larger than themselves - though usually nothing larger than medium size. They are easily frightened by a show of force from a larger opponent, and should they take any sort of damage, will flee to seek easier prey.

Skills: A Compsognathus gains a +4 bonus to spot and listen checks.

Mosasaurus
Gargantuan Animal
Hit Dice: 24d8+243 (357 hp)
Initiative: +1 (+1 Dex)
Speed: swim 40 ft. (8 squares)
Armor Class: 14 (-4 size, +1 Dex, +7 natural), touch 7, flat-footed 13
Base Attack/Grapple: +18/+40
Attack: Bite +24 melee (3d8 +10)
Full Attack: Bite +24 melee (2d8 +10)
Space/Reach: 20 ft./15 ft.
Special Attacks: Swallow whole
Special Qualities: Low-light vision
Saves: Fort +24, Ref +15, Will +10
Abilities: Str 30, Dex 13, Con 31, Int 2, Wis 15, Cha 6
Skills: Hide -11, Listen +11, Spot +11, Swim +19
Feats: Die Hard,Endurance,Improved Bull Rush,Improved Natural Armor,Improved Natural Attack,Power Attack,Toughness(3),Track
Environment: Warm aquatic
Organization: Solitary, or Pair
Challenge Rating: 23
Treasure: None
Alignment: Always neutral
Advancement: 25-48 HD (Gargantuan); 49-72 HD (Colossal)
Level Adjustment: -

The creature charges forward with startling speed, its jaws wide open. Its long, slender body is propelled through the water by a flat-sided tail and four paddle-like fins. Its long, powerful jaws are lined with broad, sharp teeth.

Mosasaurus’s are closely related to giant lizards and are very adept at undersea life. Their tails have grown long and flat, much like the rudder on a boat, while their clawed feet have evolved into paddle-shaped fins capable of propelling it at great speeds. Its jaw has also grown, much resembling a crocodile’s snout. Its teeth are as sharp as daggers and quite capable of rending shellfish, its favored prey, into pieces. Mosasaur once swam widely through the oceans where they were the top predators of the sea. Lately though, the species has been in decline since the disappearance of its favored meal, ammonite, and the increase in other large predators. Mosasaur are never encountered as more than a mated couple, and even then rarely. The majority of mosasaurs roam the oceans alone, looking for more of their kind. They often attack boats, mistaking them for mates and then reacting violently upon finding out otherwise. ,Mosasaurus’s are closely related to giant lizards and are very adept at undersea life. Their tails have grown long and flat, much like the rudder on a boat, while their clawed feet have evolved into paddle-shaped fins capable of propelling it at great speeds. Its jaw has also grown, much resembling a crocodile’s snout. Its teeth are as sharp as daggers and quite capable of rending shellfish, its favored prey, into pieces. Mosasaur once swam widely through the oceans where they were the top predators of the sea. Lately though, the species has been in decline since the disappearance of its favored meal, ammonite, and the increase in other large predators. Mosasaur are never encountered as more than a mated couple, and even then rarely. The majority of mosasaurs roam the oceans alone, looking for more of their kind. They often attack boats, mistaking them for mates and then reacting violently upon finding out otherwise. ,Mosasaurus’s are closely related to giant lizards and are very adept at undersea life. Their tails have grown long and flat, much like the rudder on a boat, while their clawed feet have evolved into paddle-shaped fins capable of propelling it at great speeds. Its jaw has also grown, much resembling a crocodile’s snout. Its teeth are as sharp as daggers and quite capable of rending shellfish, its favored prey, into pieces. Mosasaur once swam widely through the oceans where they were the top predators of the sea. Lately though, the species has been in decline since the disappearance of its favored meal, ammonite, and the increase in other large predators. Mosasaur are never encountered as more than a mated couple, and even then rarely. The majority of mosasaurs roam the oceans alone, looking for more of their kind. They often attack boats, mistaking them for mates and then reacting violently upon finding out otherwise. ,Mosasaurus’s are closely related to giant lizards and are very adept at undersea life. Their tails have grown long and flat, much like the rudder on a boat, while their clawed feet have evolved into paddle-shaped fins capable of propelling it at great speeds. Its jaw has also grown, much resembling a crocodile’s snout. Its teeth are as sharp as daggers and quite capable of rending shellfish, its favored prey, into pieces. Mosasaur once swam widely through the oceans where they were the top predators of the sea. Lately though, the species has been in decline since the disappearance of its favored meal, ammonite, and the increase in other large predators. Mosasaur are never encountered as more than a mated couple, and even then rarely. The majority of mosasaurs roam the oceans alone, looking for more of their kind. They often attack boats, mistaking them for mates and then reacting violently upon finding out otherwise.

