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LOTRfan
2010-11-07, 01:46 PM
Hello, everyone. I made these dinosaurs a while ago, and I wanted these to be as close to their real-world counterparts as possible (with the exception of the Spitting Dilophosaurus, of course). Other then that, if you see any glaring problems or other mistakes, please share. Thanks.

List of Dinosaurs
Its all in alphabetical order.
Allosaurus, Revised (http://www.giantitp.com/forums/showpost.php?p=10462039&postcount=223) (by Dire Moose)
Amargasaurus (http://www.giantitp.com/forums/showpost.php?p=10284953&postcount=83)
Ankyloranodon (http://www.giantitp.com/forums/showpost.php?p=10695402&postcount=296)
Desmatosuchus (http://www.giantitp.com/forums/showpost.php?p=9950604&postcount=2)
Dilophosaurus
Dilophosaurus, Spitting (http://www.giantitp.com/forums/showpost.php?p=9950604&postcount=2)
Diplodocus, Calf (http://www.giantitp.com/forums/showpost.php?p=9950610&postcount=3)
Dracorex Hogwartsia (http://www.giantitp.com/forums/showpost.php?p=10241135&postcount=66)
Epidendrosaurus (http://www.giantitp.com/forums/showpost.php?p=10244628&postcount=69)
Formisaura (http://www.giantitp.com/forums/showpost.php?p=10826599&postcount=327)
Gigantoserpen (http://www.giantitp.com/forums/showpost.php?p=10918344&postcount=355)
Guanlong (http://www.giantitp.com/forums/showpost.php?p=9715777&postcount=1)
Icarosaurus (http://www.giantitp.com/forums/showpost.php?p=9950610&postcount=3)
Iguanodon (http://www.giantitp.com/forums/showpost.php?p=10601088&postcount=271)
Junggarsuchus (http://www.giantitp.com/forums/showpost.php?p=10953937&postcount=371)
Kosmoceratops (http://www.giantitp.com/forums/showpost.php?p=10300808&postcount=99)
Masiakasaurus (http://www.giantitp.com/forums/showpost.php?p=10167376&postcount=31)
Microceratus (Familiar) (http://www.giantitp.com/forums/showpost.php?p=10188653&postcount=46)
Microraptor (Familiar) (http://www.giantitp.com/forums/showpost.php?p=10242384&postcount=68)
Muttaburrasaurus (http://www.giantitp.com/forums/showpost.php?p=10213348&postcount=59)
Nemicolopterus (http://www.giantitp.com/forums/showpost.php?p=10440592&postcount=206)
Nemicolopterus (Swarm) (http://www.giantitp.com/forums/showpost.php?p=10446119&postcount=207)
Nothronychus (http://www.giantitp.com/forums/showpost.php?p=10213867&postcount=60)
Ornithocheirus (http://www.giantitp.com/forums/showpost.php?p=10439359&postcount=203)
Platyhystrix (Familiar) (http://www.giantitp.com/forums/showpost.php?p=9715777&postcount=1)
Protoceratops, Psionic (http://www.giantitp.com/forums/showpost.php?p=10342550&postcount=115)
Pyroraptor (http://www.giantitp.com/forums/showpost.php?p=10259924&postcount=78)
Pyroraptor, Elemental (http://www.giantitp.com/forums/showpost.php?p=10259984&postcount=79)
Stegospinus (http://www.giantitp.com/forums/showpost.php?p=10575166&postcount=258)
Terradactyl (http://www.giantitp.com/forums/showpost.php?p=10925894&postcount=358)
Titanoceratops (http://www.giantitp.com/forums/showpost.php?p=10360798&postcount=126)
Titanosaurus (http://www.giantitp.com/forums/showpost.php?p=10181607&postcount=39) (by Dire Moose)
Tuojiangosaurus (http://www.giantitp.com/forums/showpost.php?p=10299795&postcount=94)
Tyrannosaurus, Chick (http://www.giantitp.com/forums/showpost.php?p=9950610&postcount=3)
Utahraptor (http://www.giantitp.com/forums/showpost.php?p=10446164&postcount=208)
Yinlong (http://www.giantitp.com/forums/showpost.php?p=10953669&postcount=370)
Zuniceratops (http://www.giantitp.com/forums/showpost.php?p=9951312&postcount=11)

List of Other Monsters

Ankylotaur (http://www.giantitp.com/forums/showpost.php?p=10543917&postcount=247)
Arval, Soulknife 5/Survivor of the Sauric Isles 3 (http://www.giantitp.com/forums/showpost.php?p=10432500&postcount=189)
Atroxasaurus (http://www.giantitp.com/forums/showpost.php?p=10163675&postcount=29)
Azuvidexus, the Ravenous Maw (http://www.giantitp.com/forums/showpost.php?p=10246609&postcount=74)
Bezoar (http://www.giantitp.com/forums/showpost.php?p=10369333&postcount=136)
Cthulhusaurus Rex (http://www.giantitp.com/forums/showpost.php?p=10334638&postcount=111)
Demon (unique), Dinogloth (http://www.giantitp.com/forums/showpost.php?p=7644678&postcount=1066) (by Bhu)
Demon, Miquot (http://www.giantitp.com/forums/showpost.php?p=10166094&postcount=30)
Demon (unique), Pteragloth (http://www.giantitp.com/forums/showpost.php?p=7644691&postcount=1067[/url) (also by Bhu)
Dragon (True), Gorgonid (http://www.giantitp.com/forums/showpost.php?p=9504857&postcount=323) (by Zaydos)
Dragon (True), Lepidodendron (http://www.giantitp.com/forums/showpost.php?p=9503651&postcount=313) (also by Zaydos)
Fossil Golem (http://www.giantitp.com/forums/showpost.php?p=10577248&postcount=263)
Neo-Animal (http://www.giantitp.com/forums/showpost.php?p=10655024&postcount=287) (by Bhu)
Paraelemental, Primal Magma (http://www.giantitp.com/forums/showpost.php?p=10284789&postcount=82)
Paraelemental, Tiny Magma (http://www.giantitp.com/forums/showpost.php?p=10285809&postcount=84)
Planetouched, Kerabolo (http://www.giantitp.com/forums/showpost.php?p=10564243&postcount=257)


Feats

Disembowel (http://www.giantitp.com/forums/showpost.php?p=9967880&postcount=12)
Excellent Grasper (http://www.giantitp.com/forums/showpost.php?p=10446164&postcount=208)
Improved Dorsal Plating (http://www.giantitp.com/forums/showpost.php?p=10526826&postcount=245)
Junglerunner Elite [Shifter] (http://www.giantitp.com/forums/showpost.php?p=10461143&postcount=222)
Protective Frill (http://www.giantitp.com/forums/showpost.php?p=9967880&postcount=12)
Overpowering Stench (http://www.giantitp.com/forums/showpost.php?p=10284953&postcount=83)
Rancid Smell (http://www.giantitp.com/forums/showpost.php?p=10284953&postcount=83)
Raptorleap Elite [Shifter] (http://www.giantitp.com/forums/showpost.php?p=10461143&postcount=222)
Trumpeting Defense (http://www.giantitp.com/forums/showpost.php?p=10213348&postcount=59)

Epic Feats
Epic Protective Frill (http://www.giantitp.com/forums/showpost.php?p=10526826&postcount=245)
Epic Scent (http://www.giantitp.com/forums/showpost.php?p=10143005&postcount=13)


Deities
The Protantora (http://www.giantitp.com/forums/showpost.php?p=10642782&postcount=284)


Items
Grafts
Protoceratops Frill (http://www.giantitp.com/forums/showpost.php?p=10366265&postcount=132)
Raptor Talons (http://www.giantitp.com/forums/showpost.php?p=10366558&postcount=135)
Venomous Spit (http://www.giantitp.com/forums/showpost.php?p=10148824&postcount=21)
Zuniceratops Horns (http://www.giantitp.com/forums/showpost.php?p=10366265&postcount=132)

Weapons
Exotic
Thagomizer (http://www.giantitp.com/forums/showpost.php?p=10458253&postcount=214)


Races
Curvedclaws (http://www.giantitp.com/forums/showpost.php?p=10150303&postcount=24)
Sharpteeth (http://www.giantitp.com/forums/showpost.php?p=10150303&postcount=24)


Vestiges
Azuvidexus (http://www.giantitp.com/forums/showpost.php?p=10169899&postcount=34)

Classes
Primordial Defender (http://www.giantitp.com/forums/showpost.php?p=10966509&postcount=373) (by Bhu)
Primordial Killer (http://www.giantitp.com/forums/showpost.php?p=10678820&postcount=291) (by Bhu)


Prestige Classes
Dactyl Rider (http://www.giantitp.com/forums/showpost.php?p=10376554&postcount=139)
Survivor of the Sauric Isles (http://www.giantitp.com/forums/showpost.php?p=10384207&postcount=150)

Sublime Ways
Bloody Tooth (http://www.giantitp.com/forums/showpost.php?p=10699199&postcount=297) (by Bhu)


Guanlong
Large Animal
Hit Die: 12d8+36 (76 hp)
Initiative: +2
Speed: 40 ft.
Armor Class: 14 (-1 Size, +2 Dex, +3 natural), touch 11, flatfooted 12
Base Attack/Grapple: +9/+18
Attack: Claw +13 melee (2d6+5 damage)
Full Attack: 2 Claws +13 melee (2d6+5 damage)
Space/Reach: 10 ft./5 ft.
Special Attacks: Rend
Special Qualities: Scent, lowlight vision
Saves: Fort +11, Ref +10, Will +8
Abilities: Str 20, Dex 14, Con 17, Int 1, Wis 18, Cha 14
Skills: Listen +8, Spot +8
Feats: Track, Alertness, Endurance, Diehard, Combat Reflexes
Environment: Warm Forests
Organization: Pack (3-5 Guanlongs)
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Advancement: 13-24 HD (Large); 25-36 HD (Huge)
Level Adjustment: -----

A long, furry raptor can be seen gnawing on the bones of some small rodent. It has a large red crest a top its magnificent head. Its body is covered in brown fur, except for its head.

Guanlong, or "Crested Dragon," can be found in warm forests. They usually hunt things medium or smaller in size. Guanlong is said to be an ancestor or the Tyrannosaurus. They are faster and more agile then other Tyrannosaurs, and have average-length arms. On top of their head is a crest, used predominantly for attracting mates, as it is useless in combat. Guanlong travels in groups.

Combat
Guanlong directly kill anything of tiny-size with their claws. For small or medium creatures, especially the more powerful ones, they use hit and run tactics, rending their opponents skin and then running. They do this until their prey collapses.

Rend (Ex): If a Guanlong attacks a single opponent with both claw attacks in one round, it latches onto it and rips the flesh, dealing an additional 2d6+5 damage.

Platyhystrix
Diminutive Animal
Hit Die: 1/2d8 (2 hp)
Initiative: +1
Speed: 10 ft. (2 squares), swim 15 ft.
Armor Class: 16 (+1 natural, +4 size +1 Dex), touch 15, flat footed 15
Base Attack/Grapple: +0/-15
Attack: Bite +1 melee (1d3-3 damage)
Full Attack: Bite +1 melee (1d3-3 damage)
Space/Reach: 1 ft./0 ft.
Special Attacks: -----
Special Qualities: Lowlight vision, scent, amphibious
Saves: Fort +2, Ref +3, Wis +0
Abilities: Str 5, Dex 12, Con 11, Int 1, Wis 10, Cha 10
Skills: Listen +2, Spot +2, Swim +4, Hide +13
Feats: Alertness
Environment: Warm Marsh
Organization: Herd (5-30 Platyhystrixes)
Combat Rating: ¼
Alignment: Always Neutral
Advancement: -----
Level Adjustment: -----

A small creature the size of a frog slowly waddles out of the water. It has green skin and looks similar to a newt, but has a long green sail going along its spine.

Platyhystrix (meaning “flat porcupine” in Draconic) are small creatures that look similar to the unrelated Dimetrodon. These creatures are not even remotely related to Dinosaurs, as they are amphibians. They evolved long before the Age of Lizards. Their dorsal fins are used for body heat regulation.

Combat
Platyhystrix rarely engages combat except when attacking diminutive insects. Otherwise, it runs towards the nearest body of water.

Amphibious (Ex): A Platyhystrix can breathe and operate excellently in water and on land.

Platyhystrixes as Familiars
Platyhystrixes are often used by Ankylotaur sorcerers as familiars, as they are numerous and love the water as much as their masters do. Wizards/Sorcerers with a Platyhystrix familiar can hold their breath under water for an additional 2 rounds.

LOTRfan
2010-12-12, 12:52 PM
Desmatosuchus
Large Animal
Hit Die: 5d8+15 (37 hp)
Initiative: -1
Speed: 15 ft. (3 squares)
Armor Class: 20 (+12 natural, -1 size, -1 Dex), touch 8, flat footed 20
Base Attack/Grapple: +3/+8
Attack: Tail Sweep -1 melee (1d4 damage)
Full Attack: Tail Sweep -1 melee (1d4 damage)
Space/Reach: 10 ft./ 5 ft.
Special Attacks: -----
Special Qualities: Scent, Spiked Armor
Saves: Fort +7, Ref +3, Will +2
Abilities: Str 12, Dex 9, Con 16, Int 1, Wis 13, Cha 6
Skills: Spot +4, Listen +4
Feats: Alertness, Toughness
Environment: Warm Forests
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 6-10 HD (Large), 11-15 HD (Huge)
Level Adjustment: -----

A massive, hulking brown lizard walks out of the underbrush. Although only as tall as a halfling, it is extremely long. Out of its sides come small spikes, and towards the front juts out two pairs of foot-long spikes. Despite its fearsome appearance, it ignores you, just eating the plants growing close to the ground.

Desmatosuchuses ("link-crocodile") are relatively harmless herbivores that live near rivers. They are generally passive, but do tend to be jumpy in the presence of carnivores. Desmatosuchus have developed a rather unique way to survive. It has no weapons it can use to its advantage like Stegosaurus, or near impenetrable armor like Triceratops, but its spikes guarantees that even when a carnivore kills it, the attacker will get some nasty scars in the process. As a result, most meat eaters ignore them, unless desperately hungry.

Combat
Desmatosuchuses are noncombatants, and as such their tails are secondary weapons. Desmatosuchuses just have to hope their spikes dissuade attacking predators.

Spiked Armor (Ex): Whenever a creature attacks a Desmatosuchus with a touch attack or natural weapon, the creature suffers 2d6 points of piercing damage.

Dilophosaurus
Large Animal
Hit Die: 8d8+32 (68 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 20 (+8 natural, +3 Dex, -1 size), touch 12, flat footed 17
Base Attack/Grapple: +6/+15
Attack: Claw +10 melee (1d8+5 damage)
Full Attack: 2 Claws +10 melee (1d8+5 damage), and Bite +4 melee (1d10 damage)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend
Special Qualities: Scent
Saves: Fort +10, Ref +9, Will +4
Abilities: Str 21, Dex 17, Con 19, Int 2, Wis 14, Cha 4
Skills: Track +4, Intimidate +2
Feats: Improved Initiative, Weapon Focus (Claw)
Environment: Warm Marshes
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always Neutral
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: -----

A large reptile leaps out from behind a boulder. It is large, with greenish skin and covered with brown hairs. It has two crests, one above each eye, bright red in color. Probably the most noticeable features of the beast is its huge claws and teeth.

Dilophosaurus ("two crested lizard") is considered a very dangerous opponent. Nearly twenty feet long, it is almost comparable to huge creatures in size. Dilophosaurs are huge and aggressive, and even other predators fear them. In addition, they are highly territorial and will attack even larger creatures on sight.

Combat
Dilophosauruses like to perform full attacks whenever possible. It tries to flay victims alive, and kill them in a variety of painful ways.

Rend (Ex): If a Dilophosaurus uses both claw attacks on a single target in one round, they automatically latch onto and tear their enemy's flesh, dealing an additional 2d8 damage.

Spitting Dilophosaurus
Small Magical Beast
Hit Die: 3d10 (16 hp)
Initiative: +9
Speed: 20 ft. (4 squares)
Armor Class: 20 (+4 natural, +5 Dex +1 size), touch 16, flat footed 15
Base Attack/Grapple: +3/+0
Attack: Claw +5 melee (1d4+1 damage)
Full Attack: 2 Claws +5 melee (1d4+1 damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Venom
Special Qualities: Scent
Saves: Fort +3, Ref +8, Will +4
Abilities: Str 13, Dex 21, Con 10, Int 2, Wis 17, Cha 14
Skills: Track +4, Intimidate +12
Feats: Improved Initiative
Environment: Warm Forests
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: 4-6 HD (Small)
Level Adjustment: -----

This small dinosaur looks similar to the much larger Dilophosaurus. It seems rather passive, until it reveals its frill, and starts to eject a black liquid from its mouth.

These creatures are believed to be descended from the experiments of Yuan-Ti. Their ancestors were originally bred to be guardian animals for Yuan-Ti outposts, but after they were abandoned, they had to go through major evolutionary changes to survive. Because of their reduced size, they needed to find a way of hunting and killing creatures far larger than them. For this purpose, they developed venom glands to slow down prey. To intimidate other carnivores away from their kills, they slowly developed neck-frills. While maybe not as feared as their larger progenitors, Spitting Dilophosaurs are still something to be feared.

Combat
First, Spitting Dilophosaurs try to scare their prey into a dead end using their neck-frills, so the prey cannot escape. After that, they repeatedly spit their paralyzing venom at their targets. Once the hunted is paralyzed, the Dilophosaurus tries to kill it with its claws, repeating the spitting process if necessary.

Venom (Ex): A Spitting Dilophosaurus can spit its venom at a range of 30 ft. Treat the spitting as a touch attack. If the attack is a success, the victim must make a fortitude save (DC 15), or be paralyzed for 1d4 rounds. It can spit every five rounds.

Skills: A Spitting Dilophosaurus can use its neck-frill to startle enemies, giving it a +8 bonus to intimidate checks.

LOTRfan
2010-12-12, 12:53 PM
Icarosaurus
Tiny Animal
Hit Dice: 1/2d8 (2 hp)
Initiative: +5
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Bite +6 melee (1d4-4)
Full Attack: Bite +6 melee (1d4-4)
Space/Reach: 2½ ft./0 ft.
Special Attacks: —----
Special Qualities: Low-light vision, Glide
Saves: Fort +2, Ref +6, Will +2
Abilities: Str 3, Dex 21, Con 10, Int 1, Wis 14, Cha 2
Skills: Balance +11, Hide +14, Listen +4, Move Silently +6, Spot +4, Jump +10*
Feats: Stealthy, Weapon Finesse (Bite)
Environment: Warm forests
Organization: Solitary
Challenge Rating: 1/6
Advancement: —----
Level Adjustment: ----—

A small, green lizard can be seen in the branches above. Startled, it spreads small wings and glides to a higher spot, a few trees over.

Icarosaurs (Icarus Lizard) are tiny lizards with elongated ribs that act as wings. These creatures are generally no different from ordinary lizards, except for the fact that they can glide away from enemies. They are a favored prey of Coelophysis.

Combat
Icarosauruses never attack other creatures. When attacked, they glide to higher areas.

Glide (Ex): An Icarosaurus use its wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent, with average maneuverability.

Feats: Like all tiny lizards, an Icarosaurus gains Weapon Finesse as a bonus feat.

Skills: Icarosauruses have a +8 racial bonus on Balance checks. They also have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Icarosauruses gain a +10 bonus to jump checks, thanks to its wings. They use their dexterity modifier for both jump and climb checks.

Icarosaurs as Familiars
Icarosaurs can be used as familiars by Wizards without the Improved Familiar feat. They grant their masters a +3 bonus to jump.

Diplodocus Calf
Tiny Animal
Hit Die: 1d8-1 (3)
Initiative: +3
Speed: 10 ft.
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat footed 12
Base Attack/Grapple: +0/-10
Attack: Tail slap -2 melee (1d6-2)
Full Attack: Tail slap -2 melee (1d6-2)
Space/Reach: 2 ½ ft./0 ft.
Special Attacks: -----
Special Qualities: lowlight vision, scent
Saves: Fort +2, Dex +5, Wis -2
Abilities: Str 6, Dex 16, Con 8, Int 1, Wis 6, Cha 4
Skills: Listen +3, Spot +2
Feats: Alertness
Environment: Temperate Plains
Organization: Hatchling Run (800-5,000 Diplodocus Calves), Hiding Herd (3-6 Diplodocus Calves), or Solitary
Challenge Rating: 1/3
Advancement: By age (see Young Diplodocus from Dungeon Magazine #142, and Diplodocus from Dragon #318)
Level Adjustment: -----

A huge group of small infant dinosaurs are running through the forests. Predators are picking them off one-by-one, but they continue to run in unison.

Diplodocuses try to lay their eggs on the same day, so that their eggs will hatch together. Diplodocuses lay their eggs in semi-protected areas and then leave, never to see them again. This might seem cruel and coldhearted, but the Diplodocus' huge mass and lack of bodily control would probably do more damage than good if they stayed. Diplodocus calves start to run towards the forest as soon as they hatch. Predators love the day this occurs, because huge defenseless swarms wander with no chance of survival against attacks. Their sheer numbers make it impossible for predators to eat them all (the average female Diplodocus lays 3,000 to 5,000 eggs a season), thus ensuring at least a few make it to the forests. They stay there for a few years, in small groups or alone, until they reach their young adult size. They then go into the plains to join herds of other Diplodocuses.

Combat
Diplodocus calves do not enter combat. They run away, and hope to survive.

These statistics can be used for infant Seismosaurs and other long-necked quadrupeds.

Tyrannosaur Chick
Small Animal
Hit Die: 1d8+1 (5 hp)
Initiative: +4
Speed: 15 ft.
Armor Class: 15 (+1 size +4 Dex), touch 14, flat footed 11
Base Attack/Grapple: +0/-5
Attack: Bite -1 melee (1d4-1 damage)
Full Attack: Bite -1 melee (1d4-1 damage)
Space/Reach: 2 ½ ft./0 ft.
Special Attacks: -----
Special Qualities: lowlight vision, scent
Saves: Fort +3, Ref +6, Will -1
Abilities: Str 8, Dex 18, Con 13, Int 1, Wis 9, Cha 4
Skills: Listen +4, Spot +5
Feats: Alertness
Environment: Warm Plains
Organization: Family (1 Tyrannosaurus-rex plus 1d4 chicks)
Challenge Rating: ½
Treasure: None
Alignment: Always True Neutral
Advancement: By age (see Tyrannosaurus-rex)
Level Adjustment: -----


A small tyrannosaur is playing with its siblings. They seem to be play fighting, obviously preparing for when they grow larger.