Combat
Mosasaurs always begin with a charge, mouth gaping, trying to swallow anything smaller than them. They follow up such charges by biting anything near to them.

Swallow Whole (Ex): If a Mosasaurus begins its turn with an opponent held in its mouth, it can attempt a new grapple check. If it succeeds, it swallows its prey, and the opponent takes 2d8 points of damage form the creature's gizzard. It can hold 2 Large, 4 Medium, 8 Small, 16 Tiny, or 32 Dimutive or smaller creatures at a time.A swallowed creature can try to cut its way free with any light slashing or piercing weapon by dealing 25 points of damage to the Mosasaur's gizzard (AC13), or it can just try to escape the grapple. If the swallowed creature escapes the grapple, success puts it back in Mosasaurus's mouth, where it may be bitten or swallowed again.

Society
Mosasaur have adopted a policy of mating for life, trying to produce as many babies as possible, knowing that many of them will not make it but a few hours. Mosasaur are constantly on the lookout for others of the opposite gender, and two will mate even if they don't particularly like each other.

*Mosasaurus can take 10 on any swim check, even when rushed or attacked

Image
Postosuchus
huge animal

Hit Dice: 12d8 +36 ( 90 hp)
Initiative: +2 (+2 Dex)
Speed: 40 feet (8 squares)
Armor Class: 17 (+7 natural, +2 Dex, -2 size) , Touch 10, Flat Footed 15
Base Attack: +9
Attack: Bite +16 melee (2d8 +9)
Space/Reach: 15 ft/ 15 ft
Special Attacks: Crushing Bite
Special Qualities: Low Light Vision, Scent
Saves: Fort +9, Ref +8, Will +6
Abilities: Str 22, Dex 14, Con 17, Int 2, Wis 14, Cha 7
Skills: Hide +13, Listen +15, Spot +15
Feats: Alertness, Improved Natural Attack (Bite), Weapon Focus (Bite)
Environment: Warm Lands
Organization: Solitary, or pair
Challenge rating: 10
Treasure: none
Alignment: Always Neutral
Advancement: 13-20 HD (Huge)

A large crocodilian creature charges forward with unbelievable speed. Its mouth drips saliva as it opens with eagerness. Massive teeth rim its short, deep jaw. There is a strip of red that runs down its back.

Postosuchus are an early predator that resemble crocodiles in body, but they are much faster and their jaws are built for crushing rather than thrashing. They are some 20 ft in length, with a large portion of that length taken up by their massive maws. They are capable of standing on their back legs for a time is they need to intimidate larger creatures or to reach prey that thought they were safe in trees. They can stand up to about 6 ½ feet. While not truly dinosaurs, they were the top predators in their time and were unopposed for 7 million years.

Combat
Crushing Bite: The bite of a Postosuchus deals significant damage on its own, but also has a crippling effect on those bitten in case the Postosuchus is unable to keep up with it. Creatures bitten by a Postosuchus take 1 point of strength damage for ever bite they receive.

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Eustreptospondylus
Large animal

Hit Dice: 8d8 +16 (52 hp)
Initiative: +3 (+3 Dex)
Speed: 30 feet (8 squares), Swim 20 ft
Armor Class: 16 (+5 natural, +2 Dex, -1 Size) , Touch 11, Flat Footed 14
Base Attack: +6
Attack: Bite +9 melee (1d8+3)
Full Attack: Bite +9 melee (1d8 +2), 2 Claws +2 melee (1d4 +1)
Space/Reach: 5 ft/ 5 ft
Special Attacks:
Special Qualities: Low Light Vision, Scent, Cast-Iron Stomach
Saves: Fort +8, Ref +8, Will +4
Abilities: Str 15, Dex 14, Con 15, Int 2, Wis 14, Cha 6
Skills: Hide +11, Listen +13, Spot +12, Swim +15
Feats: Weapon Focus (Bite), Multiattack,
Environment: Warm Forests
Organization: Solitary or Pair
Challenge rating: 7
Treasure: none
Alignment: Always Neutral
Advancement: 9-15 HD (Large) 16-25 (Huge)

A scarred grey head bobs up and down in the waves. You run for cover in the jungle as the predator scrambles on land and lies down to relax. You know that it is tired, but it could still probably crush you to death in those powerful jaws. The creature lies out in the sun, drying itself and trying to pick up the scent on carrion nearby.

Eustreptospondylus is one of the most adaptable of predators. It has developed as both an active hunter and a scavenger to help it survive. It has also learned how to swim and island hop to keep its stomach full. They appear much as a miniature allosaur, but have a shorter head compared to the larger predator.

Combat
A Eustreptospondylus will attack anything smaller than it, and is more than willing to chase of other predators to get a good meal. If the meal is large enough, as many as 9 adult Eustreptospondyluses can tolerate each other’s presences, but leave or chase each other off as soon as food sources dwindle.

Cast-Iron Stomach (Ex): much like common vultures, a Eustreptospondylus will eat anything and gain a +3 bonus on Fortitude saves dealing with natural diseases, but not supernatural diseases such as mummy rot.

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Ornitholestes
Medium-sized animal

Hit Dice: 3d8 +3 (16 hp)
Initiative: +3 (+3 Dex)
Speed: 30 feet (8 squares)
Armor Class: 15 (+2 natural, +3 Dex) , Touch 13, Flat Footed 12
Base Attack: +2
Attack: Bite +4 melee (1d6)
Full Attack: Bite +4 melee (1d6 +1), 2 Claws +2 melee (1d2)
Space/Reach: 5 ft/ 5 ft
Special Attacks:
Special Qualities: Low Light Vision, Scent, Leap
Saves: Fort +3, Ref +5, Will +2
Abilities: Str 12, Dex 16, Con 13, Int 2, Wis 14, Cha 9
Skills: Climb +7, Hide +9, Listen +8, Jump +12, Spot +8
Feats: Weapon Focus (Bite), Multiattack
Environment: Warm Forests
Organization: Solitary, Pair, or Gang (3-5)
Challenge rating: 2
Treasure: none
Alignment: Always Neutral
Advancement: 4-5 HD (medium-size)

A brightly colored reptilian darts into the clearing. It raises long, thin spines along its neck as it calls out. More of these beautiful creatures races in. The first one has slain a baby dinosaur and they all take turns ripping the carcass to pieces with their hook-like claws.

Ornitholestes is a species of small predator that eat mostly baby dinosaurs and various small rodents. They look much like a raptor, but lack the prominent hind claws. Their fore claws are curved and perfect for holding onto something while they bite away. The spines along their necks are used to intimidate smaller creature and well as to attract mates. Strangely, they will attract smaller creatures even when they are not hungry, perhaps this is for hunting practice or a type of game, but the real reason is unknown.

Combat
Ornitholestes only attack if their prey is small or weak, or if being threatened.

Leap (Ex): Ornitholestes are great jumpers and are not limited by their height when making jump checks; they receive a +5 racial bonus on jump checks and only take damage from falling after 20 ft.

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Sinornithosaurus
Small Animal
Hit Dice: 1d8-1 (3hp)
Initiative: +5
Speed: 30ft. (6 squares)
AC: 16 (+5 Dex, +1 Size)
Base Attack/Grapple: +0/-6
Attack: Bite -1 (1d4-2)
Full Attack: Bite -1 (1d4-2)
Space/Reach: 5ft./5ft.
Special Attacks: --
Special Qualities: --
Saves: Fort +1, Ref +7, Will +0
Abilities: Str 6, Dex 20, Con 9, Int 2, Wis 11, Cha 5
Skills: Hide +13, Jump +3, Listen +5, Spot +5, Survival +5
Feats: Track
Environment: Any
Organization: Any
Challenge Rating: 1/6
Treasure: None
Alignment: Always Neutral
Advancement: --
Level Adjustment: --

A sinornithosaurus has a +4 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.

Sinornithosaurus as a Familiar:
A sinornithosaurus can be chosen as a Wizard's familiar. It functions as a normal familiar as described in the Player's Handbook. A sinornithosaurus grants it's master a +3 bonus on Hide checks.