Tyrannosaur eggs hatch around three months after being laid. When they come out, they are about three feet in length, and weigh five to eight pounds. They are defenseless, having not developed their natural armor or the bone crushing potential of their jaws. Predators are at every corner. Herbivores that encounter them try to crush them before they are able to reach adult age, so they have less to worry about in the future. They are like meatballs with legs to hungry predators such as Quetzalcoatlus and other Tyrannosaurs. Luckily, for the first few weeks of their life, their mother protects them (the father isn’t involved with the chicks, as males are either driven off or eaten by the larger and more dominant female after mating). Even this protection does not last, though. After the first few weeks, the Tyrannosaurs lose their motherly instincts and may even eat her young. For every clutch of 3-4 eggs, about one or two survive to adulthood.

Combat
Tyrannosaur chicks only fight their siblings, completely relying on their mother to hunt for food. These fights are usually playful, practicing for when they are larger and must fend for themselves. There is one exception to this rule, however: when there is a runt, the other siblings tend to kill it, and feast on its flesh.

Skills: Tyrannosaurs have a +2 bonus to Listen and Spot checks.

These statistics can also be used for Allosaurs, Ceratosaurs, and other large carnivorous theropods.

Debihuman
2010-12-12, 01:13 PM
As a cursory look, the only glaring mistake is that you swapped skills and feats in the Guanlong.


Debby

LOTRfan
2010-12-12, 01:36 PM
Whoops, I'll fix that right now. Thanks.

Debihuman
2010-12-12, 01:48 PM
Icarosaurus should be able to Glide.


Glide (Ex): An Icarosaurus use its wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent.

I'll leave the speed and maneuverability up to you.

Debby

LOTRfan
2010-12-12, 01:55 PM
Alright. 20 ft. sounds about right (that's about as fast as flying squirrels, so that should be good). I'll keep the maneuverability perfect.

Debihuman
2010-12-12, 02:02 PM
Can they hover? If not, downgrade it to Average.

Debby

LOTRfan
2010-12-12, 02:06 PM
Average it is, then (although the idea of hovering Icarosaurs is cool..).

Bhu
2010-12-12, 02:15 PM
thumbs up from kitteh :smallbiggrin:

LOTRfan
2010-12-12, 02:41 PM
Thanks, Bhu.

Zuniceratops
Medium Animal
Hit Dice: 10d8+53 (98 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +7/+13
Attack: Gore +13 melee (1d6+6 damage)
Full Attack: Gore +13 melee (1d6+6 damage)
Space/Reach: 10 ft./5 ft.
Special Attacks: Powerful charge, trample 1d12+9
Special Qualities: Low-light vision, scent
Saves: Fort +12, Ref +8, Will +4
Abilities: Str 22, Dex 13, Con 21, Int 1, Wis 12, Cha 7
Skills: Spot +9, Listen +6
Feats: Alertness, Great Fortitude, Toughness
Environment: Temperate forests
Organization: Solitary, pair, or herd (5-8 plus alpha male of at least 15 HD)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Large)
Level Adjustment: —----

This creature appears to be a Triceratops, though smaller. It has only two horns, above its eyes, and its beak houses a small amount of teeth.

Zuniceratops (Zuni-horned face) are often seen as smaller versions of Triceratops, though in truth they have been in the world much longer then their more common cousins. Zuniceratops live in forests, hiding from larger predators in the trees. They live in small herds, in order to better protect themselves from dromeosaurs such as Deinonychus. Each herd is lead by an Alpha male. When another Zuniceratops wishes to become the alpha male, they engage in a brutal battle. Usually, such a battle isn't initially fatal to the loser of such a contest, but a combination of infections and broken bones usually open up a higher chance of being killed by predators.

Combat
Zuniceratops fights in groups. They tend to surround a powerful enemy, and constantly charge towards it, driving its horns into it. When facing a foe that has numbers equal to or greater than the herd, they flee (possibly trampling any obstacles in the process).

Powerful Charge (Ex): When a Zuniceratops charges, its gore attack deals 2d6+12 damage.

Trample (Ex): Reflex Save DC 21. The save is strength-based.

LOTRfan
2010-12-14, 07:45 PM
Two feats designed for dinosaurs (but they can be applied to any animal or magical beast). Since they, unfortunately, can not wield standard equipment, here are two feats that resemble equipment found in the SRD. The first is meant for creatures with natural bony plates (like Ceratopsians and Brontops), and is meant to be a dumbed down version of a towershield. The other is more quick, low HD predators (like Velociraptor and Deinonychus, as well as Hyenas) to make them more of a danger in combat.

Unfortunately, they are a little powerful, so they need some PEACHing.

Protective Frill [Monstrous]
Creatures with protective bone coverings can make themselves harder to hit by positioning their body.
Prerequisites: Medium Size, Animal or Magical Beast type, has a protective bone structure (like a neck frill, antlers, or other head-based bone protrusions).
Benefit: By spending a move action to get into an optimum defensive position and taking no other actions afterwards during this turn, the animal is granted cover (+4 bonus to AC) until its next turn.
Special: Dire Animals (with the exception of the Dire Shark) have all sorts of bony spikes along their bodies, and automatically qualify even if none of the protrusions are head based or if it is smaller than medium.

Disembowel [Monstrous]
Creatures with talons can use it to inflict heavy, and usually lethal, damage to enemies.
Prerequisites: Talon Attack, Animal or Magical Beast type, Strength 13
Benefit: Upon a successful critical hit with its talon attack, the creature may choose to tear the soft underbelly of its prey apart with a terrible slash if the prey is within one category of the creature and it has one HD less than it. Creatures without discernable anatomies (oozes, constructs –including living ones-, undead, and plants) are unaffected. The victim must make fortitude save (DC 10+ ½ creature’s HD+ creature’s strength modifier), or immediately fall to -1 hit points. A creature struck with such an attack cannot stabilize naturally. Mundane heal checks can stabilize a creature, but cannot save them from their dying state. Only magical healing can bring them back to positive hit points.
Special: Hyenas, despite not having talons, use this hunting technique. Hyenas, along with all animals and magical beasts related to them, can use their bite attack to fulfill the talon attack prerequisite when attempting to acquire this feat.

LOTRfan
2011-01-11, 10:56 PM
Another feat, this time concerning the scent ability. Tyrannosaurs are supposed to be able to smell things over a mile away. Here's an epic feat for advanced Tyrannosaurs, and other epic monsters.

Epic Scent [Epic, Monstrous]
Creatures are able to smell prey from vast distances.
Prerequisites: Scent special ability, Improved Scent, Uncanny Scent
Benefits: You can detect creatures within 120 ft., and pinpoint the exact location all creatures within 40 ft.
Normal: A creature can detect all creatures within 30 ft., and pinpoint the location of creatures within 5 ft.

Bhu
2011-01-12, 05:02 PM
This thread makes kitty happy.

You considered requests?

LOTRfan
2011-01-12, 05:09 PM
Absolutely. I'm willing to make feats, monsters, equipment (I may need help with pricing), races, and possibly others (grafts are a possibility!). Do you have something in mind?

Jarrick
2011-01-12, 06:10 PM
Spitting Dilophosaurus graft plz. :smallbiggrin:

Mostly because I want to put a GP price on the ability to spit globs of poison. (Yes, this has actually come up before). :smallwink:

LOTRfan
2011-01-12, 06:22 PM
Spitting Dilophosaurus graft plz. :smallbiggrin:

Mostly because I want to put a GP price on the ability to spit globs of poison. (Yes, this has actually come up before). :smallwink:

Oldstyle or newstyle? And darn, you have found my one true weakness: pricing! I'll see what I can do, though. :smallamused:

Jarrick
2011-01-12, 06:31 PM
Oldstyle or newstyle? I'm afraid you'll have to explain. :smallconfused::smallredface:

LOTRfan
2011-01-12, 06:35 PM
There are two types of grafts: Libris Mortis and Fiend Folio-style grafts, that only Fleshwarpers can make and are prohibitively expensive, and Eberron-style grafts, which anyone can make and are less expensive, but cost you hit points.

Jarrick
2011-01-12, 06:39 PM
hmm... tough choice. I'm fond of the oldstyle grafts myself, but I think the eberron-style grafts would work better in this case.

LOTRfan
2011-01-12, 07:52 PM
Alright, not as great as I hoped. PEACHing would be appreciated. Also, should I make a dinosaur-grafting feat, or is there already an existing feat that you guys can think of that might allow the creation of this? Until it is decided, the construction section has the required feat as "-----".

Venomous Spit
This graft is made from the removed spit glands of a magical Dilophosaurus, and grown inside a hollowed jaw and the surrounding neck area.
Location: Neck
Description: The neck bones are hollowed and configured to a more reptilian pattern. Inside a virulent venom sack generates a paralyzing venom.
Activation: A host merely needs to make a touch attack at a range of 30 ft. against the target. This requires an attack action, and cannot be done within 5 rounds of the last time he used it.
Effects: The target must make a fortitude save (DC 10 + 1/2 host's hit dice + host's con mod), or be paralyzed for 1d4 rounds.

Graft Flesh, Hold Monster; Cost 12,000 gp, 480 XP; Price 24,000 gp; Sacrifice 12 hp, if the host has a bite attack the damage lessens by 1 hit die; 24 days

Jarrick
2011-01-12, 08:22 PM
Nice. I like it. Sadly I couldnt really say anything about balance on the pricing.

Incidentally, my group house-ruled that the "graft flesh" feat covers all types of graft, so I cant really say for sure if this needs its own feat or not.

I guess this post wasn't very helpful, sorry. :smalltongue:

LOTRfan
2011-01-12, 11:15 PM
Eh, don't worry about it. Just tell me how it goes if a player does use it, and if they feel it was worth the cash. I've decided not to add in a new feat, but if I do end up making more grafts, that could change.

Glad to here you like it.

LOTRfan
2011-01-12, 11:32 PM
The following are two carnivorous Saurials to counter the four more well known one, and to balance the scale between carnivores and herbivores between the two. Yes, I stole the name from the Land Before Time, but it fit the naming conventions of the other saurial races. :smallannoyed:

Also, please keep in mind that all Saurials published in 3.5e have 2 RHD and a +4 natural armor bonus, so I kept that constant in these as well. PEACH away.

Sharptooth
Large Humanoid (Reptilian)
Hit Die: 2d8+7 (16 hp)
Initiative: +0
Speed: 30 ft.
Armor Class: 13 (-1 size, +4 natural), touch 9, flat footed 13
Base Attack/Grapple: +1/+7
Attack: Shortspear +3 melee (1d6+2 damage), or Bite +3 melee (1d6+2 damage), or tail -2 melee (1d4+2 damage)
Full Attack: Shortspear +3 melee (1d6+2 damage) or Bite +3 melee (1d6+2 damage) and tail -4 melee (1d4+1 damage)
Space/Reach: 10 ft./5 ft. (10 ft. with tail)
Special Attacks: -----
Special Qualities: Darkvision 60 ft., scent, Cold Torpor, Protection to Sonic Attacks, Vulnerability to Gas Attacks, lowlight vision
Saves: Fort +2, Ref +3, Will -1
Abilities: Str 15, Dex 11, Con 14, Int 10, Wis 9, Cha 8
Skills: Intimidate +4, Spot +4
Feats: Toughness
Challenge Rating: 1
Environment: Warm Forests
Organization: Solitary, Pair, or band (5-18 plus leader of 5th level)
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: +2

A massive humanoid tyrannosaur lumbers out of the jungle flinging spears. It roars loudly, and runs towards you.

The Sharpteeth are a race of Saurials descended from Tyrannosaurs. They are extremely violent and antisocial, barely tolerating others of their own kind. As a result, they have no true society, and are just lumbering brutes out to kill and feed.

Sharpteeth are not animals, however, and can be reasoned with (provided their hunger has been satiated). Unfortunately, Sharpteeth see other races as nothing better than food. To them, everything, intelligent or otherwise, is a prospective meal.

Sharpteeth worship Pestis, the Saurial God of Destruction. They give in to all base emotions, engorging themselves whenever they can. Sharpteeth occasionally gather in small bands to hunt down much larger prey, like Diplodocus.

Combat
Unlike other Saurials, Sharpteeth have weak arms, so they are not viable weapons. Instead, they rely on a vicious bite attack and their tails, and they are also known for their deadly spear attacks.

Cold Torpor (Ex): Saurials are warm-blooded creatures, but they retain heat poorly in cold environments. A saurial suffers a -5 penalty to Fortitude saving throws made to avoid subdual damage from cold environments and takes double the normal amount of subdual damage for failing those saving throws. In cooler climates, saurials bundle up to keep warm, for they can easily die from exposure in an environment that a human would find merely uncomfortable.

Protection from Sonic Attacks (Ex): A saurial's earholes are well protected, giving it a +4 circumstance bonus on saving throws against sonic effects and attacks.

Scent (Ex): Saurials have the scent special quality, as described in the Monster Manual.

Vulnerability to Gas Attacks (Ex): A saurial's metabolism and reliance on scent makes it vulnerable to attacks conveyed through gas, including stinking cloud, cloudkill, and poisonous gas. Saurials suffer a -4 penalty on saving throws against gas-based effects and attacks.

Tail Reach (Ex): Sharptooth saurials have 10-foot reach for attacks with their tails.

Sharptooth Racial Traits
• +2 Str, +2 Con
• Large Humanoid (Reptilian); As Large creatures, Sharpteeth gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size bonus on Hide checks, and they must use larger weapons than humans use.
• Base Speed 30 ft.
• Lowlight Vision
• Cold Torpor (Ex): Saurials are warm-blooded creatures, but they retain heat poorly in cold environments. A saurial suffers a -5 penalty to Fortitude saving throws made to avoid subdual damage from cold environments and takes double the normal amount of subdual damage for failing those saving throws. In cooler climates, saurials bundle up to keep warm, for they can easily die from exposure in an environment that a human would find merely uncomfortable.
• Protection from Sonic Attacks (Ex): A saurial's earholes are well protected, giving it a +4 circumstance bonus on saving throws against sonic effects and attacks.
• Vulnerability to Gas Attacks (Ex): A saurial's metabolism and reliance on scent makes it vulnerable to attacks conveyed through gas, including stinking cloud, cloudkill, and poisonous gas. Saurials suffer a -4 penalty on saving throws against gas-based effects and attacks.
• Racial Levels: A Sharptooth has 2 levels of Humanoid. This grants it a BAB of +1 and Fort +0, Ref +3, WIll +3.
• Racial Skills: Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
• Racial Feats: A Sharptooth's racial levels grant it 1 feat.
• +4 natural armor
• Scent
• Bite Attack (1d6 damage)
• Tail Attack (1d4 Damage)
• Favored Class: Barbarian
• Level Adjustment: +2


Saurial Racial Class

{table=head]Hit Dice|Skills|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1d8|
(2+INT) x4|
+0|
+0|
+2|
+0|Starting Racial Traits, Feat

1d8|
-----|
+0|
+0|
+2|
+0|+2 Natural Armor, +2 Str

2d8|
(2+INT)|
+1|
+0|
+3|
+0|1 Bite Attack (1d6 damage)

2d8|
-----|
+1|
+0|
+3|
+0|Scent, +2 natural armor[/table]

Starting Racial Traits
• +2 Con
• Large Humanoid (Reptilian); As Large creatures, Sharpteeth gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size bonus on Hide checks, and they must use larger weapons than humans use.
• Base Speed 30 ft.
• Lowlight Vision
• Cold Torpor (Ex): Saurials are warm-blooded creatures, but they retain heat poorly in cold environments. A saurial suffers a -5 penalty to Fortitude saving throws made to avoid subdual damage from cold environments and takes double the normal amount of subdual damage for failing those saving throws. In cooler climates, saurials bundle up to keep warm, for they can easily die from exposure in an environment that a human would find merely uncomfortable.
• Protection from Sonic Attacks (Ex): A saurial's earholes are well protected, giving it a +4 circumstance bonus on saving throws against sonic effects and attacks.
• Vulnerability to Gas Attacks (Ex): A saurial's metabolism and reliance on scent makes it vulnerable to attacks conveyed through gas, including stinking cloud, cloudkill, and poisonous gas. Saurials suffer a -4 penalty on saving throws against gas-based effects and attacks.
• Tail Attack (1d4 Damage)
• Favored Class: Barbarian


Class Skills
A Sharptooth’s class skills are Intimidate (Cha), Spot (Wis), Listen (Wis), and Jump (Str).

Weapon and Armor Proficiency: Sharpteeth are proficient with no armor, and all simple weapons.

Natural Armor: At 2nd level, a Sharpteeth gains +2 to natural armor. This increases by 2 again at 4th level.

Bite Attack: At 3rd level, Sharpteeth gains a bite attack that does 1d6 damage.

Scent (Ex): At 4th level, Sharpteeth gain scent. A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.

Ability Increase: At 2nd level, Sharpteeth get a +2 ability increase to strength.


Curvedclaw
Medium Humanoid (Reptilian)
Hit Die: 2d8+2 (11 hp)
Initiative: +1
Speed: 40 ft.
Armor Class: 15 (+4 natural, +1 Dex), touch 11, flat footed 14
Base Attack/Grapple: +1/+2
Attack: Claw +2 melee (1d4+1 damage), or tail -3 melee (1d3+1 damage)
Full Attack: 2 Claws +2 melee (1d4+1 damage), or tail -3 melee (1d3+1 damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: -----
Special Qualities: Darkvision 60 ft., scent, Cold Torpor, Protection to Sonic Attacks, Vulnerability to Gas Attacks
Saves: Fort +1, Ref +4, Will -1
Abilities: Str 13, Dex 13, Con 12, Int 10, Wis 11, Cha 8
Skills: Intimidate +4, Knowledge (Geography) +5, Survival +5
Feats: Track
Challenge Rating: 1
Environment: Warm Deserts
Organization: Solitary, Pack (3-6), or Tribe (11-22 plus leader of 5th level and 10% noncombatants)
Treasure: Standard
Alignment: Usually Lawful Evil
Advancement: By character class
Level Adjustment: +2

A large, reptilian creature stands atop a sand dune. Suddenly, three more appear from behind the dune to the side. All four large, partially feathered humanoids surround you.

Curvedclaws are a race of humanoid dromaeosaurids, specifically looking like a cross between a humanoid, deinonychus, and velociraptor. The Curvedclaws have lived in the deserts for hundreds of years now, but it is originally thought that they have come from jungles. Why this migration has occurred is unknown, but many believe that the early Curvedclaw civilization could not deal with the constant threats from dinosaurs and the neighboring Saurial race, the Sharpteeth.

Curvedclaws have adapted to their environment, being fast hunters and ambushers. Their home has little food or water, so groups wandering the desert seem to stay small enough to get rid of any unnecessary worries about a lack of food or water. Unfortunately, this view has also made them very cruel in disposition towards others, including other Curvedclaw tribes.

Curvedclaws are nomadic, and as a result can rarely be found in the same area for more than two weeks. They engage in bloody tribal wars with neighbors, and some of the more depraved practice cannibalism. In their minds, if you are not strong enough to defend your land, you are nothing better than livestock.

Combat
Curvedclaws prefer quick and bloody combat. They set up ambushes, and once the trap is set, they run in and rip enemies apart.

Cold Torpor (Ex): Saurials are warm-blooded creatures, but they retain heat poorly in cold environments. A saurial suffers a -5 penalty to Fortitude saving throws made to avoid subdual damage from cold environments and takes double the normal amount of subdual damage for failing those saving throws. In cooler climates, saurials bundle up to keep warm, for they can easily die from exposure in an environment that a human would find merely uncomfortable.

Protection from Sonic Attacks (Ex): A saurial's earholes are well protected, giving it a +4 circumstance bonus on saving throws against sonic effects and attacks.

Scent (Ex): Saurials have the scent special quality, as described in the Monster Manual.

Vulnerability to Gas Attacks (Ex): A saurial's metabolism and reliance on scent makes it vulnerable to attacks conveyed through gas, including stinking cloud, cloudkill, and poisonous gas. Saurials suffer a -4 penalty on saving throws against gas-based effects and attacks.


Curvedclaw Racial Traits
• +2 Dex, +2 Wis
• Medium Humanoid (Reptilian);
• Base Speed 40 ft.
• Lowlight Vision
• Cold Torpor (Ex): Saurials are warm-blooded creatures, but they retain heat poorly in cold environments. A saurial suffers a -5 penalty to Fortitude saving throws made to avoid subdual damage from cold environments and takes double the normal amount of subdual damage for failing those saving throws. In cooler climates, saurials bundle up to keep warm, for they can easily die from exposure in an environment that a human would find merely uncomfortable.
• Protection from Sonic Attacks (Ex): A saurial's earholes are well protected, giving it a +4 circumstance bonus on saving throws against sonic effects and attacks.
• Vulnerability to Gas Attacks (Ex): A saurial's metabolism and reliance on scent makes it vulnerable to attacks conveyed through gas, including stinking cloud, cloudkill, and poisonous gas. Saurials suffer a -4 penalty on saving throws against gas-based effects and attacks.
• Racial Levels: A Curvedclaw has 2 levels of Humanoid. This grants it a BAB of +1 and Fort +0, Ref +3, Will +0.
• Racial Skills: Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
• Racial Feats: A Curvedclaw's racial levels grant it 1 feat.
• +4 natural armor
• Scent
• Tail Attack (1d3 Damage)
• Claw Attacks (1d4 damage)
• Favored Class: Ranger
• Level Adjustment: +2


Saurial Racial Class

{table=head]Hit Dice|Skills|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1d8|
(2+INT) x4|
+0|
+0|
+2|
+0|Starting Racial Traits, Feat

1d8|
-----|
+0|
+0|
+2|
+0|+2 Natural Armor, +2 Dex

2d8|
(2+INT)|
+1|
+0|
+3|
+0|2 Claw Attacks (1d4 damage)

2d8|
-----|
+1|
+0|
+3|
+0|Scent, +2 natural armor[/table]

Starting Racial Traits
• +2 Wis
• Medium Humanoid (Reptilian);
• Base Speed 30 ft.
• Lowlight Vision
• Cold Torpor (Ex): Saurials are warm-blooded creatures, but they retain heat poorly in cold environments. A saurial suffers a -5 penalty to Fortitude saving throws made to avoid subdual damage from cold environments and takes double the normal amount of subdual damage for failing those saving throws. In cooler climates, saurials bundle up to keep warm, for they can easily die from exposure in an environment that a human would find merely uncomfortable.
• Protection from Sonic Attacks (Ex): A saurial's earholes are well protected, giving it a +4 circumstance bonus on saving throws against sonic effects and attacks.
• Vulnerability to Gas Attacks (Ex): A saurial's metabolism and reliance on scent makes it vulnerable to attacks conveyed through gas, including stinking cloud, cloudkill, and poisonous gas. Saurials suffer a -4 penalty on saving throws against gas-based effects and attacks.
• Tail Attack (1d4 Damage)
• Claw Attacks (1d4 damage)
• Favored Class: Barbarian


Class Skills
A Curvedclaw’s class skills are Spot (Wis), Listen (Wis), Knowledge (Geography) (Int), Survival (Wis), and Jump (Str).

Weapon and Armor Proficiency: Curvedclaws are proficient with no armor, and all simple weapons.

Natural Armor: At 2nd level, a Curvedclaws gains +2 to natural armor. This increases by 2 again at 4th level.

Bite Attack: At 3rd level, Curvedclaws gains a bite attack that does 1d6 damage.

Scent (Ex): At 4th level, Curvedclaws gain scent. A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.

Ability Increase: At 2nd level, Curvedclaws get a +2 ability increase to strength.

Bhu
2011-01-13, 01:43 AM
Absolutely. I'm willing to make feats, monsters, equipment (I may need help with pricing), races, and possibly others (grafts are a possibility!). Do you have something in mind?

http://news.nationalgeographic.com/news/2008/01/080116-giant-rodent.html

http://ngm.nationalgeographic.com/2007/12/bizarre-dinosaurs/updike-text.html

http://www.toptenz.net/top-10-prehistoric-animals.php

Debihuman
2011-01-13, 06:49 AM
Regarding the Saurials

Skill points are normally noted this way: Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, or by character class.

The tail should be a secondary attack at a -5 penalty as other saurials since they don't have the multiattack feat.

For information regarding Saurials, see the Serpent Kingdoms Web Enhancement available free in the Archives on WotC website. Sadly, that product has no open content.

Perhaps you should add "Saurial Traits" to the Special Qualities.

Debby

LOTRfan
2011-01-13, 07:58 PM
http://news.nationalgeographic.com/news/2008/01/080116-giant-rodent.html

http://ngm.nationalgeographic.com/2007/12/bizarre-dinosaurs/updike-text.html

http://www.toptenz.net/top-10-prehistoric-animals.php

Awesome. I'll get around to as many as I can. I think I'll go with Masiakasaurus first, if only because I have never heard of them and this gives me an excuse to research as much as I can about them.

Any preference in order for the others?


Regarding the Saurials

Skill points are normally noted this way: Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, or by character class.

I assume you mean in the racial entry? I'll make changes immediately.


The tail should be a secondary attack at a -5 penalty as other saurials since they don't have the multiattack feat.

Why, yes, they should. I'll add the penalty in now.


For information regarding Saurials, see the Serpent Kingdoms Web Enhancement available free in the Archives on WotC website. Sadly, that product has no open content.

I've already read it. Pretty interesting, but I got rid of the the FR fluff (one village? pfft). I'm also ignoring the fluff about their pitch being too high to hear. I really like the Saurials, and I intend to keep the scent communication, because it was very interesting.


Perhaps you should add "Saurial Traits" to the Special Qualities.

Debby

I would, but the Saurial traits are already given detail in the monster entry (unless you are suggesting that I cannot post the Saurial traits legally, in which case I'll replace it :smalleek:).

Thanks for the PEACH

EDIT: Either today or tomorrow, I'll be posting new stats for a stronger, semi-undead version of Azuvidexus. I might explore the crawling jungle a little more as well, adding a new demon to the fold and expanding on it. If you have no idea what I am talking about, read these articles (http://www.wizards.com/default.asp?x=dnd/re/20030414x).

Oh, and by the way, Bhu, this is where I start using your material from the Critters thread. Thanks again! :smallsmile:

Bhu
2011-01-13, 09:50 PM
Awesome. I'll get around to as many as I can. I think I'll go with Masiakasaurus first, if only because I have never heard of them and this gives me an excuse to research as much as I can about them.

Any preference in order for the others?

Nah, I just hoped you'd do a few of the weirder ones.




Oh, and by the way, Bhu, this is where I start using your material from the Critters thread. Thanks again! :smallsmile:

yays!

LOTRfan
2011-01-14, 09:51 PM
So, I don't have access to my computer right now, so I cannot post anything new. :smallfurious:

Until I can, here's the Atroxasaurus, an Abomination from Ka.

Atroxasaurus
Colossal Aberration (Abomination)
Divine Rank: 0
Hit Dice: 75d8+1125+75+140 (1,940 hp)
Initiative: +4
Speed: 60 ft. (10 squares)
Armor Class: 62 (+60 natural, -8 size), touch 2, flat footed 62
Base Attack/Grapple: +56/+100
Attack: Claw +76 melee (8d8+28 damage)
Full Attack: 2 Claws +76 melee (8d8+28 damage) and Bite +71 melee (16d6+14 damage)
Space/Reach: 30 ft./20 ft.
Special Attacks: Rend, spell-like abilities, summon energon
Special Qualities: Hyper-Evolution, Fast Healing 30, Regeneration 15, spell resistance 52, imitate special ability, abomination immunities, fire resistance 20, cold resistance 20, damage reduction 10/epic, nondetection, blindsight 500 ft., immortality
Saves: Fort +40, Ref +25, Will +43
Abilities: Str 67, Dex 10, Con 41, Int 2, Wis 18, Cha 24
Skills: Climb +70, Spot +27, Listen +41,
Feats: Improved Initiative, Improved Toughness*, Close Quarters Fighting**, Power Attack, Improved Sunder, Combat Brute**, Enduring Life***, Eviscerator***, Lasting Life***, Dark Stalker****, Improved Bullrush, Awesome Blow*****, Powerful Charge****, Blindfight, Alertness, Cleave, Great Cleave, Weapon Focus (Claw), Weapon Focus (Bite)
Epic Feats: Epic Toughness** (x7)
Environment: Underground
Organization: Solitary (Unique)
Challenge Rating: 40
Treasure: None
Alignment: Neutral
Advancement: By evolution (see text)
Level Adjustment: -----

This creature looks like a massive lizard, but this is obviously not the case. Within seconds of being exposed to you, minor changes in the creature can be seen as it adapts to be able to kill you as efficiently as possible.

Long ago, the world was inhabited by lizards of colossal size. These animals roamed the world for millions of years, but they were only a small part in a greater scheme. They were to be wiped out so that eventually the humanoids would take over as the dominant creatures. Ka the Preserver, a lesser god, had lived with the huge reptiles for millions of years, and grew attached to them. He did not want them to die, but he was powerless to stop the plans of the far more powerful Overdeity.

Still, he could not bear to watch these creatures die out, so he gathered up groups of these lizards, while also resurrecting earlier forms of prehistoric life, and placed them on a small group of islands. He warded the isles from the effects of the mass genocide, and their descendents have lived there ever since. Soon, he realized that despite his intervention, his beasts were slowly transforming into other animals (like the Bloodstrikers, Fleshrakers, and Swindlespitters). He realized that these new creatures, along with a group of newly evolved humanoid reptiles, would eventually take the isles from the descendents of the original inhabitants, so he took away their power to adapt.

He was working with a powerful form of positive energy, though, and couldn’t leave the power of evolution he had taken laying around, so he specifically bred a vessel to hold this power. He placed this power into this bred creature, but he didn’t believe the effect of his actions would be so large. The creature, once a small lizard, quickly mutated into a monster of colossal size with the ability to adapt to anything in a matter of seconds.

The monster started to ravage the main island, and the reptilian humanoids (the early Saurials) named this beast the Atroxasaurus, which meant “Cruel Lizard” in their tongue. Ka, disgusted with the creation, took the ever changing creature, and tried to remove the concentrated energy. He couldn’t. He finally realized that he had done the most terrible thing a deity could: he had created an Abomination. Ashamed at himself, he cast the Atroxasaurus into the labyrinth below the main island, so that it had nothing to imitate or adapt to.

It remains there to this very day, wondering through the underground caverns deep in the earth, below the rocks, below the fossils, even below the cores of the volcanoes.

Combat
Ka placed the Atroxasaurus deep underground so that it would avoid combat –and the hyper evolution that was bound to go along with it-, but if the creature was to ever enter combat, it would be difficult to kill, indeed. It adapts too quickly to be harmed with the same type of damage more than three times, and adventurers must refrain from using their best abilities, lest the “cruel lizard” use it against them.

Hyper Evolution (Su): If the Atroxasaurus is exposed to a harmful energy three times, or is placed in an environment that either harms or impairs it for three straight rounds, it becomes immune to that effect. For example, if it were to be damage with acid three times, it would be immune to acid forever afterwards. If it were to fall into lava or exposed to the void of space for three rounds straight and survive, it would now be fully capable of functioning in that environment without help. The rules are slightly different for epic weapons. If it is hit with an epic weapon three times, the magical effects of said weapon would be nullified when used against the Atroxasaurus, but it would still count as epic for the purpose for overcoming damage reduction. Keep in mind that this ability even works in non-harmful environments. For example, if the Atroxasaurus stays in an anti-magic field for three straight rounds, it can then use its magical abilities whenever it enters such a field.

Imitate Special Ability (Su): If the Atroxasaurus either watches something use a special ability (within a distance of 120 ft.) or is the target of a special ability, it can “copy” this ability and use it. The Atroxasaurus can only do it if it attempts to copy the ability within fives rounds after it was used. For example, if the Atroxasaurus was to be sneak attacked by a 20th level Rogue, it could in turn do a sneak attack that deals 10d6 damage. If it watches a 17th level wizard cast Fireball, it cast the spell too (caster level 17). This ability only works against creatures of non-divine nature and whose HD total equals 50 or less.

Regeneration (Ex): Atroxasaurus takes normal damage from sonic and electricity. The Atroxasaurus cannot become immune to these types of damage.

Nondetection (Sp): The Atroxasaurus is constantly under the effects of the nondetection spell, caster level 75.

Rend (Ex): When the Atroxasaurus attacks an opponent with both claw attacks, it automatically latches onto the enemy and tears the flesh, dealing 16d8+14 damage.

Abomination Immunities (Ex): Abominations are immune to polymorphing, petrification, or any form-altering attack. They are not subject to energy drain, ability drain, or ability damage. They are immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and the Atroxasaurus specifically is immune to negative energy.

Spell-like Abilities (Sp): At will- True seeing, cure serious wounds. Caster Level 75th.

Summon Energon (Sp): The Atroxasaurus can summon 2d8+4 Xag-yas once per day, with 80% chance of success.

Immortality: The Atroxasaurus is naturally immortal and cannot die from natural causes. It do not age. The only way for the Atroxasaurus to die is through special circumstances, usually by being slain in magical or physical combat.

*From Monster Manual III
**From Complete Warrior
***From Libris Mortis
****From Lords of Madness
*****From Monster Manual IV
******From Monster Manual VI

LOTRfan
2011-01-15, 10:16 AM
Once again, away from my computer, so here's something I already posted over at competitor games; the Miquot Demon (inspired from the demon of the same name from Buffy the Vampire Slayer).


http://images4.wikia.nocookie.net/__cb20080524203455/buffy/images/thumb/c/c7/Kulak.jpg/277px-Kulak.jpg
Kulak of the Miquot Clan

Demon, Miquot
Medium Outsider (Chaotic, Evil, Extraplanar)
Hit Die: 11d8+44 (88 hp)
Initiative: +6
Speed: 30 ft.
Armor Class: 18 (+2 leather +1 Dex +5 natural), touch 11, flat footed 17
Base Attack/Grapple: +11/+14
Attack: Bone-dagger +14 melee (1d4+3 damage)
Full Attack: 2 Bone-Daggers +13 melee (1d4+3 damage), or longsword +14 melee (1d8+3 damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood Rage, Death Attack
Special Qualities: Regeneration 2, Fore-Arm plates, Spell Resistance 16
Saves: Fort +11, Ref +8, Will +8
Abilities: Str 17, Dex 13, Con 18, Int 10, Wis 13, Cha 4
Skills: Survival +18, Intimidate +8, Move Silently +15, Hide +5, Bluff +8, Listen +15, Spot +15
Feats: Skill Focus: Survival, Improved Initiative, Power Attack, Two Weapon Fighting
Environment: The Abyss
Organization: Solitary, Pair, or Clan (4-8 Miquots plus 1-2 Fiendish Megaraptors)
Challenge Rating: 9
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: 12-22 HD (Medium)
Level Adjustment: +6

A large, orange skinned humanoid charges. It has stegosaur-like plating starting at the top of his bald head, that works his way down to his back. It has no tail.

Miquots are a race of proud hunter-demons that inhabit the chaotic jungles of the Abyss. They track prey for miles, and have an odd affinity with all sorts of fiendish beasts. This makes them deadly foes. They are known for their regeneration abilities, as well as their ability to grow weapons from their fore-arms. They are reptilian in nature, and thus are hatched from eggs. Their childhood is short, and spend it preparing for battle (though few actually survive to adult hood). Despite their chaotic nature, Miquots have a basic code of honor. They are required to go on huge killing sprees to gain honor for their clan. The bigger and more prestigious the enemy, the more honor earned. In addition, if any non-good creature were to save a Miquot from certain death, they become companions to their savior for a specified amount of time (this depends on both the alignment of their savior, and if the Miquots want to do it), ranging from one month to one decade.

Combat
Miquots stalk their prey for days, slowly getting to know their targets on an intimate level as they quietly stalk the unaware creatures. After the Miquot feels that he has a sufficient idea of his enemy’s abilities, he attacks.

Blood Rage (Ex): When a Miquot causes damage to an enemy, a Miquot can go into a blood rage. This functions as the Barbarian ability of the same name, except his regeneration power increases by 2. This happens once a day, and it stacks with his Barbarian levels, if any.

Death Attack (Ex): This functions as the Assassin ability of the same name, except he must spend at least six rounds focusing on his target instead of three. Save DC 21.

Regeneration (Ex): Good and acid deal normal damage to a Miquot. If a Miquot loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Fore-Arm Plates (Ex): Miquots can rip the serrated bone plates off of their fore-arms and use them as two daggers. The bone plates regrow in 3d6 rounds because of the Miquot’s regeneration power. They are proficient with these daggers.

LOTRfan
2011-01-15, 02:36 PM
Here is the Masiakasaurus, an animal whose fossils were found in Madagascar. Its most interesting feature would have to be the fact that its two bottom front teeth stick out of its mouth in a horizontal fashion.

Anyways, up next I will be doing Pachycephalosaurus or Microceratops (as a familiar, too!). Any preferences? Also, five more Dinosaurs and there will be more dinosaurs, and there really will be more Dinosaurs than in Isla Nublar. One more, and we will have more Dinosaurs than in Isla Sorna (if you only count the novels, anyway).


http://www.wikidino.com/wp-content/uploads/Masiakasaurus-nationalgeographic.jpg

Masiakasaurus
Small Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +4
Speed: 40 ft.
Armor Class: 18 (+3 natural, +4 Dex, +1 size), touch 15, flatfooted 14
Base Attack/Grapple: +1/-1
Attack: Claw +4 melee (1d4+2 damage)
Full Attack: 2 Claws +4 melee (1d4+2 damage), and Bite -1 melee (1d6 damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Powerful Charge
Special Qualities: Lowlight Vision, scent
Saves: Fort +5, Ref +7, Will +1
Abilities: Str 15, Dex 19, Con 14, Int 1, Wis 10, Cha 6
Skills: Swim +10
Feats: Athletic, Endurance
Environment: Warm plains
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 2
Treasure: None
Advancement: 4-6 HD (Small), 7-12 HD (Medium)
Level Adjustment: -----

A small, Halfling-sized carnivore surfaces from beneath the water. It appears much like a raptor, except its two front bottom teeth protrude horizontally.

Masiakasaurus (“vicious lizard”) is a small predator that lives in tropical savannas. It spends most of its time swimming in shallow rivers. Despite its fearsome appearance (its teeth are serrated and all point outwards), its teeth are delicate tools inefficient in combat (especially the two front teeth), used to catch fish and other tiny aquatic creatures. Masiakasaurs do occasionally hunt larger prey, but only in groups.

Combat
Masiakasaurs rarely engage in combat with larger foes, but when they do, they lie in wait in the shallowest parts of their rivers, waiting for prey to come and take a drink. They charge (carefully, so as not to damage their front teeth) and swarm their enemies.

Powerful Charge (Ex): A Masiakasaurus can begin combat by piercing an enemy with its front teeth. In addition to the normal benefits and hazards of a charge, this allows the Masiakasaurus to make a gore attack with a +4 attack bonus that deals 3d4 points of damage (a Masiakasaurus is treated as being proficient with their bite in this case).

Skills: Masiakasaurs have a +4 bonus to Swim checks.

Bhu
2011-01-15, 04:44 PM
Me likee :D

LOTRfan
2011-01-15, 05:38 PM
Glad to here. Currently, I am leaning towards Microceratus as the next creature (turns out Microceratops had a change of name three years ago and I didn't realize it :smallannoyed:), is there anything specific you want? Without any requests (besides the ones already given), the current list of dinos to be made are:

Microceratus
Pachycephalosaurus
Microraptor
Epidendrosaurus
Pyrorapter
Pyroraptor, Elemental Fire creature (because I like dumb humor :smallyuk:)
Amargasaurus
Tuojiangosaurus
Kosmoceratops

LOTRfan
2011-01-15, 09:32 PM
Azuvidexus, the Hunger Awaiting Form
Vestige Level: 7
Binding DC: 32
Special Requirement: Yes

Legend: Roughly six hundred years ago, the world was a much happier place. It wasn't tainted with the primordial evil known as the Crawling Jungle. The plague was confined to the outer planes, in the Infinite Layers of the Abyss. There, it was known as N'gharl, and it was ruled by three fearsome 'gloths (semi-undead demons, similar to Orcus). One (http://www.giantitp.com/forums/showpost.php?p=7644678&postcount=1066) ruled the seas, the second (http://www.giantitp.com/forums/showpost.php?p=7644691&postcount=1067[/url) ruled the skies, and the third and final (the most powerful of the three) ruled the jungles of the abyssal layer.

For millions of years, they lived in their personal section of chaos, with all forms of lesser demons and fiendish reptiles. The most powerful one, the Spinogloth Azuvidexus, became a feared leader that challenge even Demogorgon himself. He and his two allies constantly raided Gaping Maw, destroying Demogorgon's tinkerings and slaughtering his allies. Demogorgon was smart, however, and he came up with a plan. He murdered a beloved Demigod of an ancient pantheon, and secretly met with the leader and told him that Azuvidexus had done it.

Angered, they marched to his layer, and ripped it out of the Abyss. They compressed it into an artifact the size of a human head, called the N'gharl Seed. The deities tossed the seed (along all the demons imprisoned in it) into the Astral Plane. This caused a chain reaction that resulted in the Abyss killing the entire pantheon, and using their bodies to create the Dreaming Gulf. Their dead thoughts became the Loumara demons.

The N'gharl Seed drifted across the Astral Plane for a short time, before finally reaching the Material Plane about six hundred years ago. Here, it landed on an isolated island. A wandering Tyrannosaurus Rex, driven to insanity by a rot worm infection in the brain, mistook the seed as prey and bit it. The abyssal energy exploded, and a lesser version of N'gharl (roughly 10 miles on diameter) sprung to life, consuming the enter southern half of the island. All the demons broke free. All but one. As a fail safe, the gods had made it so that if the Seed was to ever brake, his power who flow out of his body. Since the Tyrannosaur bit it, the power was infused into it, and the original Azuvidexus was powerless. Now, he is a vestige, scheming to reclaim his power and lead to the ultimate defeat of what he perceives as his impersonator.

Special Requirement: Those who wish to bind Azuvidexus must not be affiliated with Demogorgon in any way, and must not have been possessed by a Loumara demon in the past week.
Manifestation: The image of the spinosaurus fossil drawn as the seal springs to life. It's shadow appears on the wall. When speaking to the binder, the roaring voice comes from the constantly moving mouth of the shadowy image.
Sign: Dead growths appear in a straight line on the binder's back, making the spine seem elongated.
Influence: People bound to Azuvidexus are always hungry, and they must eat when ever given the opportunity to. Azuvidexus' hatred of Demogorgon seeps into the bodies of those bound to him. Binders must attack creatures affiliated to Demogorgon within five rounds of learning said affiliation, and must always deal lethal damage to them.
Granted Abilities: When bound to Azuvidexus, you gain the powers of the mighty Obyrith from N'gharl.

Form of Madness (Su): Anyone within 100 ft. of the Binder must make a Will save (10 + 1/2 Binder level + Binder's charisma modifier), or become terrified of all reptiles (this includes the binder, whether he is truly reptilian or not, as long as he is bound to Azuvidexus). This is a mind-affecting ability that does not affect evil outsiders. A successful save makes the target immune to the binder's form of madness for 24 hours. If the target fails, they become panicked when coming within 100 ft. of a reptile. If they are aware of any reptile in the area, they will not willingly move towards it.

Scent (Su): Once every five rounds, the binder can sniff the surrounding area using Azuvidexus' supernatural senses. This ability works like the common Scent extraordinary ability.