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Centrosaurus
Huge Animal
Hit Dice: 12d8+84 (138 hp)
Initiative: -1 (-1 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 18 (-2 size, -1 Dex, +11 natural), touch 7, flat-footed 18
Base Attack/Grapple: +9/+22
Attack: Gore +13 melee (3d8 +5)
Full Attack: Gore +13 melee (3d8 +5)
Space/Reach: 15 ft./10 ft.
Special Attacks: Impale, powerful charge, trample
Special Qualities: Low-light vision, scent
Saves: Fort +14, Ref +7, Will +5
Abilities: Str 20, Dex 9, Con 23, Int 2, Wis 13, Cha 7
Skills: Hide -9, Listen +8, Spot +7
Feats: Improved Critical,Power Attack,Run,Weapon Focus(Gore), Improved Toughness
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Environment: Warm plains,forests,hills
Organization: Solitary, Pair, or herd (2-5)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Huge); 25-36 HD (Gargantuan)
Level Adjustment: -

A large beast strays away from the herd. It looks like a triceratops, but has only one, very large horn. Its frill seems shorter as well, but you can’t get around how massive that horn is. It looks at you suddenly and, with a grunt, rushes forward with its head down.

Centrosaurus is a relative of the Triceratops that has one large horn on its nose as opposed to the Triceratops’ three horns. They behave in a similar way and lived in the same time period. Mixed herds of Ceretosia are not uncommon, and seeing massive herds of them means trouble for any carnosaur in the area looking for a meal.

Combat
A Centrosaurus charges and hopes to ram its horn through its opponent. If it can, It tries to impale them, after which it tosses their dying body aside to move on to the next threat.

Impale (Ex): The horn of Centrosaurus is very long and easily impales the targets of a gore attack. Those hit by a Centrosaurus are left impaled on its horn and are considered grappled by the Centrosaurus. It must succeed a grapple check to pry itself off the horn.
Powerful Charge (Ex): A Centrosaurus deals double damage on a charge.
Trample (Ex): As a full-round action, a Centrosaurus with this special attack can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. If the trampling Centrosaurus moves over only some of a target’s space, the target can make an attack of opportunity against the t Centrosaurus at a –4 penalty. A trample attack deals bludgeoning damage (3d8 +7). Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage. The save DC against a creature’s trample attack is 21. A trampling Centrosaurus can only deal trampling damage to each target once per round; no matter how many times its movement takes it over a target creature.

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Styracosaurus
Huge Animal
Hit Dice: 12d8+84 (138 hp)
Initiative: -1 (-1 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 18 (-2 size, -1 Dex, +11 natural), touch 7, flat-footed 18
Base Attack/Grapple: +9/+22
Attack: Gore +14 melee (2d8 +6)
Full Attack: Gore +14 melee (2d8 +6)
Space/Reach: 15 ft./10 ft.
Special Attacks: Neck Guard, powerful charge, trample
Special Qualities: Low-light vision, scent
Saves: Fort +14, Ref +7, Will +5
Abilities: Str 22, Dex 9, Con 23, Int 2, Wis 13, Cha 7
Skills: Hide -9, Listen +8, Spot +7
Feats: Improved Critical,Power Attack,Run,Weapon Focus(Gore), Improved Toughness
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Environment: Warm plains,forests,hills
Organization: Solitary, Pair, or herd (2-5)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Huge); 25-36 HD (Gargantuan)
Level Adjustment: -

Combat
A Styracosaurus charges and hopes to ram its horn through its opponent. If it can, It tries to ram them, after which it tosses their dying body aside to move on to the next threat.

Neck Guard (Ex): The Styracosaurus has an impressive set of horns lacing its crest. While these are not effective for attacking other creatures, they do give a nasty surprise to any creature foolish enough to try and bite them behind their frill. Anyone who attacks a Styracosaurus deals normal damage, but take 1d6 +3 points of damage as it moves it neck back to skewer attackers.
Powerful Charge (Ex): A Styracosaurus deals double damage on a charge.
Trample (Ex): As a full-round action, a Styracosaurus with this special attack can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. If the trampling Styracosaurus moves over only some of a target’s space, the target can make an attack of opportunity against the t Styracosaurus at a –4 penalty. A trample attack deals bludgeoning damage (3d8 +9). Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage. The save DC against a creature’s trample attack is 22. A trampling Styracosaurus can only deal trampling damage to each target once per round; no matter how many times its movement takes it over a target creature.

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Pachyrhinosaurus
Huge Animal
Hit Dice: 11d8+78 (127 hp)
Initiative: -1 (-1 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 18 (-2 size, -1 Dex, +11 natural), touch 7, flat-footed 18
Base Attack/Grapple: +8/+21
Attack: Slam +11 melee (2d8 +4)
Full Attack: Slam +11 melee (2d8 +4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Bone crush, powerful charge, trample
Special Qualities: Low-light vision, scent
Saves: Fort +14, Ref +7, Will +5
Abilities: Str 18, Dex 9, Con 22, Int 2, Wis 13, Cha 7
Skills: Hide -9, Listen +8, Spot +7
Feats: Improved Critical,Power Attack,Run,Weapon Focus(Slam), Improved Toughness
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Environment: Warm plains,forests,hills
Organization: Solitary, Pair, or herd (2-5)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 12-24 HD (Huge); 25-36 HD (Gargantuan)
Level Adjustment: -

A massive beast chops happily on the ferns. It is smaller than and of the other Ceretosian creatures you have seen, and as it turns to you, you see it has no horn, but a thick stump where one would be. It doesn’t seem to mind you and turns back to eating.

Pachyrhinosaurus is perhaps the most bizarre member of the Ceretosian creatures. Instead of a horn, it has a large, thick mass of bone on its face. Outside of this, it looks like a small Triceratops.

Combat
A Pachyrhinosaurus is much calmer than its larger brethren and is much less likely to attack, but it is much more defensive if there are young around.

Bone Crush (Ex): A Pachyrhinosaurus can cause serious damage with the stump on its face. After it hits with a slam attack, it causes massive internal damage, causing 1 point of cumulative Dex damage per attack as bones break and bruises form.
Powerful Charge (Ex): A Pachyrhinosaurus deals double damage on a charge.
Trample (Ex): As a full-round action, a Pachyrhinosaurus with this special attack can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. If the trampling Pachyrhinosaurus moves over only some of a target’s space, the target can make an attack of opportunity against the t Centrosaurus at a –4 penalty. A trample attack deals bludgeoning damage (3d8 +6). Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage. The save DC against a creature’s trample attack is 20. A trampling Pachyrhinosaurus can only deal trampling damage to each target once per round; no matter how many times its movement takes it over a target creature.

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Shunosaurus
Huge Animal
Hit Dice: 16d8+128 (200 hp)
Initiative: -1 (-1 Dex)
Speed: 20 ft. (4 squares)
Armor Class: 17 (-2 size, -1 Dex, +10 natural), touch 7, flat-footed 17
Base Attack/Grapple: +12/+29
Attack: Tail slap +20 melee (3d6 +9)
Full Attack: Tail slap +20 melee (3d6 +9)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample
Special Qualities: Darkvision 60ft, low-light vision, scent
Saves: Fort +18, Ref +9, Will +7
Abilities: Str 29, Dex 9, Con 27, Int 2, Wis 15, Cha 14
Skills: Hide -9, Listen +12, Spot +11
Feats: Cleave,Great Cleave,Improved Natural Armor,Power Attack,Weapon Focus(Tail slap)
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Environment: Any land
Organization: Solitary, Pair, or Pod (5-20)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 17-32 HD (Huge); 33-48 HD (Gargantuan)
Level Adjustment: -

A massive sauropod uses its massive tail to knock over a tree, and you see what looks like a club on its end. The creature takes a few leisurely nibbles on the branches as it waves its tail back and forth behind it to keep any predators around wary.

Shunosaurus is, in many ways, a normal plodding sauropod that measures some 30 ft in length and eats shocking amounts of plant mater to keep its bulk. The one distinguishing feature of this creature, outside of its relative smallness compared to other sauropod, is that it has a spiked club at the end of its tail, not unlike an ankylosaur.

Combat
When threatened, a Shunosaurus will turns its deadly tail to its enemies and swing away at them.