Command Animal (Su): This ability functions like the dominate animal spell, except it only works on reptiles and may be used on fiendish reptiles, even though they are magical beasts. Will save DC is Charisma based. It is usable every five rounds.

Bhu
2011-01-16, 03:42 AM
Ive never done more than a few vestiges, so I'm kinda on foreign ground here myself. The abilities look kewl tho, and I eagerly await backstory :smallbiggrin:

LOTRfan
2011-01-16, 10:26 AM
Azuvidexus Vestige is pretty much done. I'll see if I can get anything else done within the next two hours, but if not, don't expect anything within the next two days.

Anyway, my attempts at making the tablet-symbol thingie have failed miserably. Does anyone know a someone good at making these things?

http://i25.photobucket.com/albums/c83/Vaynor/VESTIGE_TEMPLATE.gif

I wanted to put the spinosaurus fossil from the JP III logo in the symbol area.

http://wallpapers.free-review.net/wallpapers/36/Jurassic_Park_III.jpg

Bhu
2011-01-17, 03:18 AM
I caant find anything other than the basic pic you have. I'm assuming even wizards took that base pic and just altered it via photoshop or something similar for each different vestige.

Blynkibrax
2011-01-17, 05:56 PM
The Miquot is a nice touch, LOTRfan. :smalltongue:

Dire Moose
2011-01-17, 06:23 PM
I made these stats for the campaign that I was previously running, which featured lizardfolk living among mostly Late Cretaceous dinosaurs.

TITANOSAUR
Huge Animal
Hit Dice: 17d8+170 (246 hp)
Initiative: -1
Speed: 30 ft.
AC: 26 (-2 size, -1 Dex, +19 natural), touch 7, flat-footed 26
Attack: Stomp +22 melee (2d8+10) or tail slap +22 melee (3d8+15)
Full Attack: 2 stomps+22 melee (2d8+10) and tail slap +17 melee (3d8+7)
Special Attacks: Trample (2d12+15) (DC 30)
Special Abilities: Low-light vision, Scent
Space/Reach: 15 ft./10 ft. (15 ft. with tail slap)
Saves: Fort +20, Ref +9, Will +6
Abilities: Str 30, Dex 9, Con 30, Int 1, Wis 12, Cha 5
Skills: Listen +13, Spot +12
Feats: Alertness, Great Fortitude, Improved Natural Attack (Stomp, tail slap), Improved Natural Armor (2)
Environment: Temperate and warm plains and forests
Organization: Solitary, pair, group (3-5), or herd (up to 20 adults with up to five adolescents)
Challenge Rating: 9
Treasure: None
Advancement: 18-20 (Huge), 21-25 (Gargantuan)
The earth seems to shake as a massive creature comes into view. Its small head, held high upon a very long neck, precedes its heavily-built body, mounted on four pillar-like legs. A layer of pebbly armor covers its back, while the rest of it is covered in smaller scales. Its long, powerful tail is held off the ground and swishes from side to side as it walks.

Titanosaurs are large herd animals that feed on plants, using their long necks to reach high into trees or into any hard-to-reach areas. The long neck also gives a titanosaur a wide view when watching for predators. Many eggs are laid at one time, and these are covered by a layer of sand and abandoned. The young are on their own until they reach at least Medium size, at which time they will be adopted into whatever herd is nearest. These statistics can describe any sauropod of similar size, including Saltasaurus, Alamosaurus, Cetiosaurus, and Camarasaurus. (note: If it isn't an actual titanosaur, change Improved Natural Armor to a different set of feats)

Combat: Titanosaurs are not inherently violent, though they will readily attack anything they perceive as a threat to themselves or their herd. Typically, a titanosaur will rear up on its hind legs and slam the attacker with its forelegs, while the heavy tail is also used in defense.
Trample (Ex): As in SRD, 2d12+15 damage, Reflex DC 30 half

LOTRfan
2011-01-17, 07:16 PM
The Miquot is a nice touch, LOTRfan. :smalltongue:

Thanks. Kulak was, in my opinion, the coolest demon shown in Season 3, and I was so depressed when he blew up. :smalltongue:


I made these stats for the campaign that I was previously running, which featured lizardfolk living among mostly Late Cretaceous dinosaurs.

TITANOSAUR
Huge Animal
Hit Dice: 17d8+170 (246 hp)
Initiative: -1
Speed: 30 ft.
AC: 26 (-2 size, -1 Dex, +19 natural), touch 7, flat-footed 26
Attack: Stomp +22 melee (2d8+10) or tail slap +22 melee (3d8+15)
Full Attack: 2 stomps+22 melee (2d8+10) and tail slap +17 melee (3d8+7)
Special Attacks: Trample (2d12+15) (DC 30)
Special Abilities: Low-light vision, Scent
Space/Reach: 15 ft./10 ft. (15 ft. with tail slap)
Saves: Fort +20, Ref +9, Will +6
Abilities: Str 30, Dex 9, Con 30, Int 1, Wis 12, Cha 5
Skills: Listen +13, Spot +12
Feats: Alertness, Great Fortitude, Improved Natural Attack (Stomp, tail slap), Improved Natural Armor (2)
Environment: Temperate and warm plains and forests
Organization: Solitary, pair, group (3-5), or herd (up to 20 adults with up to five adolescents)
Challenge Rating: 9
Treasure: None
Advancement: 18-20 (Huge), 21-25 (Gargantuan)
The earth seems to shake as a massive creature comes into view. Its small head, held high upon a very long neck, precedes its heavily-built body, mounted on four pillar-like legs. A layer of pebbly armor covers its back, while the rest of it is covered in smaller scales. Its long, powerful tail is held off the ground and swishes from side to side as it walks.

Titanosaurs are large herd animals that feed on plants, using their long necks to reach high into trees or into any hard-to-reach areas. The long neck also gives a titanosaur a wide view when watching for predators. Many eggs are laid at one time, and these are covered by a layer of sand and abandoned. The young are on their own until they reach at least Medium size, at which time they will be adopted into whatever herd is nearest. These statistics can describe any sauropod of similar size, including Saltasaurus, Alamosaurus, Cetiosaurus, and Camarasaurus. (note: If it isn't an actual titanosaur, change Improved Natural Armor to a different set of feats)

Combat: Titanosaurs are not inherently violent, though they will readily attack anything they perceive as a threat to themselves or their herd. Typically, a titanosaur will rear up on its hind legs and slam the attacker with its forelegs, while the heavy tail is also used in defense.
Trample (Ex): As in SRD, 2d12+15 damage, Reflex DC 30 half

Awesome, glad to see someone else's homebrew. I'll be adding it to the list of dinosaurs in the first post, if that is alright with you. :smallsmile:

Blynkibrax
2011-01-17, 08:23 PM
Thanks. Kulak was, in my opinion, the coolest demon shown in Season 3, and I was so depressed when he blew up. :smalltongue:
I dropped in and out of Buffy, so my knowledge of the show's a little spotty: did the Miquot clan not make any other appearances? I seem to recall that in the Buffy RPG Monster book, there were rules for them as playable characters! :smallwink:

LOTRfan
2011-01-17, 08:31 PM
I dropped in and out of Buffy, so my knowledge of the show's a little spotty: did the Miquot clan not make any other appearances? I seem to recall that in the Buffy RPG Monster book, there were rules for them as playable characters! :smallwink:

There were? If only that was d20 compatible! :smallfrown:

Unfortunately, they did not make any other appearances in BtVS, but it's glad to know I'm not the only one who found them memorable.

Dire Moose
2011-01-18, 02:03 AM
Awesome, glad to see someone else's homebrew. I'll be adding it to the list of dinosaurs in the first post, if that is alright with you. :smallsmile:

Sure, sounds good to me.

Bhu
2011-01-18, 05:00 AM
http://community.wizards.com/go/thread/view/75882/19547154/Dinosaur_Menagerie

If you want a bunch of premade dinos LoTR, here's a thread I used to be in.

hamishspence
2011-01-18, 02:41 PM
There was a thread on EN world for a while:

http://www.enworld.org/forum/homebrews/266148-reviewing-revising-finalizing-prehistoric-animals-dinosaur-ecology.html

There's been a few threads here on GitP as well- but sometimes they ended up derailing into a discussion of size

(should the 1.5 ft at the hip, 33 pound Velociraptor be Small or Medium, should the 3 ft at the hip 160 pound Deinonychus be Medium or Large, should the 13 ft at the hip, 8 ton Tyrannosaurus be Huge or Gargantuan, etc.)

Hopefully this time it won't derail.

LOTRfan
2011-01-18, 06:23 PM
AH, the size debate. Hope it doesn't happen here. Funny that you mention it, though, as I was afraid it might happen to the creature I am posting now.

http://www.wikidino.com/wp-content/uploads/Microceratops-dinozavr.org_.jpg

Microceratus
Diminutive Animal
Hit Dice: 1/2d8 (2 hp)
Initiative: +5
Speed: 20 ft.
Armor Class: 21 (+1 natural, +5 Dex, +4 size, +1 Dodge), touch 20, flatfooted 15
Base Attack/Grapple: +0/-14
Attack: Gore -3 melee (1d2-2 damage)
Full Attack: Gore -3 melee (1d2-2 damage)
Space/Reach: 1 ft./0 ft.
Special Attacks: -----
Special Qualities: Lowlight Vision, scent
Saves: Fort +2, Ref +7, Will +0
Abilities: Str 6, Dex 21, Con 10, Int 1, Wis 10, Cha 8
Skills: Hide +21
Feats: Dodge
Environment: Warm deserts
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 1/4
Treasure: None
Advancement: 1 HD (Diminutive); 2 HD (Tiny)
Level Adjustment: -----

A tiny lizard scurries by in the desert heat. It has a small frill surrounding its neck, and a parrot-like beak.

Microceratus are tiny ceratopsians roughly 7 inches tall. They are more or less harmless, merely running from one patch of ferns to the next. They live in the deserts of the world, avoiding large predators. Most Microcertus even avoid other herbivores, as their small size makes them easy to unwittingly crush. They are a favored prey for most desert dwellers, as they cannot truly defend themselves, but only the most skilled hunters can take down these speedy creatures.

Combat
Microceratus tend to flee combat, relying on their reflexes and small size to avoid attacks.

As Familiars
Microceratus make speedy familiars, and they grant their masters a 5 ft. increase to their base speed.

hamishspence
2011-01-18, 06:32 PM
Two feet long is the figure Wikipedia gives- but it doesn't list height.

In MM3, the members of a Needletooth Swarm (basically, mini versions of the compsognathus from Jurassic Park) are 1 ft tall and 2 pounds in weight, and Tiny

(which is fairly reasonable for a Tiny biped in MM- the size table has Tiny as starting at 1 ft tall and 1 lb in weight, and going up to 2 ft tall and 8lb.)

So, if these creatures are smaller than standard Tiny creatures in both height and weight, a Diminuitive size is quite reasonable.

LOTRfan
2011-01-18, 06:42 PM
Two feet long is the figure Wikipedia gives- but it doesn't list height.

In MM3, the members of a Needletooth Swarm (basically, mini versions of the compsognathus from Jurassic Park) are 1 ft tall and 2 pounds in weight, and Tiny

(which is fairly reasonable for a Tiny biped in MM- the size table has Tiny as starting at 1 ft tall and 1 lb in weight, and going up to 2 ft tall and 8lb.)

So, if these creatures are smaller than standard Tiny creatures in both height and weight, a Diminuitive size is quite reasonable.

Yeah, my reasoning were that they are bipeds and 20 cm tall. I figured that to be around 8 inches. I can't find the weight, though.

hamishspence
2011-01-18, 06:54 PM
The picture seems to make its hip height around half its nose-to-tail length- which would put it at 12 inches tall at the hip, and taller at the nose if it rears back.

However, the picture may be misleading.

Or, if it never rears back, and legs are always bent, it may be shorter than this estimate.

Dino weights tend to be very speculative. Oftentimes, they end up being revised based on newer information and more plausible layouts of muscles and organs.

Maybe compare it to other Diminuitive and Tiny animals (thrushes are Diminuitive, but ravens, and cats, are Tiny) and see if you think it's closer to one than the other?

Dire Moose
2011-01-18, 10:34 PM
If I may make a suggestion...

I've seen casts of the Zuniceratops material, and it's closer to Medium than Large size. If you want a Large ceratopsian with long brow horns, I'd suggest Chasmosaurus myself.

LOTRfan
2011-01-18, 11:07 PM
If I may make a suggestion...

I've seen casts of the Zuniceratops material, and it's closer to Medium than Large size. If you want a Large ceratopsian with long brow horns, I'd suggest Chasmosaurus myself.

Really? :smallconfused:

It's just that the average length is 3-3.5 meters, and wouldn't that be on the large side of the sizing categories?

I'll have to do more research on that, perhaps the site I go to isn't as a reliable source as I thought. Thanks for bringing this to my attention.

Bhu
2011-01-19, 02:33 AM
Size wise its large, but its estimated weight was only 200-250 lbs so you could go either way.

hamishspence
2011-01-19, 07:54 AM
15 ft long would not be too problematic for a Medium creature- it could smack everything within 5 ft of its Space with its tail, bite or butt everything within 5 ft of its Space with its head- and (if low and light) still work out.

A donkey is Medium. Stood next to a donkey, with its four feet roughly where the donkey's hooves are when seen from the side, would the ceratopsian's head project significantly further forward than a donkey's head would if the donkey's neck was at full stretch?

And would it's back be significantly higher?

(Also, I think Protoceratops is Medium in Sandstorm, despite its high weight- and may be comparable).

LOTRfan
2011-01-19, 09:21 PM
Does this image help the decision at all?

http://www.rareresource.com/photos/dinosaur-gallery/zuniceratopse.jpg

Yeah, I think I may change the stats to fit those of a medium creature.

I am thinking of leaving my current dino plan for a while to create Muttaburrasaurus, a unique dinosaur that may have had a hollow muzzle, having two air-bubbles were the nostrils should be.

Dire Moose
2011-01-20, 01:04 AM
Speaking of ceratopsians, I would use a fairly simple formula for creating a centrosaurine (e.g. Monoclonius, Centrosaurus, Styracosaurus, anything with a long nose horn):

Take a Rhinoceros, increase its Gore base damage by one size category (centrosaurines have longer horns than your average rhino) and give it +3 to its natural armor bonus (for the frill and scales). Most centrosaurines are about the same size as rhinos, so there shouldn't be a problem.

hamishspence
2011-01-20, 11:56 AM
Thing is, D&D Rhinos are Large, but the biggest real rhinos (White Rhino, Great Indian Rhino) are heavy enough (over 4000 pounds), and possibly long enough from nose to base of tail (16 ft) to fit into the Huge category.

So the larger centrosaurines might be closer to Huge (advanced) rhinos.

Aside from that, yes, the rhino might be a good place to start when statting them out.

Jarrick
2011-01-20, 03:22 PM
I dont think nailing the exactly perfect size catagory for each and every one of these is going to be the key that will make or break this project. LOTRFan, just go with what seems most appropriate, and if anyone doesnt think its right, they have the books to increase or decrease the size themselves.

hamishspence
2011-01-20, 04:30 PM
True- generic descriptions "Large Centrosaurine" "Huge Centrosaurine" might help avoid such issues, though.

LOTRfan
2011-01-22, 01:49 PM
Hey, sorry it took so long for me to post. I wanted to come up with a cool ability for the Muttaburrasaurus' trumpeting calls. I spent some time researching, and I learned that some animals (such as Elephants and possibly Parasaurolophus) could actually scramble the brainwaves of attackers by using extremely low-frequency noises. Unfortunately, neither animals have this ability in their D&D statistics, so I made it a feat.

http://www.abc.net.au/science/ozfossil/img/northern/mutta_a.jpg

Muttaburrasaurus
Huge Animal
Hit Dice: 9d8+18 (58 hp)
Initiative: -2
Speed: 30 ft.
Armor Class: 18 (+12 natural, -2 Size, -2 Dex), touch 6, Flatfooted 18
Base Attack/Grapple: +6/+22
Attack: Stamp +16 melee (2d6+8 damage)
Full Attack: 2 Stamps +16 melee (2d6+8 damage)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample
Special Qualities: Lowlight vision, Darkvision 60 ft., scent
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 26, Dex 7, Con 15, Int 1, Wis 8, Cha 6
Skills: Listen +11, Hide -10
Feats: Trumpeting Defense, Crush*, Improved Scent*, Stamp*
Environment: Temperate Plains
Organization: Solitary or herd (6-20)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 10-18 HD (Huge); 19-27 HD (Gargantuan)
Level Adjustment: -----
*Savage Species

A huge reptilian creature lumbers forward on two legs. It noisily gets up on two legs and clumsily eats the leaves of the tall trees. Flaps of skin on their nose expand as it makes several loud noises.

Muttaburrasaurs are bizarre creatures that seem to be a mash of many creatures. While obligate herbivores, Muttaburrasaurs have been known to trample and consume smaller animals when desperate. While usually walking on four legs, Muttaburrasaurs often pick up their forelegs to run in a bipedal manner. Despite these odd seeming-contradictions, the Muttaburrasaurus is best known for its odd nose. The nose has two flaps of skin over the nostrils that seem to inflate when breathing outward. This creates a trumpeting noise that can be heard from over a mile away, and allows herd members to keep track of each other’s locations. Muttaburrasaurs are adapted to live in cool weather, and can thrive in places where the sun doesn’t shine for weeks at a time.

Combat
Despite their awkward appearance, Muttaburrasaurs are more than capable of fighting off larger foes. Many use their stamp ability to make their foes fall over before pinning them down to crush them.

Trample (Ex): As a full round action, a Muttaburrasaurus may move at twice its speed and literally run over any creature in its path. Any creature that has all its squares ran over by the Muttaburrasaurus must make a Reflex save (DC 22), or take 2d6+12 damage. DC is strength based.


-----------------------------------------------------------------------------
Trumpeting Defense [Monstrous]
Creatures with inborn sonic ability may, when working with others of their kind, use it to defend themselves.
Prerequisites: Animal Vermin or Magical Beast type, ability to produce extremely loud sounds.
Benefits: When a creature with this feat is adjacent to others of its kind, they all may use their trumpeting sounds as a full round action. All creatures within 30 ft. must make a Will save (DC 10 + ½ creature’s HD + number of others participating), or take 1d4 points of nonlethal sonic damage (add an extra die for every member after the first two; 3 working together would cause 2d4 damage, for example) and be dazed for 1d4 rounds as they recollect themselves.

LOTRfan
2011-01-22, 03:09 PM
http://www.wikidino.com/wp-content/uploads/Nothronychus-lesdinos.free_.fr_.jpg

Nothronychus
Huge Animal
Hit Dice: 12d8+36 (90 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 13 (+3 natural, -2 size, +1 Dex, +1 Dodge), touch 10, flat footed 11
Base Attack/Grapple: +9/+23
Attack: Claw +15 melee (2d8+6 damage)
Full Attack: 2 Claws +15 melee (2d8+6 damage)
Space/Reach: 15 ft./15 ft.
Special Attacks: Knockback
Special Qualities: Lowlight vision, scent
Saves: Fort +11, Ref +9, Will +8
Abilities: Str 23, Dex 13, Con 16, Int 2, Wis 18, Cha 1
Skills: Listen +6, Spot +21
Feats: Power Attack, Dodge, Alertness, Cleave, Great Cleave
Environment: Warm forests
Organization: Solitary
Challenge Rating: 6
Advancement: 13-24 HD (Huge), 25-36 HD (Gargantuan)
Level Adjustment: -----

A huge, potbellied creature lumbers from behind a bushel of trees. It is covered in feathers, which is a combination of gray and brown. Razor sharp claws line their hands.

Nothronychus is an enigma. Despite its rather awkward appearance, Nothronychus is a dangerous combatant. It has razor sharp claws capable of flaying a human alive, yet it is a herbivore. It is a docile creature, but when attacked is capable of taking down a full pack of Deinonychus. Nothronychus is descended from carnivores, that slowly evolved into omnivores and, finally, herbivores like Nothronychus. Its very appearance is known to confuse other animals, who can't quite figure out if Nothronychus is predator or prey.

Combat
Nothronychus rarely enters combat, but when it does, it slaughters its enemies without remorse. Even the most intimidating predators hesitate to attack this massive beast.

Knockback (Ex): When Nothronychus hits a target at least two size categories smaller than itself with its claw attack, it may shove the target back 1d3 x 5 feet. If this causes the target to collide with another creature, both take 1d6 damage.

Bhu
2011-01-22, 06:02 PM
As a dino fan I must hug you :smallcool:

LOTRfan
2011-01-22, 10:21 PM
As a dino fan I must hug you :smallcool:

I thought you might like Nothronychus. You said you wanted bizarre dinosaurs, and nothing gets more bizarre than a potbellied herbivore with claws strong enough to behead an adult human. :smallbiggrin:

Unfortunately, I am too tired/lazy to finish this right now, and it will be completed tomorrow.

Blynkibrax
2011-01-24, 09:14 PM
If you want to something a bit more unusual, I've got an idea for some more esoteric dinosaurs for you, LOTRfan.

What about these fellas? :smallwink:

http://t2.gstatic.com/images?q=tbn:ANd9GcRNMJZsoadWk8Te5sUL4C9bOCnmJyvB9 5C-8N3QAqNuxiSUhsXt&t=1
Bulbasaur, Ivysaur, Venusaur

I'm thinking they'd be magical beasts, sizes Tiny, Small and Huge, respectively. Pretty tough, probably some kind of obscene reach from their vine whip attacks... :smallwink:

LOTRfan
2011-01-25, 10:35 AM
I could see them as magical beasts, but, unfortunately, I have never really watched/played anything dealing with pokemon, so I am not qualified to homebrew them. Sorry. :smallfrown:

Nothronychus is done. Very interesting indeed, because this was the first bird-like dinosaur discovered to be a herbivore.

Up next: Pachycephalosaurus!

Bhu
2011-01-26, 03:44 AM
brutal head mashin' fury time :smallbiggrin:

LOTRfan
2011-01-26, 03:00 PM
http://upload.wikimedia.org/wikipedia/commons/6/6a/Dracorex_BW.jpg

Dracorex
Large Animal
Hit Dice: 6d8+30 (57 hp)
Initiative: +5
Speed: 50 ft.
Armor Class: 18 (+8 natural, +1 Dexterity, -1 size), touch 11, flatfooted 17
Base Attack/Grapple: +4/+15
Attack: Headbutt +11 melee (1d8+7 damage)
Full Attack: Headbutt +11 melee (1d8+7 damage)
Space/Reach: 10 ft./5 ft.
Special Attacks: Powerful Charge, Frightful Presence
Special Qualities: Lowlight vision, scent
Saves: Fort +10, Ref +6, Will +2
Abilities: Str 24, Dex 13, Con 21, Int 1, Wis 11, Cha 13
Skills: Spot +9
Feats: Improved Initiative, Weapon Focus (Headbutt),
Environment: Warm Deserts
Organization: Solitary, Pair, or Pack (4-6)
Challenge Rating: 5
Treasure: None
Alignment: Always Neutral
Advancement: 7-12 HD (Large); 13-18 HD (Gargantuan)
Level Adjustment: -----

A sleek, tan biped walks across the dunes. Its head is surrounded by a crown of horns, and the head itself seems to be a thick layer of bone.

Dracorexes are large creatures who look similarly to to Pachycephalosaurs, to whom they are closely related. Unlike their slightly tougher cousins, Dracorexes live in warm plains. They feast off the undergrowth of various plants, wandering from place to place. Dracorexes are particularly terrifying in combat, where their hard bony heads can shatter bones with ease.

Combat
Dracorex charge first, hoping to break the bones of their enemies and disable them. They work together against larger predators. They take special care not to harm their bony skulls, and flee if required.

Power Charge: A Dracorex typically begins a battle by charging at an opponent, lowering its head to bring its bony skull into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single headbutt attack with a +11 attack bonus that deals 2d8+14 points of damage.

Frightful Presence (Ex): When a Dracorex charges at its foe, it does so with such terrifying efficiency that all creatures within 30 ft. must make a will save (DC 14), or be shaken for 5d6 rounds.

LOTRfan
2011-01-26, 05:20 PM
Pachycephalosaurus came out pretty nicely, if I do say so myself. And for a CR 4 critter, its Power Charge is extremely effective against those pesky spellcasters. :smallamused:

Up next is Microraptor, the tiny terror!

LOTRfan
2011-01-26, 05:56 PM
http://www.nhm.ac.uk/resources/nature-online/life/dinosaurs/dino-directory/drawing/Microraptor.jpg

Microraptor
Tiny Animal
Hit Dice: 1/2d8 (2 hp)
Initiative: +10
Speed: 30 ft.
Armor Class: 17 (+6 Dex, +1 natural), touch 16, flat footed 11
Base Attack/Grapple: +0/-8
Attack: Talon +8 melee (1d3 damage)
Full Attack: 2 Talons +8 melee (1d3 damage)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: -----
Special Qualities: Lowlight vision, scent
Saves: Fort +2, Ref +8, Will +2
Abilities: Str 11, Dex 23, Con 10, Int 2, Wis 14, Cha 12
Skills: Hide +14, Jump +8
Feats: Improved Initiative, Weapon Finesse(B)
Environment: Warm Forests
Organization: Solitary, Pair, or Pack (3-4)
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: 1-2 HD (Tiny)
Level Adjustment: -----

A small, brightly feathered dinosaur jumps from branch to branch in the trees above. It seems to have four wings, feathers being on both the arms and legs.

Microraptors are small birds of prey that seem to almost glide through the air. Their seemingly docile appearance is a mask for the vicious little killer. Although they usually eat insects, a small group is all that is necessary to take down the average human.

Combat
Microraptors prefer to jump down onto their prey, using their minuscule talons to rip apart enemies. They generally do this only to protect their territory. For the most part, they are insectivores.

Skills: The Microraptor's wings give it a +4 bonus to jump checks.

Feats: Microraptors gain Weapon Finesse as a bonus feat.

As Familiars
Wizards and Sorcerers who want an ally that will usually be underestimated by foes often spring for the Microraptor. Microraptors give their masters a +3 bonus to hide checks.

LOTRfan
2011-01-26, 11:06 PM
Microraptor is done. Just two of those little suckers is all it takes to take down a 1st level Wizard in the first round of combat.

Up next

http://permastoreom6.files.wordpress.com/2010/06/epidendrosaurus800pn0.jpg

Epidendrosaurus
Diminutive Animal
Hit Dice: 1/2d8 (2 hp)
Initiative: +3
Speed: 20 ft., Climb 20 ft.
Armor Class: 19 (+4 size, +3 Dex, +2 natural), touch 17, flatfooted 16
Base Attack/Grapple: +0/-11
Attack: Bite +5 melee (1d6+1 damage)
Full Attack: Bite +5 melee (1d6+1 damage)
Space/Reach: 1 ft./0 ft.
Special Attacks: -----
Special Qualities: Lowlight vision, scent
Saves: Fort +2, Ref +5, Will +4
Abilities: Str 13, Dex 16, Con 10, Int 2, Wis 18, Cha 11
Skills: Climb +13, Listen +6, Spot +6
Feats: Alertness
Environment: Warm Forests
Organization: Solitary
Challenge Rating: 1/4
Treasure: None
Alignment: Always Neutral
Advancement: 1-2 HD (Diminutive)
Level Adjustment: -----

A small creature can be seen climbing in the branches above. What truly distinguishes this little dinosaur from the lizards surrounding it is its bright feathers and elongated third finger.

Epidendrosaurus is a small, raptor-like reptile adapted for arboreal life. It lives in the trees of the jungles, out of sight and reach of the large predators that prowl the forest floor. Epidendrosaurs have a most unusual trait, an elongated third finger used for climbing. It is twice the length of the other two fingers, but it is used as a delicate tool, and thus unusable in combat. Epidendrosaurs also have the bones of their jaws fused together, a trait also shared by Oviraptors, which allows them to bite down with the power of an animal several times larger than itself.

Combat
Epidendrosaurs rarely enter combat, as no predators can reach them and their prey are mundane insects. Still, territorial disputes do occur, and the resulting fights can become brutal as they try to kill one another with their vicious bone-crunching jaws.

As a Familiar
Epidendrosaurs are excellent familiars for wizards who are inclined to live by (or in) the massive trees in the jungles Epidendrosaurs inhabit. They grant their master a +3 bonus to Climb checks.

An Enemy Spy
2011-01-26, 11:11 PM
This may have already been said (didn't read every post) but the Dilophosaurus was not twenty feet long. Closer to ten feet.

LOTRfan
2011-01-26, 11:16 PM
Which subspecies are you talking about? The stats are modeled after Dilophosaurus wetherilli.

http://upload.wikimedia.org/wikipedia/commons/2/2f/Dilophosaurus_scale.png

An Enemy Spy
2011-01-26, 11:25 PM
Which subspecies are you talking about? The stats are modeled after Dilophosaurus wetherilli.

http://upload.wikimedia.org/wikipedia/commons/2/2f/Dilophosaurus_scale.png

Never mind. Just did the math and 20 feet is about right. It just doesn't seem that long in the picture.

LOTRfan
2011-01-26, 11:26 PM
Okay. Well, thanks for the input. Glad to see someone is checking to be sure the measurements are right. :smallsmile:

Speaking of making corrections do to size,


If I may make a suggestion...

I've seen casts of the Zuniceratops material, and it's closer to Medium than Large size. If you want a Large ceratopsian with long brow horns, I'd suggest Chasmosaurus myself.

Dire Moose, you are correct. It took me a while, but I found a size comparison comparing Zuniceratops to a human.

http://upload.wikimedia.org/wikipedia/commons/7/73/Zuniceratops_-_human_size_01.JPG

I'll change the size to medium and make adjustments accordingly.

LOTRfan
2011-01-27, 09:08 AM
I know I said Epidedosaurus was next, but I'm finally done with the revised Azuvidexus stats.

http://www.wizards.com/dnd/images/DnD_AprilRE_4_vb3289.jpg

Azuvidexus, The Ravenous Maw
Gargantuan Outsider (Augmented Animal, Native)
Hit Dice: 37d8+987; Hit Points: 1,283
Initiative: +10
Speed: 150 ft. (30 squares), Fly 150 ft. (average)
Armor Class: 41 (-4 size, +1 Dex, +10 natural, +12 Insight, +12 Luck), touch 31, Flatfooted 40
Base Attack/Grapple: +27/+56
Attack: Bite +59 melee (4d6+37), or Claw +59 melee (2d8+37 damage)
Full Attack: Bite +59 melee (4d6+37), and 2 Claws +59 melee (2d8+37 damage)
Space/Reach: 20 ft./15 ft.
Special Attacks: Swallow Whole, Improved Grab, Smite Good, Spell-like abilities
Special Qualities: Scent, Lowlight vision, darkvision 60 ft., immunity to poison, resistance to acid cold electricity 10, Resistance to fire 20, Spell Resistance 52, Damage Reduction 10/epic, Fast Healing 20, deathly palor
Saves: Fort +45, Ref +40, Will +32
Abilities: Str 55, Dex 31, Con 32, Int 33, Wis 30, Cha 27
Skills: Listen +60, Spot +60, Intimidate +58, Knowledge (Local) +61, Sense Motive +28
Feats: Toughness (3), Alertness, Improved Natural Attack (Bite), Track, Improved Toughness, Run, Energy Resistance (Fire)
Epic Feats: Epic Toughness (3), Epic Speed, Epic Fortitude
Environment: The Crawling Jungle
Organization: Solitary
Challenge Rating: 34
Treasure: Standard
Alignment: Chaotic Evil

A gargantuan Tyrannosaurus storms out of the tainted jungle to the south. As if that wouldn’t be intimidating enough, this creature is obviously different from its lesser kin. Huge, bat-like wings unfurl from its back, and sharp black horns extrude from its unnaturally red skin. This creature is nearly twice as large as a usual specimen.

The creature originally called Azuvidexus was once a demon lord of N’gharl, although this monster has been dead for over three hundred years. No one remembers his true form. Some say he was a very powerful Miquot Demon, while others say he was a semi-undead Spinogloth (fulfilling N’gharl’s trinity of dinosaur-like Obyriths, one for the land, sky, and sea). Whatever the case, in his original full-blood demon incarnation, he is remembered as a rival of Demogorgon who died when the Prince of Demons showed how ruthless he really was.

After his layer was pulled from the Abyss, Azuvidexus was imprisoned with the rest of its inhabitants in the “N’gharl Seed” now condensed to the size of a human head. It eventually made its way to the Material Plane, where it landed on the jungle island of the Sauric Isles. There, a starving Tyrannosaur (driven insane by a brain worm infestation), took a bite out of the seed, and released its demonic energies. The creature was overwhelmed, and it merged with Azuvidexus. Both creatures were destroyed in this merging, and a newer, larger monstrosity was made. This creature had the same basic shape of the Tyrannosaur, but with many demonic features. All of Azuvidexus’ memories were lost, and only the Tyrannosaur’s memories survived. Azuvidexus’ basic personality and intelligence was transferred in this merging however, and now this creature constantly conflicts between the natural and supernatural forces in its psyche.

Azuvidexus resents his time as an unintelligent animal, and although he does not remember why, he feels a burning desire to expand his territory as much as possible. This puts him into conflict with all nearby races, except for a select few who worship him as a god. He is at war with Demogorgorn, who he hates with a passion, although he cannot figure out why. His old allies, Dinogloth and Pterragloth, are also his enemies. They hate the reincarnated Azuvidexus, seeing him as nothing more than a shell of the true demon. Azuvidexus can be found wandering any corner of N’gharl, and most who see him don’t last long enough to talk about it.

Combat
Azuvidexus is rather straight forward in combat; it hunts animals and their fiendish variants when hungry, and attack humanoids (unless a member of his cult) on sight.

Deathly Pallor (Ex): Although he may not appear so, Azuvidexus is slowly rotting from the inside out. This is believed to be occurring because of Azuvidexus’ original, semi-undead state. Azuvidexus has all the abilities and immunities of the Undead Type, but none of it's weaknesses (i.e. he is not mindless or subject to Turn Undead or abilities that specifically affect only Undead). It is somewhere between being an Obyrith and an Undead.

Spell-like Abilities: 1/day- Desecrate, Unholy Blight (DC 22), Contagion (DC 21), Blasphemy (DC 25), Unhallow, Horrid Wilting (DC 26), Summon Monster IX (fiends and fiendish reptiles only), Destruction (DC 25). 3/day- Darkness, Poison (DC 22), Unholy Aura (DC 26). Caster Level 52nd. 3/day- Greater Dispel Magic, Haste (DC 21), See Invisibility. Caster Level 15th.

Smite Good (Su): Once per day, Azuvidexus can smite a good creature, dealing 20 points of extra damage.

Improved Grab (Ex): To use this ability, a tyrannosaurus 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 tyrannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 3d6+13 points of bludgeoning damage and 13 points of acid damage per round from the tyrannosaurus’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 50 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.
Azuvidexus’ gizzard can hold 4 Medium, 16 Small, 64 Tiny, or 256 Diminutive or smaller opponents.

Spout Demon (Su): The majority of the N’gharl Seed can still be found in Azuvidexus’ gullet, slowly burning his insides into an undead monstrosity. By concentrating as a full round action, Azuvidexus may actually vomit up demons. There is a 10% chance of vomiting a Balor, a 30% chance of vomiting a pack of 4d6 Dretches, a 10% chance of vomiting 1d2 Mariliths, and a 20% chance of vomiting 1d6 Miquots. These demons are not summoned, but called.

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

Bhu
2011-01-28, 03:16 AM
Aw he has cute lil bat wings :smallcool:

LOTRfan
2011-01-28, 05:50 PM
At this point, I have four dinosaurs left on the initial list of creatures to complete (not including Epidendrosaurus, which will be completed later today/tomorrow). Barring any more requests (which I'd still be happy to do :smallsmile:) between now and the completion of the final dinosaur (Kosmoceratops), that will be the end of this project (and, at that point, we will in fact have more dinosaur species done than Isla Nublar and Isla Sorna combined).

So, any requests for items/feats/dinosaurs/other monsters?

LOTRfan
2011-01-29, 08:51 AM
Epidendrosaurs are done. Up next, Pyroraptor.

LOTRfan
2011-01-29, 09:19 AM
http://images4.wikia.nocookie.net/__cb20090828163754/dinosaurs/images/f/ff/Pyroraptor.jpg

Pyroraptor
Small Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +3
Speed: 40 ft.
Armor Class: 18 (+2 size, +3 Dex, +3 natural), touch 15, flatfooted 15
Base Attack/Grapple: +2/+0
Attack: Talons +6 melee (1d6+2 damage)
Full Attack: Talons +6 melee (1d6+2 damage), and 2 foreclaws +4 melee (1d2+1 damage), and bite +4 melee (1d6+1 damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce
Special Qualities: Lowlight vision, scent, slight build
Saves: Fort +5, Ref +6, Will +2
Abilities: Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 12
Skills: Hide +23, Spot +9, Survival +13
Feats: Multiattack, Disembowel
Environment: Warm Forests
Organization: Solitary, pair, or Pack (3-6)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 4-6 HD (Small)
Level Adjustment: -----

A small pack of creatures are consuming a nearby Igaunodon. Their tan faces and red feathers are smeared with blood.

Pyroraptors are agile dromeosaurids closely related to Deinonychus and Epidendrosaurus. These extremely aggressive predators have been known to attack well-armed travelers and much larger dinosaurs alike. Unlike most dinosaurs, Pyroraptors have been known to form packs with other species of dromeosaurids. It is believed that this survival strategy is what has allowed them to prosper.

Combat
Pyroraptors tend to try to jut their prey alive, trying to end combat as soon as possible. If they find that their enemies are extremely resilient, they flee, only to return later to engage in hit and run tactics.

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

Slight Build (Ex): The physical stature of pyroraptors lets them function in many ways as if they were one size category smaller. Whenever a pyroraptor is subject to a size modifier or special size modifier for an opposed check (such as Hide), the pyroraptor is treated as one size smaller if doing so is advantageous to the character. A pyroraptor is also considered to be one size smaller when "squeezing" through a restrictive space. A pyroraptor can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a pyroraptor remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Skills: A pyroraptor has a +8 racial bonus on Hide, Spot, and Survival skills.

LOTRfan
2011-01-29, 09:41 AM
http://fc05.deviantart.net/fs49/f/2009/209/7/6/Fire_Raptor_by_hellraptor.jpg

Elemental Pyroraptor
Small Magical Beast (Fire, Extraplanar)
Hit Dice: 3d10+6 (22 hp)
Initiative: +3
Speed: 40 ft.
Armor Class: 18 (+2 size, +3 Dex, +3 natural), touch 15, flatfooted 15
Base Attack/Grapple: +3/+1
Attack: Talons +7 melee (1d6+2 damage)
Full Attack: Talons +7 melee (1d6+2 damage), and 2 foreclaws +5 melee (1d2+1 damage), and bite +5 melee (1d6+1 damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce, Fire Feathers
Special Qualities: Lowlight vision, scent, slight build, immunity to fire, vulnerability to cold
Saves: Fort +5, Ref +6, Will +2
Abilities: Str 15, Dex 17, Con 15, Int 4, Wis 12, Cha 12
Skills: Hide +23, Spot +9, Survival +13
Feats: Multiattack, Disembowel
Environment: Elemental Plane of Fire
Organization: Solitary, pair, or Pack (3-6)
Challenge Rating: 3
Treasure: None
Alignment: Usually Neutral
Advancement: 4-6 HD (Small)
Level Adjustment: -----

A smoking, flaming feathered raptor emerges from the smoke surrounding it. It shrieks nastily, and three flaming feathers whiz buy and lodge themselves into your ally.

Elemental Pyroraptors are voracious creatures native to the burning plains of the Elemental Plain of Fire. This special breed of pyroraptor was taken by the Efreet centuries ago to be trained as attack dogs (which is where the pyroraptors got their name, fire stealer). These creatures were bred to become more intelligent and resistant to the dangers of their new home.

Fore the most part, Elemental Pyroraptors are now feral, running free in the burning flats that surround the City of Brass. It is not rare to see the occasional noble efreet with an attack raptor or two.

Combat
Elemental Pyroraptors generally fire their flaming feathers first, allowing their foes to fry for a while. After a while, they charge, slashing their prey and burning them to a crisp.

Fire Feathers (Ex): Elemental Pyroraptors are covered in feathers composed of living flame. Whenever it uses its natural attacks (or is hit by a foe with a light or natural melee weapon), the enemy takes an additional 1d6 fire damage. Three times per day, the Pyroraptor may launch a bushel of the feathers like flaming artillery, and with a successful ranged touch attack, deal 1d6 fire damage, and must succeed on a reflex save (Dc 15), or catch fire.

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

Slight Build (Ex): The physical stature of pyroraptors lets them function in many ways as if they were one size category smaller. Whenever a pyroraptor is subject to a size modifier or special size modifier for an opposed check (such as Hide), the pyroraptor is treated as one size smaller if doing so is advantageous to the character. A pyroraptor is also considered to be one size smaller when "squeezing" through a restrictive space. A pyroraptor can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a pyroraptor remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Skills: A pyroraptor has a +8 racial bonus on Hide, Spot, and Survival skills.

Bhu
2011-01-29, 05:09 PM
sweeet :smallcool:

LOTRfan
2011-02-01, 05:15 PM
Elemental Pyroraptors are done. Up next is Amargasaurus, speculated to have a double back sail.

I have decided that once I am done with the creatures, I'll expand the grafts a little. I already have two in mind. I want to finish this project before I move onto the Demi-Plane of Oz.

LOTRfan
2011-02-01, 08:01 PM
I know I said Amargasaurus was next, but I realized that there was no Primal Magma Paraelemental, and how could I resist? Perfect for dropping into primeval volcanoes of any campaign world. :smallbiggrin:

This took me about an hour to make. This is why I love elementals, they are the easiest epic monsters to make. For more information on these beasts and their lesser kin, look at the Magma Paraelemental entry in the Planar Handbook.

http://fc03.deviantart.net/fs50/i/2009/306/b/3/Fire_Elemental_by_Amisgaudi.jpg

Primal Magma Paraelemental
Colossal Elemental (Fire, Earth, Extraplanar)
Hit Dice: 64d8+854 (1,142 hp)
Initiative: +7
Speed: 20 ft.
Armor Class: 49 (+48 natural, -8 size, -1 Dex), touch 1, flatfooted 49
Base Attack/Grapple: +48/+80
Attack: Slam +58 melee (4d10+16 damage 19-20/x2)
Full Attack: 2 Slams +58 melee (4d10+16 damage 19-20/x2)
Space/Reach: 30 ft./30 ft.
Special Attacks: Burn
Special Qualities: Elemental Traits, Damage Reduction 15/---, Spell Resistance 42
Saves: Fort +36, Ref +18, Will +26
Abilities: Str 43, Dex 8, Con 31, Int 4, Wis 13, Cha 13
Skills: Listen +33, Spot +34
Feats: Cleave, Great Cleave, Improved Bullrush, Improved Critical (Slam), Improved Sunder, Power Attack, Weapon Focus (Slam), Improved Toughness, Iron Will, Improved Initiative
Epic Feats: Overwhelming Critical, Epic Toughness (x5), Epic Prowess (x4), Epic Will, Superior Initiative
Environment: Elemental Planes of Fire and Earth
Organization: Solitary
Challenge Rating: 35
Treasure: None
Advancement: 65-288 HD (Colossal)
Level Adjustment: -----

A colossal mound of smoldering rock ascends from the lava flow below. Two tiny eyes can be seen in its primeval body.

Primal Magma Paraelementals are the most powerful of their kind.

Burn (Ex): Those grappled by a Magma Paraelemental or those hit with its slam attack must make a Reflex save (DC 52), or catch fire. This fire burns for 1d4 rounds. A burning creature can take a move-equivalent action to put out the flame. Creatures hitting a magma paraelemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch fire unless they succeed at a Reflex save. The DC is Constitution-based. Creatures hitting a magma paraelemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.