Trample (Ex): As a full-round action, a Shunosaurus can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The Shunosaurus merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling creature’s space is subject to the trample attack. A trample attack deals bludgeoning damage (3d6 +13). Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage. The save DC against a creature’s trample attack is 27. A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

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Nothosaurus
Large Animal
Hit Dice: 6d8+12 (39 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares), swim 30 ft. (6 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+11
Attack: Bite +6 melee (1d8 +3)
Full Attack: Bite +6 melee (1d8 +3) and 2 claw +4 melee (1d6 +1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +9, Will +4
Abilities: Str 17, Dex 15, Con 14, Int 2, Wis 14, Cha 8
Skills: Hide -2, Listen +6, Spot +7
Feats: Lightning Reflexes,Multiattack,Track
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Environment: Warm land,aquatic
Organization: Solitary, or Pair
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large); 13-18 HD (Huge)


The waves crash on the beach as a figure pulls itself from water. It looks like a small sauropod with its graceful neck, but it is obviously an amphibious predator, given its needle-sharp teeth and webbed claws.

Nothosaurus are a breed of amphibious reptile that dominant both the sea and the beaches. They are around 10 feet in length and have lengthy necks that make up most of their measure. Their teeth are long and needle-like, perfect for catching quick fish as they dart amongst schools full of them. Their feet end in webbed claws and they are quite adept at movement both in the sea and on land.

Combat
While a Nothosaurus may be a powerful combatant on land, their grace while swimming makes them a true terror on the seas.

Improved Grab (Ex): If a Nothosaurus hits with a bite, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. This works only on opponents one size smaller than the Nothosaurus. A successful hold deals automatic bite damage every round.
Pounce (Ex): When a Nothosaurus makes a charge, it can follow with a full attack

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Sinraptor
Huge Animal
HD: 12d8+72 (120 Hp)
Initiative: +2 (+2 Dex)
Speed: 60 ft. (8 squares)
Armor Class: 16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14
Base Attack/Grapple: +8/+13
Attack: Bite +15 melee (3d6+10)
Full Attack: Bite +15 melee (3d6+10) and 2 claw +10 melee (1d8+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved Grab, Pounce, Shake
Special Qualities: Low-light Vision, Scent
Saves: Fort +12, Ref +10, Will +5
Abilities: Str 24, Dex 14, Con 22, Int 2, Wis 12, Cha 10
Skills: Spot: +15, Listen: +15, Hide +9
Feats: Improved Natural Weapon (Bite), Improved Toughness, Improved Bull Rush, Run
Environment: Warm land
Organization: Solitary, Pair, or Pack (2-6)
Challenge Rating: 9
Treasure:
Alignment: Always neutral
Advancement: Hacthling 5-7(Medium), Juvinile 8-11(Large), Adult 12-24 HD(Huge), Sin-Lord 25-36 HD(Gargantuan)


This was a large, fast meat-eater from China. Sinraptor was similar in looks to Allosaurus and may have been distantly related. It was a little lighter and faster than its North American cousin. Sinraptor come from China, and Can be used in A Eastern Based Game.

Combat: Unlike it's Cousin, The Sinraptor relies on speed, not strentgh to take down its prey. It's most common tactic is to wait untill it's prey is close then to burst out of the foliage and leap at it, and aims for the creature's neck where it latches on.

Improved Grab: If a Sinraptor hits with any opponent of Small size or bigger (that has a neck or simliar body part, A limb will do) with it's bite attack it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. A Sinraptor's Improved Grab hits the opponent's neck and latches on. If a Sinraptor begins a turn with an opponent in it's Improved Grapple, It can choose to use the Shake ability instead of taking it's it normal action. If the Creature is Small to large size, it can be lifted into the air. Only Sinraptors of Adult or Older Can use this.

Shake: If A Sinraptor has an opponent of small size or bigger in It's Improved Grab it can choose to instead shake by making a successful grapple check. A Shake Deals the Followin to it's subject 4d6+20 Damage (when it is an Adult) or 6d6+35 ( When it is A SinLord), as it's rapidly shaked causing massive damage to neck and brain shaken baby syndrome style. If the creature survives, It must make a Fortitude Save at a DC of 27 to avoid being shaken (not the attack) for 1d6 Turns. Even if the Subject succedes it is still grappled, and can be shaken agian next turn. Only Sinraptors of Adult or Older Can use this.

* Sinraptors Gain a +13 Racial Bonus to Hide checks.

there's alot more, I stopped on page 7 of a 52 page thread, though granted, alot of that's commentary, not stats, but... it is a lot of work, so I'm going to take a break... if anyone else would like to help, all the stats for real dinoasaurs up to page 8 have been copied over.
Last edited by Prak on Sat Aug 21, 2010 8:16 pm, edited 4 times in total.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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