LOTRfan
2011-02-01, 08:22 PM
After much internal debate on whether Amargasaurus should have back-sails or not, I've decided to add them in.

http://www.wikidino.com/wp-content/uploads/Amargasaurus-1.jpg

Amargasaurus
Large Animal
Hit Dice: 15d8+150 (217 hp)
Initiative: -1
Speed: 30 ft.
Armor Class: 19 (+11 natural, -1 size, -1 Dex), touch 8, flatfooted 19
Base Attack/Grapple: +11/+18
Attack: Stamp +9 melee (1d6+1 damage)
Full Attack: 2 Stamps +19 melee (1d6+1 damage)
Space/Reach: 20 ft./15 ft.
Special Attacks: Trample, Spine Sails
Special Qualities: Scent, lowlight vision
Saves: Fort +18, Ref +8, Will +5
Abilities: Str 16, Dex 8, Con 28, Int 1, Wis 11, Cha 7
Skills: Listen +18
Feats: Improved Toughness, Rancid Smell, Overpowering Stench, Great Fortitude, Power Attack, Iron Will
Environment: Warm Forests
Organization: Herd (5-18)
Challenge Rating: 14
Treasure: None
Alignment: Always Neutral
Advancement: 15-20 (Large); 21-45 (Huge)
Level Adjustment: -----

A massive quadrupedal lizard can be found meandering among the trees and dung heaps. Two massive sails align on its back.

Amargasaurus is a thirty foot long herbivore. Living in the most sparse parts of forests, Amargasaurs slowly move from tree to tree, consuming food. Amargasaurs are mostly differentiated from other quadrupeds by their twin sail running down their spine. These sails are flaps of skin held together by spikes. The sails themselves seem to be more of a temperature regulator than a combat tool.

Combat
Amargasaurs are not true combatants. For the most part, they just clumsily stomp on any foes. For the most part, however, their disgusting odor is enough to keep prey at bay.

Trample (Ex): As a full-round action, an Amargasaurus with can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature 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. If a target’s space is larger than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. Those subject to the attack must make a Reflex save (DC 23), or take 2d6+12 damage.

Spine Sails (Ex): An Amargasaurus has a set of two fleshy sails rolling down their back. While for the most part not suitable for combat, creatures of Gargantuan size or larger who try to grapple with the Amargasaurus lose their size bonus to the roll, as it is difficult to pin down the creature when the spines get in the way. Such creatures take 1d4 piercing damage if they lose the grapple.

------------------------------------------------------------------------
Rancid Smell [Monstrous]
Some creatures wallow in their own feces, lessening their appeal to predators.
Prerequisites: Animal Vermin or Magical Beast subtype, Large Size or Larger
Benefits: Foes that come within 30 ft. of the creature must make a Fortitude save (DC 10 + 1/2 HD + Con modifier), or be sickened for a number of rounds equaling 1/2 the creature's HD (minimum 1). Creatures who make the save are immune to the stench for 24 hours.

Overpowering Stench [Monstrous]
Some creatures have even more disgusting smells than others of their kind.
Prerequisites: Rancid Smell or natural Stench ability.
Benefits: Whenever the creature's stench-based ability comes into play, all creatures within the designated radius must make a Fortitude save (DC 10 + 1/2 HD + Con modifier), or be nauseated for a number of rounds equaling 1/4 the creature's HD (minimum 1). If the stench ability lasts longer than the amount given, anyone who failed the saves act sickened for the remaining rounds.

LOTRfan
2011-02-01, 10:04 PM
Just another Magma Paraelemental, to finish up the categories (why is it that WotC never published Gargantuan elementals? :smallconfused:)

Tiny Magma Paraelemental
Tiny Elemental (Fire, Earth, Extraplanar)
Hit Dice: 1d8+1 (5 hp)
Initiative: -2
Speed: 20 ft.
Armor Class: 14 (+4 natural, +2 size, -2 Dex), touch 10, flat footed 14
Base Attack/Grapple: +0/-7
Attack: Slam +2 melee (1d4+1 damage)
Full Attack: 2 Slams +2 melee (1d4+1 damage)
Space/Reach: 2 ½ ft/0 ft.
Special Attacks: Burn
Special Qualities: Elemental Traits
Saves: Fort +3, Ref -2, Will +0
Abilities: Str 15, Dex 6, Con 13, Int 4, Wis 11, Cha 11
Skills: Listen +2, Spot +2
Feats: Power Attack
Environment: Elemental Planes of Fire and Earth
Organization: Solitary
Challenge Rating: ½
Treasure: None
Advancement: -----
Level Adjustment: -----

A tiny glob of molten rock crawls forward, burning the floor under it.

These paraelementals are the weakest of its kind.

Burn (Ex): A magma paraelemental’s slam attack deals bludgeoning damage plus fire damage from the paraelemental’s flaming body. Those hit by a magma paraelemental’s slam attack also must succeed on a Reflex save (DC 10) or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution-based. Creatures hitting a magma paraelemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.

Bhu
2011-02-02, 02:58 AM
http://geeks.thedailywh.at/2011/02/01/geek-news-new-dinosaur-of-the-day/

of possible interest

Debihuman
2011-02-02, 06:30 AM
These are awesome dinosaurs. And the stat blocks look great too.

It looks like Weapon Finesse should be a bonus feat for Microraptor. [I know I'm picking nits -- I apologize for that].

Debby

LOTRfan
2011-02-02, 06:52 AM
These are awesome dinosaurs. And the stat blocks look great too.

It looks like Weapon Finesse should be a bonus feat for Microraptor. [I know I'm picking nits -- I apologize for that].

Debby

Thank you. I listed it as a bonus feat in the combat section, I thought I put the "(B)" in the stat block.


http://geeks.thedailywh.at/2011/02/01/geek-news-new-dinosaur-of-the-day/

of possible interest

I'll add it to the list. :smallsmile:

Did you hear about the recent dinosaur fossils found in New Mexico?

Apparently, the creatures died 70,000 years after the K-T extinction event.

Bhu
2011-02-02, 07:34 AM
I hadn't heard about that but I'll definitely be looking it up!

AtlanteanTroll
2011-02-02, 08:18 AM
I have a request for when you finish your current list. Please make Dracorex hogwartsia .

Please?

LOTRfan
2011-02-02, 05:17 PM
I hadn't heard about that but I'll definitely be looking it up!

DailyTech (http://www.dailytech.com/Study+Shows+Dinosaurs+Lived+700000+Years+After+Mas s+Extinction+/article20784c.htm) and the Telegraph (http://www.telegraph.co.uk/science/dinosaurs/8288863/Dinosaurs-survived-for-at-least-700000-years-after-meteorite-collision.html) both wrote articles on the Hadrosaur.


I have a request for when you finish your current list. Please make Dracorex hogwartsia .

Please?

I'll admit, I didn't think that was a real dinosaur when I first read it. Definitely added to the list.

Okay, current list is:
Amargasaurus (to be completed)
Tuojiangosaurus
Kosmoceratops
Chulhulhusaurus Rex
Titanoceratops
Dracorex Hogswartsia
Magma Paraelementite Swarm
Guanlong Jaw (Graft)
Raptor Talons (Graft)
Protoceratops Frill (Graft)
Bezoar (freaky BtVS prehistoric parasite)

LOTRfan
2011-02-02, 07:19 PM
Finished the Amargasaurus. You know you've hit an all time low when you homebrew feats that give creatures bonuses by wallowing in their own feces. :smalltongue:

In all seriousness, though, I came across this when watching Clash of the Dinosaurs. Apparently, this is a real life survival strategy used by many lumbering quadrupeds, including cows and hippopotami.

Bhu
2011-02-03, 06:07 AM
http://grimreviews.blogspot.com/2011/02/cthulhusaurus-rex.html

Here's one for ya LOTR :D

LOTRfan
2011-02-03, 05:08 PM
I'm really tempted to put this at the top of the list. To be fair, though, I'll put it between Atlantean's request and the grafts.

Do you want it as a BBEG, or a race/species of freaks?

Also, Dinogloth doesn't have any feats listed. Was that intentional?

EDIT: Over 2,000 views!

LOTRfan
2011-02-03, 06:45 PM
http://static.howstuffworks.com/gif/dinosaur-images-066-resize.jpg

Tuojiangosaurus
Large Animal
Hit Dice: 13d8+39 (97 hp)
Initiative: -1
Speed: 30 ft.
Armor Class 18 (+10 natural, -1 size, -1 Dex), touch 8, flatfooted 18
Base Attack/Grapple: +9/+18
Attack: Tail swipe +14 melee (1d10+5 damage)
Full Attack: Tail swipe +14/+10 melee (1d10+5 damage)
Space/Reach: 15 ft./10 ft.
Special Attacks: -----
Special Qualities: Scent, lowlight vision, extended tail
Saves: Fort +12, Ref +6, Will +4
Abilities: Str 20, Dex 9, Con 15, Int 1, Wis 10, Cha 8
Skills: Spot +8, Listen +8
Feats: Improved Toughness, Power Attack, Cleave, Great Cleave, Improved Critical (Tail)
Environment: Warm Plains
Organization: Solitary, pair, or herd (3-10)
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Advancement: 14-23 HD (Large); 24-33 HD (Huge)

This creature looks a lot like a Stegosaurus, except that its plates become thinner towards the top of its back. Three spikes grow out of the shoulders of both front legs.

Tuojiangosaurus is a lesser stegosaur, but very closely related to its larger brethren. It lives in both swamps and grasslands, especially by rivers. Tuojiangosaurs are not as strong as Stegosaurs, and, as a result, are often preyed upon by foes who would never think of attacking a fully grown stegosaurus. Averaging 23 ft. long and weighing 4 tons, Tuojiangosaurus is still a threat, however.

Combat
Few wish to engage the Tuojiangosaurus in close combat. Its spiked shoulders prevent most from attempting to grab it, while its long tail gives it excellent range compared to most quadrupeds.

Extended Tail (Ex): Unlike most huge quadrupeds, the Tuojiangosaurus is treated as having a reach of 15 ft. when using its tail swipe attack.

Spiked Armor (Ex): Whenever a creature grapples a Tuojiangosaurus the creature suffers 3d6 points of piercing damage.

LOTRfan
2011-02-03, 07:52 PM
It seems Pachycephalosaurs have already been statted out in Dragon #180. Darn, I wanted to avoid doing Dinosaurs that were already done. And it's more powerful than mine!

I, however, have a solution. I'll adjust the stats for its new size, refluff, and bingo! Looks like you'll be getting Dracorex Hogswartsia early, Atlantean Troll (that also means Chtulhusaurus Rex will be the next creature statted out :smallbiggrin:).

Bhu
2011-02-03, 07:56 PM
I'm really tempted to put this at the top of the list. To be fair, though, I'll put it between Atlantean's request and the grafts.

Do you want it as a BBEG, or a race/species of freaks?

Also, Dinogloth doesn't have any feats listed. Was that intentional?

EDIT: Over 2,000 views!


Crap, I missed that somehow. I'll fix it.

LOTRfan
2011-02-03, 08:10 PM
Alright. Any opinions on what Chtulhusaurus Rex should be like?

LOTRfan
2011-02-03, 08:30 PM
Pachycephalosaurus has completed its makeover: it is now Dracorex. Added in a Frightful Presence just for fun (hey, you don't become Dracorex Hogswartsia, 'Dragon-King of Hogwarts," for nothing).

LOTRfan
2011-02-03, 09:06 PM
Well, until I get more information on Chtulhusaurus Rex, here is Kosmoceratops

http://2.bp.blogspot.com/_m6sVhskT_Fs/TJtPSaePzFI/AAAAAAAAE9E/2nI_xWQO3KQ/s1600/25846_web.jpg

Kosmoceratops
Large Animal
Hit Dice: 14d8+98 (161 hp)
Initiative: +3
Speed: 30 ft.
Armor Class: 16 (-1 size, -1 Dex, +8 natural)
Base Attack/Grapple: +10/+22
Attack: Stamp +17 melee (1d8+8 damage)
Full Attack: 2 Stamps +17 melee (1d8+8 damage)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trample
Special Qualities: Lowlight vision, scent
Saves: Fort +15, Ref +8, Will +4
Abilities: Str 26, Dex 9, Con 23, Int 2, Wis 10, Cha 12
Skills: Listen +9, Spot +5, Intimidate +15
Feats: Improved Toughness, Skill Focus: Intimidate, Alertness, Improved Critical (Stamp), Improved Initiative
Environment: Warm Forests
Organization: Solitary, pair, or herd (5-8)
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Advancement: 15-28 HD (Large)
Level Adjustment: -----

A beautiful, blue-skinned ceratopsid grazes in the plains ahead. Dozens of horns adorn the creature's head.

Kosmoceratops ("ornament-horn") is a large creature, weighing nearly five and a half tons. This creatures are decorated with several dozen horns, in all matter of shapes. Some are short, others long. Some are straight, while others curve inward.While impossible to use in combat, this grants them an intimidation factor when facing off against predators.

Combat
Kosmoceratops rarely attack, preferring to scare enemies away, or, if forced to, run. When panicked, they have been known to trample those in their way.

Trample: As a full-round action, a Kosmoceratops can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over the opponents in its path; any creature whose space is completely covered by the Kosmoceratops' space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target’s space, the target can make an attack of opportunity against the trampling creature at a -4 penalty. This attack does 2d8+16 damage. A Reflex save (DC 25) deals half damage instead of full. The save DC is Strength-based.

Skills: Kosmoceratops gain a +4 bonus to Intimidate checks.

AtlanteanTroll
2011-02-03, 09:21 PM
Wow, that was fast... I'm a litle confused something? Have you just refluffed something. Anyway, I'm glad you did it. Anyway, I just wanted you to do it because of a name. :smallredface:

LOTRfan
2011-02-03, 09:28 PM
Pretty much. Pachycephalosaurus was already done in Dragon Magazine, so I took my (weaker) creature, gave it an extra power, and refluffed. From all the information I could find, it seemed that Dracorex was a weaker version of Pachycephalosaurus, anyway.

EDIT: 100 posts! And, once Kosmocratops is completed, we will have the same amount of dinosaur species as Isla Sorna and Isla Nublar combined!

Bhu
2011-02-04, 07:44 AM
all the Chtuhusaurus info i had came from that link, I can peek more if you wish

Debihuman
2011-02-04, 03:01 PM
I love the idea of Cthulhusaurus Rex. It definitely needs stats. Do you have Call of Cthulhu d20? I have a copy and can see if there are cool ideas that I can mine from it. Too bad it was 3.0 because it needs a lot of work to be 3.5 compliant in some areas (notably monster feats).

It should have 6 tentacle attacks (like chthulhu) and probably Reach with tentacles. It should probably be Gargantuan. That puts it one size category larger than a normal T-Rex (Cthulhu is Colossal). Otherwise, very much like a T-Rex.

Depending on how far you want to take it: It could be a Magical Beast rather than an Animal with Damage Reduction 5/magic, Fast Healing 5. Because of its size you could also give it Trample.

Debby

LOTRfan
2011-02-04, 05:02 PM
all the Chtuhusaurus info i had came from that link, I can peek more if you wish

Oh, I didn't mean information from the site. I meant, in your opinion, what do you want the fluff on this beast to be? Freak accident, or specifically created by the entities of the Far Realm? Unique BBEG, or a whole species?

Also, for the Damage Reduction: would you prefer byshek or magic?


I love the idea of Cthulhusaurus Rex. It definitely needs stats. Do you have Call of Cthulhu d20? I have a copy and can see if there are cool ideas that I can mine from it. Too bad it was 3.0 because it needs a lot of work to be 3.5 compliant in some areas (notably monster feats).

It should have 6 tentacle attacks (like chthulhu) and probably Reach with tentacles. It should probably be Gargantuan. That puts it one size category larger than a normal T-Rex (Cthulhu is Colossal). Otherwise, very much like a T-Rex.

Depending on how far you want to take it: It could be a Magical Beast rather than an Animal with Damage Reduction 5/magic, Fast Healing 5. Because of its size you could also give it Trample.

Debby

Unfortunately, I don't have CoC d20. Is that the one with the Cthulhu stats that involve eating 1d4 investigators per round?

I was going to implement most of those changes, but I am considering Aberration instead of Animal or Magical Beast. Depending on how powerful Bhu wants it, I may increase the Damage Reduction and Fast Healing.

Also, I've been looking through Dragon #318, and Giganotosaurus has a cool power that might fit well. Imagine a Cthulhusaurus Rex that can pin prey with its feet, and gain a damage bonus to its tentacle attacks against the pinned foe. :smallamused:

Bhu
2011-02-04, 07:33 PM
I was gonna leave it up to you and let you run wild with it :D

LOTRfan
2011-02-04, 08:07 PM
Alright, then. Semi-Epic it is, then. :smallwink:

I won't be able to post (or update Kosmoceratops) for the rest of the night. It should be done sometime tomorrow.

Bhu
2011-02-05, 03:49 AM
I'm really tempted to put this at the top of the list. To be fair, though, I'll put it between Atlantean's request and the grafts.

Do you want it as a BBEG, or a race/species of freaks?

Also, Dinogloth doesn't have any feats listed. Was that intentional?

EDIT: Over 2,000 views!

Ability Focus (Form of Madness, Internal Fire, Gaze of Soul Destruction), Awesome Blow, Dark Speech, Improved Bull Rush, Improved Initiative, Improved Snatch, Power Attack, Snatch, Swim-By Attack

Use these

LOTRfan
2011-02-05, 03:54 PM
Ability Focus (Form of Madness, Internal Fire, Gaze of Soul Destruction), Awesome Blow, Dark Speech, Improved Bull Rush, Improved Initiative, Improved Snatch, Power Attack, Snatch, Swim-By Attack

Use these

Thanks, I'll be sure to tell you how the encounter goes (though considering they are level 13 and I expect them to run, the results will be borked).

LOTRfan
2011-02-07, 07:08 PM
Hey, sorry I haven't posted all weekend. I've decided to postpone Kosmoceratops until Cthulhusaurus Rex is done. Currently, it seems that it will be even more powerful than Azuvidexus. I guess it makes sense, as this beast has existed millions of years before the Crawling Jungle even reached the material plane.

I don't know when it will be done, but it I will finish it as soon as possible.

EDIT: Feats! That's the part I hate about making homebrew epic monsters! I'll start flipping through books (including Lords of Madness), and see if I can come up with anything. Suggestions?

Bhu
2011-02-08, 01:55 AM
Once I see a skeletal entry i can make plenty :smallbiggrin:

LOTRfan
2011-02-08, 07:20 PM
Here's the bare bones. I am thinking at these are the aquatic guardians of Ry'leth, maybe instead of swimming they walk across the ocean floor.

http://3.bp.blogspot.com/_hoHXXuJGtKs/TUZJ4Fr1AJI/AAAAAAAAAio/S63rTHQZKlQ/s640/cthulhusaurus-rex.jpg

Cthulhusaurus Rex
Gargantuan Aberration (Aquatic)
Hit Dice: 54d8+744; Hit Points: 1,216
Initiative: +14
Speed: 80 ft. (16 squares)
Armor Class: 56 (+44 natural, +6 Dex, -4 size), touch 12, flatfooted 50
Base Attack/Grapple: +39/+71
Attack: Tentacle +55 melee (4d6+20 damage)
Full Attack: 6 tentacles +55 melee (4d6+20 damage)
Space/Reach: 20 ft./15 ft.
Special Attacks: Improved Grab, Swallow Whole, Constriction, Pinning
Special Qualities: Electricity and Acid Resistance 40, Damage Reduction 15/epic, lowlight vision, darkvision 120 ft., scent, Amphibious, Spell Resistance 55, Madness
Saves: Fort +28, Ref +24, Will +36
Abilities: Str 50, Dex 22, Con 31, Int 22, Wis 13, Cha 24
Skills: Bluff +64, Diplomacy +64, Intimidate +64, Listen +64, Search +63, Spot +64, Swim +77, Knowledge (Dungeoneering) +63
Feats: Multigrab, Improved Multigrab, Rending Constriction, Gape of the Serpent, Improved Toughness, Power Attack, Cleave, Great Cleave, Improve Initiative, Weapon Focus (Tentacle), Improved Critical (Tentacle), Overwhelming Critical (Tentacle)
Feats: Epic Toughness (x5), Dire Charge, Superior Initiative
Environment: Any Aquatic
Organization: Solitary (Unique)
Challenge Rating: 26
Treasure: Double Standard
Alignment: Chaotic Evil

With all the horrors that wander the world now, it is hard to think about the ancient creatures that claimed the world long ago. At the beginning of the Material Plane, when most worlds hadn't even formed, the planets were balls of boiling water under the heat of unforgiving stars. Sometime in this era, the Old Ones walked. The Old Ones, a term referring to both Obyrith and Far Realm entity alike. Creatures as old and powerful as Pale Night and Basatan roamed the lands and seas without worry. Nightmares incarnate wandered freely.

Kingdoms of pure Chaos rose and fell. Demon Lords like Illyria and Olvikan controlled large swathes of land. Aboleths and other horrific aberrations were created in the image of their terrifying masters. With all this chaos, they started to fight amongst themselves. Eventually, the Celestials under the control of an Overdeity charged and forced them out of the Material Plane, so creation could continue the way it was meant to. By that point, however, the Lords of Madness had already grabbed hold of the mortal coil.

Deep in the city of Rl'yeh, an extraplanar city that connects the Far Realms to the Material Plane, the Great Old Ones remain. Although deep in a dreamless sleep, they can still influence the world around them. The result of one such influence was the Cthulhusaurus Rex, a creation of the the mighty Cthulhu himself.

Long ago, when dinosaurs still roamed the entirety of the planet freely, Cthulhu experimented on the great beasts. The one with the most successful was a Tyrannosaur, mutated to massive proportions and given fell intelligence. This beast became effectively immortal, and was made guard of the underwater city of Rl'yeh. At this point, he has developed a cult of his own, a fact that the old, insane beast seems either ignorant of or uncaring for. Many cultists of Cthulhu (http://www.giantitp.com/forums/showpost.php?p=4958110&postcount=11) have been known to attempt to bring this creature to the surface world, to wreck havoc and give mortals a taste of the power of the Far Realm Entities. Thankfully, so far all attempts have been failures.

Currently, the beast walks the ocean floor. despite being unable to swim, the Cthulhusaurus Rex slowly walks through the sand, killing anything that dares swim into its path.

Combat
Cthulhusaurus Rex usually attempts to pin creatures before lashing them apart with its tentacles. When facing many foes, it tries to swallow as many as possible.

Constrict (Ex): When grappling a creature, Cthulhusaurus Rex can use its tentacles to squeeze the life out of its foe, dealing 4d6+20 damage.

Improved Grab (Ex): If Cthulhusaurus Rex hits a foe at least one size smaller than itself with a tentacle 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. Cthulhusaurus Rex has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents.

Madness: Cthulhusaurus Rex is completely insane. It suffers a -6 penalty to its Charisma and Wisdom scores, and uses its Charisma modifier for all Wisdom-based scores. This is already reflected in the statistics.

Pinning (Ex): Cthulhusaurus can pin a grabbed opponent of up to two sizes smaller than itself to the ground with one of its feet by making a successful grapple check. The pinned creature takes 2d6+20 points of bludgeoning damage per round and cannot move as long as the pin persists. Cthulhusaurus Rex gains a +4 circumstance bonus on attack rolls to hit a pinned target with its bite. Cthulhusaurus Rex can pin one creature at a time.

Swallow Whole (Ex): Cthulhusaurus Rex can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 3d8+15 points of bludgeoning damage and 16 points of acid damage per round from the tyrannosaurus’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 50 points of damage to the gizzard (AC 32). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

Cthulhusaurus Rex’s gizzard can hold 1 Gargantuan, 2 Huge, 3 Large, 4 Medium, 16 Small, 64 Tiny, or 256 Diminutive or smaller opponents.

LOTRfan
2011-02-08, 10:47 PM
Kosmoceratops is done.

Bhu
2011-02-09, 12:37 AM
So far Multigrab, Greater Multigrab, and Rending Constriction immediately come to mind. Maybe Gape of the Serpent.

LOTRfan
2011-02-09, 05:02 PM
So far Multigrab, Greater Multigrab, and Rending Constriction immediately come to mind. Maybe Gape of the Serpent.

Multigrab and Greater Multigrab are both from Savage Species, correct?

Currently, it doesn't qualify for Rending Constriction, but I'll add in constrict as a special attack later today.

Never heard of Gape of the Serpent before. Just found it, very interesting. :smallamused:

LOTRfan
2011-02-09, 08:43 PM
Just posting this as the next creature. I was bored earlier, and I had time, so why not start? I don't intend to finish this until Cthulhusaurus Rex is done, though.

Originally, these guys appeared in Broncosaurus Rex, but a combination of my dislike of original stats and inability to relocate them has driven me to make my own version. We were lacking in magical beasts, anyway.

http://us.i1.yimg.com/us.yimg.com/i/ligans/dinosaurs/dc_card_protoc_big.jpg

Protocerceratops, Psionic
Medium Magical Beast (Psionic)
Hit Dice: 5d10+20
Initiative: +0
Speed: 30 ft.
Armor Class: 18 (+8 natural)
Base Attack/Grapple: +5/+8
Attack: Bite +6 melee (1d8+4)
Full Attack: Bite +6 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Powers, Powerful Charge
Special Qualities: Darkvision 60 ft., Lowlight vision, Scent
Saves: Fort +8, Ref +4, Will +2
Abilities: Str 16, Dex 11, Con 19, Int 4, Wis 12, Cha 6
Skills: Listen +5, Spot +5, Survival +9
Feats: Alertness, Psionic Talent
Environment: Warm Desert
Organization: Solitary, pair, or herd (4-7)
Challenge Rating: 5
Treasure: None
Alignment: Usually Neutral
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: +4 (cohort)

A sheep-sized ceratopsid walks across the dune ahead. On its frill is an odd pattern, looking similar to symbols of psionic power.

Psionic Protoceratops are a bizarre evolution of its standard kind. These creatures have a very unique way of dealing with predators: it's naturally psionic. It is slightly more intelligent than the standard animal, and capable of manipulating the environment around them for their advantage. For the most part, Psionic Protoceratops live with their standard kin, usually in an elevated position in the herd (as their powers give them an edge in intraherd rivalry). Offspring between psionic protoceratops and protoceratops are always standard creatures. Although these offspring cannot use their psionic power, their offspring might if they mate with the offspring of other psionic protoceratops.

Combat
A Psionic Protoceratops generally uses its powers to increase its speed to escape, and they often have powers that allow themselves to be healed during (and after) combat.

Powers: A Psionic Protoceratops uses powers like a 5th level Psychic Warrior. Typical powers known (Power Points 11; DC equals 11 + power level): Biofeedback, Burst, Force Screen, Body Adjustment, Hustle.

Powerful Charge (Ex): A Psionic Protoceratops deals 2d8+11 points of damage when it makes a charge.

Skills: Protoceratops has a +4 racial bonus to Survival checks.

LOTRfan
2011-02-10, 06:08 PM
Although nowhere near done, the Cthulhusaurus Rex is a CR 62 (is that correct?) threat, the most powerful creature I have ever created (odd, considering it has no spell-like abilities). I should probably add spell resistance, though.

Speaking of resistances, does power resistance make sense for the Psionic Protoceratops?

flabort
2011-02-10, 07:26 PM
Since you've made/are making a psionic 'tops, why not make a psionic 'raptor and 'rex?
And a psionic diplosaurus, too.

And since you've made an elemental Pyroraptor, why not make an elemental Cyroraptor, and/or the earth-wind-water equivalents, too? Or elemental Pyrotops/Pyrorex, and their other elemental counterparts.

And, just because, since you're making/made a chthulic 'rex, why not make a chthulic 'raptor and 'tops.

I like to thoroughly explore a concept once breached :smalltongue:.
Also, yes, spell resistance sounds OK, since the psionic/magic interface, or whatever, means that it would affect psionics too.

LOTRfan
2011-02-10, 07:46 PM
Since you've made/are making a psionic 'tops, why not make a psionic 'raptor and 'rex?
And a psionic diplosaurus, too.

And since you've made an elemental Pyroraptor, why not make an elemental Cyroraptor, and/or the earth-wind-water equivalents, too? Or elemental Pyrotops/Pyrorex, and their other elemental counterparts.

And, just because, since you're making/made a chthulic 'rex, why not make a chthulic 'raptor and 'tops.

I like to thoroughly explore a concept once breached :smalltongue:.
Also, yes, spell resistance sounds OK, since the psionic/magic interface, or whatever, means that it would affect psionics too.

I'm sorry, but at the moment I don't really have the intention of making such variants for all the dinosaurs. This is just my personal opinion, but I feel that the creatures are much more unique if there are not several others that fit the same specialty. I meant, when it comes to dinosaurs, a ceratopsid is very similar to another ceratopsid, but they do have their own unique features about them.

I think what I am trying to say is that while fighting the demented, mutated half-Cthulhoid tyrannosaur could be a cool encounter, but the coolness factor is sort of diminished when you've already fought against three or four other Cthulhu-spawned dinosaurs. I am sorry. :smallfrown:

If you have a specific request in mind, or if you want to try to stat them up yourself, feel free the post, though! :smallsmile:

(if it's a request, though, please no ToB stuff)

Bhu
2011-02-11, 12:20 AM
but kung fu raptors would be so kewl :smalltongue:

LOTRfan
2011-02-11, 06:46 AM
It would be, but I neither own nor understand it, so I can't. Sorry. :smallfrown:

flabort
2011-02-11, 11:32 AM
Well, if you can't do all those variants, could you at least do an aqua 'tops, tera 'rex, and areo 'dactyl? Just to complete the set started with pyroraptor.
That would leave each one pretty unique, eh?

LOTRfan
2011-02-11, 05:18 PM
Well, if you can't do all those variants, could you at least do an aqua 'tops, tera 'rex, and areo 'dactyl? Just to complete the set started with pyroraptor.
That would leave each one pretty unique, eh?

Sure (although the Pyroraptor was supposed to be a joke interpretation of the dinosaur of the same name, not just a flaming velociraptor). I'll make an Aquaceratops and a Tyterrasaurus Rex, but as for the air element, hmmm.... Pterodactyl seems rather redundant. Regardless, I'll add them all to the list after the Bezoar.

flabort
2011-02-11, 05:21 PM
Well, if you can find a better dino' than a 'dacytl, flying or not, whatever.

Speaking of which, you don't appear to have any flying dinos yet at all.

LOTRfan
2011-02-11, 05:55 PM
You're right. It seems that the closest thing I have is the Icarosaurus. I wonder what pterasaurs weren't stated out, yet...

LOTRfan
2011-02-12, 02:17 PM
Cthulhusaurus Rex is finally finished. It dropped from CR 64 to 57, though. STill the most powerful creature I ever made.

LOTRfan
2011-02-12, 02:47 PM
Psionic Protoceratops is done now, too. Up next:

https://sites.google.com/site/palaeocritti/_/rsrc/1294001332467/by-group/dinosauria/ceratopsia/titanoceratops/Titanoceratops.JPG

Titanoceratops
Huge Animal
Hit Dice: 26d8+217 (334 hp)
Initiative: -1
Speed: 30 ft.
Armor Class: 20 (+13 natural, -1 Dex, -2 size)
Base Attack/Grapple: +19/+39
Attack: Gore +31 melee (3d8+18 damage)
Full Attack: Gore +31 melee (3d8+18 damage)
Space/Reach: 15 ft./10 ft.
Special Attacks: Powerful Charge, Trample
Special Qualities: Lowlight vision, scent
Saves: Fort +23, Ref +14, Will +9
Abilities: Str 34, Dex 9, Con 27, Int 1, Wis 12, Cha 17
Skills: Listen +18, Spot +18
Feats: Improved Toughness, Alertness, Great Fortitude, Toughness (x3), Power Attack, Cleave, Protective Frill (http://www.giantitp.com/forums/showpost.php?p=9967880&postcount=12)
Environment: Warm Forests
Organization: Solitary, pair, or herd (3-4)
Challenge Rating: 19
Treasure: None
Alignment: Always Neutral
Advancement: 27-52 HD (Huge); 53-74 HD (Gargantuan)
Level Adjustment: -----

A large ceratopsid, even large than Triceratops, is sharpening its horns on the trees in front of it. Its horns are curved forwards, and tiny spikes are on its hind legs.

Titanoceratops, or Titanic Horned Face, is a ceratopsid of colossal proportions. Larger than even the more widely known Triceratops, the Titanoceratops is truly a slight to behold. Its massive skull is capable of crushing a fully grown rhinoceros, and its sharp, forward curving horns could impale the strongest of theropods. Titanoceratops lives in smaller herds than its cousins; it needs far less protection, so living with large amounts of others of their kind is actually a liability (as it reduces the available resources of the area).

Combat
Titanoceratops rarely have to fight; their size and power along scares off most predators. That doesn't mean they are incapable fighters, however. Most can impale or crush most targets that try to attack them.

Powerful Charge (Ex): When a Titanoceratops charges, its gore attack deals 6d8+24 damage.

Trample (Ex): As a full-round action, a Titanoceratops can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over the opponents in its path; any creature whose space is completely covered by the Titanoceratops' space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target’s space, the target can make an attack of opportunity against the trampling creature at a -4 penalty. This attack does 6d8+36 damage. A Reflex save (DC 35) deals half damage instead of full. The save DC is Strength-based.

LOTRfan
2011-02-12, 09:39 PM
Titanceratops is done, as well. That is an end to the conventional Dinosaurs (at least for now).

The current list is:
Grafts
Bezoar (http://buffy.wikia.com/wiki/Bezoar)
Magma Paraelementite Swarm
Three Elemenal Dinosaur variants (Water, Earth, Air)

flabort
2011-02-12, 10:49 PM
And flying dinosaurs, too. Aren't they worthy of being called conventional dinosaurs?
Of the flying dinos, you just got that glider, and gliding isn't really flight. You said it's all you have on that line yourself.

LOTRfan
2011-02-12, 11:01 PM
Yes, currently I am researching what type of pterosaurs haven't already been statted out. Rhamphoryncus, Pteranodon, Quetzalcoatlus, and Tapejara are already statted out. I'm not sure if anything else was published.

hamishspence
2011-02-13, 07:46 AM
Rhamphorynchus was in Dragon 318- as was a Medium Pteranodon. Large Pteranodon was in Eberron Campaign Setting, & Serpent Kingdoms. Quetzalcoatlus was in MM2.

But what source was Tapejara in?

LOTRfan
2011-02-13, 10:46 AM
My mistake, I thought the Tapejara was in the Eberron Campaign Setting. That could be an interesting pterosaur to make, though...

LOTRfan
2011-02-13, 12:05 PM
Here are two more grafts, both based off of different aspects of the Charge of the Triceratops spell.


Zuniceratops Horns
The horns of a zuniceratops are potent natural weapons.
Location: Head
Description: The two horns of a Zuniceratops are grafted onto your brow, right above the eyes. The muscles and skull are also modified, being alchemically hardened to resist the blunt trauma of the blows. The horns are roughly two feet long, and sharpened.
Activation: All that needs to be done is to attack a target to activate the graft.
Effects: The graft gives a natural gore attack that deals 1d8 damage for a medium creature. For a small creature, the horns deal 1d6 damage, and for a large creature, the horns deal 2d6. This weapon, if used as the primary weapon, deals 1½ times the person’s strength modifier for extra damage.

Graft Flesh, Charge of the Triceratops; Cost 15,000 gp + 1,200 XP; Price 30,000 gp; Sacrifice 15 hp; 30 days.

Protoceratops Frill
The frill of a protoceratops is grafted onto the back of your head.
Location: Head
Description: A large protoceratops skull is placed on your head, and connected to the spinal cord as it runs down your neck. The muscles around it are strengthened to support the extra wait, and capillaries are redirected to go into the frill before continuing on their old path.
Activation: This graft is always constant.
Effects: The frill grants a +4 natural armor bonus.

Graft Flesh, Charge of the Triceratops; Cost 15,000 gp + 1,200 XP; Price 30,000 gp; Sacrifice 15 hp; 30 days.

Bhu
2011-02-13, 12:46 PM
Cthulhusaurus Rex is finally finished. It dropped from CR 64 to 57, though. STill the most powerful creature I ever made.

I is most happeh :smallbiggrin:

Sorry I wasn't here sooner my CPU fan went phbbtttt

LOTRfan
2011-02-13, 12:59 PM
I is most happeh :smallbiggrin:

Sorry I wasn't here sooner my CPU fan went phbbtttt

Glad to see you back. I'm sorry to here about your technical problems. It's all fixed now?

LOTRfan
2011-02-13, 01:06 PM
Here's the beginning of the Raptor Claw graft. It's supposed to be monk-friendly without having to be a monk in order to use it. I can't list the pricing because I don't have the Spell Compendium with me to see what level Claws of the Bear is. The rest will be up later, I guess.

Raptor Talons
The curved claws situated on the foot of various dromeosaurid species make excellent weapons.
Location: Feet
Description: The small toe is replaced with a long, curved claw found in many species of raptor. This claw is sharpened and the foot structure is modified so that the claw may be pulled into an upright position when not being used for combat.
Activation: The graft is usable whenever the person makes an unarmed strike with its feet.
Effect: Instead of the normal 1d3 nonlethal damage done with an unarmed strike, unarmed strikes involving the feet deal 1d6 slashing damage. This damage scales with the monk ability (for example, a 4th level monk deals 1d8 slashing damage when making an unarmed strike with his foot).

Graft Flesh, Claws of the Bear; Cost 1,000 gp + 80 XP; Price 2000 gp; Sacrifice 1 hp, no longer able to deal nonlethal damage with foot-based unarmed strike; 2 days.

LOTRfan
2011-02-13, 08:20 PM
http://images1.wikia.nocookie.net/__cb20081011195107/buffy/images/2/23/Buffy212-bezoar1.jpg

Bezoar
{table=head] | Infant | Adult
| Tiny Aberration | Huge Abefration
Hit Dice: | 2d8 | 18d8
Initiative: | +10 | +4
Speed: | 30 ft. | 0 ft. (Immobile)
Armor Class: | 19 (+2 size, +6 Dex, +1 natural), touch 18, flatfooted 13 | 14 (+6 natural, -2 size), touch 8, flatfooted 14
Base Attack/Grapple: | +1/-10 | +13/+30
Attack: | Tentacle -1 melee (1d2-3 damage) | Tentacle +22 melee (1d8+9 damage)
Full Attack: | Tentacle -1 melee (1d2-3 damage) | 4 Tentacles +22 melee (1d8+9 damage)
Space/Reach: | 1 1/2 ft./0 ft. | 15 ft./10 ft.
Special Attacks: | Neural Clamping | Improved grab, Swallow Whole
Special Qualities: | Darkvision 60 ft. | Darkvision 60 ft., Damage Reduction 15/Byshek, Spell Resistance
Saves: | Fort +1, Ref +6, Will +2 | Fort +7, Ref +12, Will +10
Abilities: | Str 4, Dex 22, Con 12, Int 13, Wis 8, Cha 14 | Str 28, Dex ---, Con 22, Int 15, Wis 8, Cha 14
Skills: | |
Feats: | Improved Initiative | Improved Initiative, Improved Critical (Tentacle)
Environment: | Underground | Underground
Organization: | |
Challenge Rating: | |
Treasure:| None | Standard
Alignment: | Usually Neutral Evil | Usually Neutral Evil
Advancement: | 3-7 (Small); 8-13 (Medium); 14-17 (Large) | 19-36 (Huge); 37-72 (Gargantuan)
Level Adjustment: | ----- | -----[/table]

Bhu
2011-02-13, 09:14 PM
Glad to see you back. I'm sorry to here about your technical problems. It's all fixed now?

I thought it had but there's still stuff that needs worked out :smallmad:

LOTRfan
2011-02-13, 11:41 PM
I thought it had but there's still stuff that needs worked out :smallmad:

Oh. Sorry again, and good luck with the repairs.

LOTRfan
2011-02-14, 08:20 PM
Writers block on the Bezoars. :smallannoyed:

In the mean time, I'm creating the Pterodactyl rider prestige class. Its meant to be an ideal choice for fighters who want to get extra mounted feats and ride pterodactyls. Fluff/description to come later.

The Dactyl Rider
http://www.cityofmists.com/Journey/Skybax.gif
In the vast, dangerous areas were pterosaurs call home, sometimes air is the only safe medium of travel. While other animals are killed and slaughtered by larger predators, these winged reptiles fly safely out of reach (and sometimes even swoop down to become predators themselves).

They have not been completely unnoticed, however. Bands of humanoids, seeing how these graceful beasts are nearly invulnerable in the clear skies, have ventured into the mountains on which they perch. Several have taken eggs and raised the infants in the ways of the mount.

Currently a sizable number of small Dactyl Rider groups exist. For the most part, they are explorers, but a few others sell out their services as mercenaries or messengers.

Prerequisites
To become a Dactyl Rider, a character must fulfill the following prerequisites:
Skills: Ride +8, Handle Animal +8
Feats: Mounted Combat
Special: Must have spent a month studying Pterosaurs and purchased an exotic saddle (of either military or riding type). This month need not be done all at once.

{table=head]Level|Base Attack Bonus|Fort|Ref|Will|Special
1 | +1 | +2 | +0 | +0 | Pterosaur Companion, Bonus Feat
2 | +2 | +3 | +0 | +0 | Bonus Feat
3 | +3 | +3 | +1 | +1 | Bonus Feat
4 | +4 | +4 | +1 | +1 | Bonus Feat
5 | +5 | +4 | +1 | +1 | Bonus Feat[/table]

Class Skills: Dactyl Riders have the following class skills: Handle Animal (Cha), Heal (Wis), Knowledge [Nature] (Int), Listen (Wis), Ride (Dex), Spot (Wis), and Survival (Wis). They gain a number of skill points per level equal to 6 + INT modifier.

Class Features
A Dactyl Rider has the following class features.

Pterosaur Companion: At 1st level, the Dactyl Rider gains his Pterosaur Companion. This pterosaur is a standard specimen of its kind. The rider gains a Tapejara* if he is small, a Pteranodon* if he is medium, or a Quetzalcoatlus* if he is large. They are trained to fight in combat while carrying riders. The pterosaur companion gains a number of bonuses based on the level of its rider. See chart for more details.
*Use Medium Pteranodon stats from Dragon 318 for Tapejara. Large Pteranodon stats can be found in the Eberron Campaign setting. Quetzalcoatlus is in Monster Manual II. Change its type to beast, and adjust stats accordingly.

Bonus Feats: At 2nd level and every level thereafter, a Dactyl Rider gains a bonus feat. The bonus feat includes: Greater Mount Specialization (http://www.giantitp.com/articles/ruIuiKxNerFBCOi5fK8.html), Mounted Archery, Mount of Choice (http://www.giantitp.com/articles/ruIuiKxNerFBCOi5fK8.html), Mount Specialization (http://www.giantitp.com/articles/ruIuiKxNerFBCOi5fK8.html), Ride-by Attack, and Spirited Charge. The Dactyl Rider must still meet the prerequisites before taking a bonus feat.

Pterosaur Companion Advancement
Level | Bonus Hit Dice | Natural Armor | Str/Dex Adjustment | Bonus Tricks | Special
1 | +1 | +4 | +0 | 1 | Link, Evasion
2 | +1 | +5 | +0 | 2 | Improved Evasion
3 | +2 | +6 | +1 | 3 | Devotion
4 | +2 | +7 | +2 | 4 | Great Flyby Attack
5 | +3 | +8 | +3 | 5 |

Bonus HD: The Pterosaur companion gains a total of 3 Hit Dice by level 5. The Pterosaur has a medium attack bonus, good fortitude and reflex saves, and gains a number of skill points per level equal to 2 + INT modifier (1 skill point per level). The Pterosaur gains feats normally.

Natural Armor Adj: The number noted here is an improvement to the pterosaur companion’s existing natural armor bonus.

Str/Dex Adj: Add this value to the pterosaur companion’s Strength and Dexterity scores.

Bonus Tricks: The value given in this column is the total number of "bonus" tricks that the pterosaur knows in addition to any that the Dactyl Rider might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The Dactyl selects these bonus tricks, and once selected, they can’t be changed.

Link (Ex): A Dactyl Rider can handle her pterosaur companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The Dactyl Rider gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an pterosaur companion.

Evasion (Ex): If The pterosaur companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, the pterosaur companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Devotion (Ex): The pterosaur companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Great Flyby Attack: The pterosaur gains Great Flyby Attack as a bonus feat. See Savage Species for more information.

Hover: The pterosaur gains hover as a bonus feat.

Bhu
2011-02-14, 11:06 PM
ooooh dactyl riders :smallsmile:

LOTRfan
2011-02-15, 07:38 AM
Well, as mentioned before, it's not going to be a great prestige class. Just an easy way for Fighters (and possibly Paladins) to gain mounted feats faster, a long with aerial steeds.

Do you think it's okay that Large creatures would be getting a 10 HD creature at first level?

hamishspence
2011-02-15, 07:52 AM
There's a theory that Quetzalcoatlus was flightless.
That said, in D&D, this can be ignored (as well as the issue that one normally wouldn't expect a flyer to lift a person's weight)- Rule Of Cool.

If the MM2 version proves to be unsatisfactory- how would you stat a Quetzalcoatlus out?

flabort
2011-02-15, 01:48 PM
Just taking a couple names from a wikipedia article (http://en.wikipedia.org/wiki/Pterosaur) on pterosaurs...

Hatzegopteryx: (http://en.wikipedia.org/wiki/Hatzegopteryx) Very large. I can't pin down an exact size, but I've got a weak internet-fu

Nemicolopterus: (http://en.wikipedia.org/wiki/Nemicolopterus) The wiki article has a picture that looks a lot like a couple of hummingbirds. That said, it's only got a 10 inch wingspan, less than a foot.

Sordes (http://en.wikipedia.org/wiki/Sordes): genus means filth/scum in latin, specific name means hairy. A primitive Bat?

Ornithocheirus Mesembrinus (http://en.wikipedia.org/wiki/Ornithocheirus_mesembrinus): Interesting beak shape, toothed.

Family Tapejaridae (http://en.wikipedia.org/wiki/Tapejaridae): The what are with those crests?!

If you don't make any of the others, the second one and that last one (the family) should definitely be ones you make a monster entry or two for. Those crests...

LOTRfan
2011-02-15, 05:01 PM
There's a theory that Quetzalcoatlus was flightless.

How'd you know that I was talking about Quetzalcoatlus? Although, then again, there is only one 10 HD pterosaur....

I wasn't aware of that theory. In fact, I was just watching a Discover Channel miniseries that suggested that Quetzalcoatlus may have been an extremely fast and maneuverable flyer, despite its bulk. I'll have to look that up, because that is a very interesting hypothesis.


That said, in D&D, this can be ignored (as well as the issue that one normally wouldn't expect a flyer to lift a person's weight)- Rule Of Cool.

Yeah, this class pretty much throws reality out the window. Its actually a reference to the Glidewing riders from Eberron.

Currently, the math seems to be right.

Quetzalcoatlus can hold large creatures no problem (the maximum light load for a medium creature with strength 26 can hold 306 or less. Then when you factor in the fact that they are huge, well... I don't think Quetzalcoatlus even weighed as much as what the rules say it can carry as a light load).

Large Pteranodons can hold roughly 200 lbs or less, which is good for a lightly armored and armored human, along with the lighter weight races like elves. Dwarves and Half-Orcs may have issues, though. Oddly enough, though, the entry said it can hold 300 lbs without a problem. Half-Orcs and Dwarves can ride 'em, too, I guess. :smallconfused:

Medium Pteranodon can hold a lightly armored Gnome or Halfling and achieve flight, but barely.

It seems that the kind of person who would want to enter this class would be rogue-like, or an archery-based fighter. Not any of the heavy-hitting melee guys.

@Flabort: Ornithocherius is added to the list. If you want a Tapejara, I suggest using the Medium Pteranodon stats. They fit better for Tapejara than Pteranodons, anyway (in fact, I was thinking of those stats when I mentioned that they had official stats before).

flabort
2011-02-15, 05:21 PM
Whoops. hadn't looked too closely at the ones that have already been statted out in other sources.
still, though, the only overlap with that list and mine is the tapejara.
No Nemicoloterus? Sounds pretty cool, and it's small enough to be... a... tiny flying dino, I believe. Too small for the 'dactyl rider class, unless you happen to be diminutive, but a nice addition, I'd think.

Your choice already is pretty unique, too, though, so I won't complain any further :smalltongue:.

LOTRfan
2011-02-15, 05:30 PM
Hmm.... what the heck, I'll add Nemicoloterus too. :smallsmile:

flabort
2011-02-15, 05:37 PM
Yay :smallbiggrin:!
*Giddy jumping around like a little girl*

LOTRfan
2011-02-15, 06:43 PM
Added the bonus feat list. Are there any mount-based feats appropriate for a flying mount that was published?

LOTRfan
2011-02-15, 09:01 PM
The Dactyl Rider is done. The Pterosaur companion is a little strong, but it doesn't stack with any levels besides Dactyl Rider levels. Fair trade?

LOTRfan
2011-02-15, 10:42 PM
Up next will be another prestige class (and most likely the last one). It will contain fluff specific to my campaign, but I'll add an "Adaption" section to the bottom, for those who want it.
--------------------------------------------------------------------------
Survivor of the Sauric Isles
The Sauric Isles is no place for the weak. Throughout all four islands, there are threats so terrible that even the toughest creatures can only survive for a limited amount of time. Demons infest the southern jungles, and fiend-worshiping halflings inhabit the shallow green sea. Other hostile races, like the Pterafolk and the Sharpteeth, are a constant threat, as raiders from nearby villages come to steal supplies. Even the native animals are dangerous, gigantic reptiles known as dinosaurs.

In a region where even the plants can kill, it is easy to see why some would despair in the face of danger. If the most colossal of creatures cannot survive for long, what are the chances for a mere humanoid? Some just fully give up, having nothing to live for. The more clever ones, however, look around them for examples of survival: the two most successful creature types (the theropods and quadrupeds) of the Isles can walk about without concern. They wonder "what do these bests have that I don't?"

Many try to emulate the native animals. If it works as a valid survival tactic for the animals, why not the intelligent races? What truly differentiates one Survivor of the Sauric Isles from another is their choice of how to emulate these creatures. Some become bulkier and more resilient, while others become agile and resourceful.

Prerequisites
To become a Survivor of the Sauric Isles, one must fill the following criteria.
Skills: Survival +8
Feats: Improved Toughness (if becoming a Resilient Survivor)
Class features: Uncanny Dodge (if becoming an Agile Survivor)
Special: To gain a level of the Survivor of the Sauric Isles prestige class, one must have spent the majority of their time last level on the Sauric Isles.

{table=head]Level | Base Attack Bonus | Fort | Ref | Will | Special
1 | By | Survival | Tactic | +2 | Survival Tactic, Survival Strategy I
2 | By | Survival | Tactic | +3 | Survival Strategy II
3 | By | Survival | Tactic | +3 | Survival Strategy III[/table]

Class Skills: If resilient, Climb (Str), Handle Animal (Cha), Intimidate (Str), Jump (Str), Ride (Dex), Spot (Wis) Survival (Wis), and Swim (Str). If agile, Balance (Dex), Bluff (Cha), Handle Animal (Cha), Hide (Dex), Listen (Wis) Move Silently (Dex), Spot (Wis), and Survival (Wis).

Class Features
A Survivor of the Sauric Isles have the following class features.

Survival Tactic: At first level, the Survivor determines the method with which he plans to survive on the islands. He can choose to either hone his speed and agility, or his strength and resilience.

If he chooses to become more resilient, he has a good fortitude save and a poor reflex save. He has d10 hit dice, good BAB, and a number of skill points each level equal to 2 + INT modifier.

If he chooses to become more agile, the Survivor has a poor fortitude save and a good reflex save. He has d6 hit dice, medium BAB, and a number of skill points equal to 8 + INT modifier.

Survival Strategy I: At first level, survivalists practicing either tactic learn the value of speed. Agile survivalists gain a +20 bonus to their base speed when wearing light or no armor. Resilient survivalists learn to travel at their base speed when wearing heavy armor or carrying heavy loads.

Survival Strategy II: At 2nd level, the survivalists focus on avoiding lethal blows. Agile survivors gain a improved uncanny dodge and a +4 dodge bonus to their AC. This +4 bonus stacks with other dodge bonuses. Resilient survivors are no longer at risk of massive damage, and gain extra hit points per level equal to their strength modifier.

Survival Strategy III: At 3rd level, the survivalists are paragons of their respective strategies. Agile survivors gain the slight build special quality. Resilient survivors gain the powerful build special quality.

Adaption
Currently, the fluff surrounding this prestige class is aimed specifically at my campaign subsetting, the Sauric Isles. It is quite easy to adapt this class to other campaigns. It fits well in any setting with large reptiles and dinosaurs. For example, in Eberron, this class could be known as Survivor of Q'barra, or Survivor of the Talenta Plains. For a planar prestige class, this could easily be adapted as the Survivor of the Beastlands. Another option is to make it Survivor of the Isles of Dread.

Bhu
2011-02-15, 11:10 PM
PrC's are good :smallbiggrin:

LOTRfan
2011-02-15, 11:35 PM
Do you think the Pterosaur companion is overpowered, Bhu?

Bhu
2011-02-16, 01:16 AM
No, Im good with it. I actually think compared to some PrC's it could be slightly more powerful.

absolmorph
2011-02-16, 03:17 AM
Question: how many squares does a speed of "+5/+8" allow you to move through?

The Psionic Protoceratops has a bit of a mix-up :smalltongue:

flabort
2011-02-16, 11:48 AM
lol, that's a bit of a mistake thar. Perhaps it's got an 8 foot flying speed :smalltongue:?

To chip in my opinion alongside Bhu's, It does seem underpowered compared to a certain other 'holy' class's mount, but then again, only up to third level. Great Fly-by Attack seems a little iffy.
It's a bit of a parabolic power curve, I'd say. But, since the mount doesn't stack with anything, that means that the strong bonus feat is balanced down, so...
I dunno.

LOTRfan
2011-02-16, 04:42 PM
Question: how many squares does a speed of "+5/+8" allow you to move through?

The Psionic Protoceratops has a bit of a mix-up :smalltongue:

:smalleek: Umm....


Speed: 30 ft.

I have no idea what you're talking about. Yeah, lets go with that... :smallwink:

Flabort, if you have any ideas on how to make the Pterosaur companion better, I'd love to hear them. I want to keep this as balanced as possible.

flabort
2011-02-16, 05:12 PM
Not really, no. Sorry, but...
Comparing it to the paladin's mount, which is received at around the same time (one level off), the paladin's is stronger for the first two levels at which there is a mount. The third level of mount ownership, the paladin's still has higher HD & AC, and devotion is just a flat bonus, compared to share spells and such, which the paladin's has had for three levels or so.
The paladin's mount then takes a jump in power, and while the dactyl rider's mount now has stats equal to the paladin's the level before, and while it now has that feat I though was questionable (AND NO LONGER DO), the paladin's now has improved speed, as well, not to mention has passed the dactyl's HD and AC again.
And then fifth level doesn't give anything that the paladin's mount didn't already have.

The above is offset by the fact that a dactyl can fly, and while a paladin gets other class features, the dactyl rider gets lots of bonus feats. Not enough, but lots.

What I'd do after considering this, is boost the AC progression higher, move evasion to first, give improved evasion 3 levels earlier (At 2nd), and give them another bonus at fifth. And give a bonus feat to the rider on all levels. For a start. I'd then compare power again.

But I'm not very good at balance. Take my advice with a grain of salt.

LOTRfan
2011-02-16, 07:25 PM
Alright, made several major changes. Would upping the maneuverability by one be considered a good enough bonus? Or should it be something else?

flabort
2011-02-16, 10:00 PM
Seems good to me. Just get another ability for the mount at fifth, and see what the other's think. I'm not the only one critiquing, and not the best.

LOTRfan
2011-02-16, 10:04 PM
How about (perfect) maneuverability and the hover bonus feat?

flabort
2011-02-16, 10:11 PM
Doesn't perfect maneuverability already grant hovering, meaning you don't need the feat? And that would push it over the edge.
How about they gain the hover feat, or if they already have it gain perfect maneuverability?
Anyone else have input? Bhu? I don't want to be the only one giving LOTRfan input :smalltongue:.

LOTRfan
2011-02-16, 10:13 PM
Currently, you are the only one online. I'll add it in for now, and hopefully someone will post if they have a problem with it.

Dire Moose
2011-02-16, 10:13 PM
Amargasaurus was pretty small for a sauropod. As the entire animal was 33 feet long (and that includes the entire tail) Gargantuan is way too big. Huge might work for a 33-foot animal, but as most of that length is made up of tail, I personally consider it Large. Advancement to Huge wouild occur with very few additional Hit Dice, though.

LOTRfan
2011-02-16, 10:15 PM
Amargasaurus was pretty small for a sauropod. As the entire animal was 33 feet long (and that includes the entire tail) Gargantuan is way too big. Huge might work for a 33-foot animal, but as most of that length is made up of tail, I personally consider it Large. Advancement to Huge wouild occur with very few additional Hit Dice, though.

Okay. I'll make modifications right now. Any opinion on the PrC?

Dire Moose
2011-02-16, 10:36 PM
And one more thing: (sorry, but I'm a paleontologist)

There are a lot of dinosaurs that are treated like they are way bigger than life. Allosaurus was, on average, between 25 and 30 feet long, but most of the popular books claim it as 30-40 feet. Saurophaganax, it's larger cousin, was that size. While a 33-foot Allosaurus has been found and some isolated bones may represent larger invividuals, those are very rare exceptions to the 25-30 foot average.

Stegosaurus*, too, is often listed as 29 feet long, but was mostly 20-25 feet long and would be the size of a large rhino/small elephant, which would blur the Large/Huge boundary. All of the skeletons I've seen were more along the lines of Large, though.

And this has translated over to D&D, if you will recall the Monster Manual II's Allosaurus which was listed as Huge in accordance with the oft-referenced "30 to 40 feet". Though the authors were unaware of this, that entry is actually describing a Saurophaganax. The real Allosaurus was Large (with the 33-foot outlier representing an individual with advanced hit dice).

Now that I've said that, though, I feel I owe it to you to post a homebrewed Allosaurus and Stegosaurus, which I will be creating over the next week.

*It should be noted that Stegosaurus is the largest known stegosaur, so this also affects the Tuojiangosaurus entry.

LOTRfan
2011-02-16, 10:40 PM
And one more thing: (sorry, but I'm a paleontologist)

There are a lot of dinosaurs that are treated like they are way bigger than life. Allosaurus was, on average, between 25 and 30 feet long, but most of the popular books claim it as 30-40 feet. Saurophaganax, it's larger cousin, was that size. While a 33-foot Allosaurus has been found and some isolated bones may represent larger invividuals, those are very rare exceptions to the 25-30 foot average.

Stegosaurus*, too, is often listed as 29 feet long, but was mostly 20-25 feet long and would be the size of a large rhino/small elephant, which would blur the Large/Huge boundary. All of the skeletons I've seen were more along the lines of Large, though.

And this has translated over to D&D, if you will recall the Monster Manual II's Allosaurus which was listed as Huge in accordance with the oft-referenced "30 to 40 feet". Though the authors were unaware of this, that entry is actually describing a Saurophaganax. The real Allosaurus was Large (with the 33-foot outlier representing an individual with advanced hit dice).

Now that I've said that, though, I feel I owe it to you to post a homebrewed Allosaurus and Stegosaurus, which I will be creating over the next week.

*It should be noted that Stegosaurus is the largest known stegosaur, so this also affects the Tuojiangosaurus entry.

No reason to apologize. The more homebrews the merrier, and it is better if they are as identical to their real life counterparts as possible. The main reason I started this project was to research dinosaurs, anyway. :smallsmile:

What does annoy me about the Monster Manual II, however, is that the writers describe the Spinosaurus as a super predator, whereas they supposedly ate mostly fish. Someone was watching a little too much Jurassic Park... That's just fluff, though.

LOTRfan
2011-02-16, 10:56 PM
Fixed the math for both the Amargasaurus and the Tuojiangosaurus to fit their new size.

Bhu
2011-02-17, 03:01 AM
Flabort is right, Perfect maneuverability grants hover.

hamishspence
2011-02-17, 08:34 AM
And one more thing: (sorry, but I'm a paleontologist)

There are a lot of dinosaurs that are treated like they are way bigger than life. Allosaurus was, on average, between 25 and 30 feet long, but most of the popular books claim it as 30-40 feet. Saurophaganax, it's larger cousin, was that size. While a 33-foot Allosaurus has been found and some isolated bones may represent larger invividuals, those are very rare exceptions to the 25-30 foot average.

Stegosaurus*, too, is often listed as 29 feet long, but was mostly 20-25 feet long and would be the size of a large rhino/small elephant, which would blur the Large/Huge boundary. All of the skeletons I've seen were more along the lines of Large, though.

And this has translated over to D&D, if you will recall the Monster Manual II's Allosaurus which was listed as Huge in accordance with the oft-referenced "30 to 40 feet". Though the authors were unaware of this, that entry is actually describing a Saurophaganax. The real Allosaurus was Large (with the 33-foot outlier representing an individual with advanced hit dice).

Now that I've said that, though, I feel I owe it to you to post a homebrewed Allosaurus and Stegosaurus, which I will be creating over the next week.

*It should be noted that Stegosaurus is the largest known stegosaur, so this also affects the Tuojiangosaurus entry.

Size isn't just a factor of nose to tail length- it's also a factor of weight, and Reach.

Huge creatures start at 2 tons and 16 ft tall (or 16 ft from nose to base of tail, if quadrupedal).

So, average adult Stegosaurus might be better as Huge than Large (so, for that matter, would the larger species of rhino- the D&D Large rhino may represent a smaller species.

Allosaurus would probably straddle the Large/Huge borderline, true, depending on what estimates are used for its weight.

One possible solution- use generic names "Large allosauroid" "Huge allosauroid" etc and attach species names afterward.

Since D&D sizes are pretty granular, you could include "in-between" sizes based on Reach (smaller Huge creatures could have 10 ft Reach, larger ones 15 ft Reach, but all have 15 ft Space).

Dire Moose
2011-02-17, 02:16 PM
Allosaurus only weighed about a ton, and while two tons is possible for large individuals the weight is pretty consistent with a Large animal. 16 feet tall is actually taller than Tyrannosaurus would be at the hips, so by all measurements an average adult Allosaurus would be Large.

Stegosaurus is not 16 feet tall by any means, and the tail seems to take up half its total length, so it would need to be 32 feet long to qualify as Huge. The weight estimates range from 3 to 5.5 tons, though, so by mass it would be Huge.

LOTRfan
2011-02-17, 08:57 PM
Currently, I am working on the Survivor of the Sauric Isles prestige class. Its a little odd, as the BAB and saves (along with skill points and HD) are selected by the player at first level. The player will choose one of two survival tactics, which will define these aspects of the class. In a way, its like a two in one PrC (but you can only choose one, so I guess its more like too classes in one chassis).

flabort
2011-02-17, 09:18 PM
Hmm. Seems like it's going to be pretty interesting. Already looking forward to the result (As if I wasn't already)

hamishspence
2011-02-18, 03:46 AM
Allosaurus only weighed about a ton, and while two tons is possible for large individuals the weight is pretty consistent with a Large animal. 16 feet tall is actually taller than Tyrannosaurus would be at the hips, so by all measurements an average adult Allosaurus would be Large.

Stegosaurus is not 16 feet tall by any means, and the tail seems to take up half its total length, so it would need to be 32 feet long to qualify as Huge. The weight estimates range from 3 to 5.5 tons, though, so by mass it would be Huge.

Stegosaurus is not a biped- it's a quadruped- which don't have a height limit- only a "length to base of tail" limit.

(also, it's tail looks a bit shorter than the rest of its body, to me).

And for Huge creatures- that's 16 ft long minimum.

As for theropods like Allosaurus, they tend to have a very horizontal posture- so leg length might be a better guideline, than "height the creature can raise its head to".

The smallest Medium bipedal creatures will be 4 ft tall- which corresponds to a leg length of around 2 ft.
For Large creatures, this will be 8 ft tall- leg length around 4 ft.
For Huge creatures, this will be 16 ft tall- leg length around 8 ft.

I'd agree that subadult Allosaurus, and maybe smaller adult Allosaurus, would be better as Large than Huge- but, if the bones originally labelled Epanterias, are in fact typical of fully grown members of the largest Allosaurus species(rather than freakishly large individuals) it might be, that at least one Allosaurus species, would have a basic size of Huge, rather than having to be advanced in size.

LOTRfan
2011-02-18, 10:38 PM
Added basic fluff to the Survivor PrC. I'll add the actual mechanics tomorrow.

Dire Moose
2011-02-19, 11:30 PM
Stegosaurus is not a biped- it's a quadruped- which don't have a height limit- only a "length to base of tail" limit.

(also, it's tail looks a bit shorter than the rest of its body, to me).

And for Huge creatures- that's 16 ft long minimum.

As for theropods like Allosaurus, they tend to have a very horizontal posture- so leg length might be a better guideline, than "height the creature can raise its head to".

The smallest Medium bipedal creatures will be 4 ft tall- which corresponds to a leg length of around 2 ft.
For Large creatures, this will be 8 ft tall- leg length around 4 ft.
For Huge creatures, this will be 16 ft tall- leg length around 8 ft.

I'd agree that subadult Allosaurus, and maybe smaller adult Allosaurus, would be better as Large than Huge- but, if the bones originally labelled Epanterias, are in fact typical of fully grown members of the largest Allosaurus species(rather than freakishly large individuals) it might be, that at least one Allosaurus species, would have a basic size of Huge, rather than having to be advanced in size.

Yes, Saurophaganax, Epanterias, the 33-foot skeleton, a very incomplete 36-foot specimen that could be either Allosaurus or Saurophaganax, and a number of other isolated bones are from Huge animals. There are also plenty of Medium-sized juveniles present. It would be more reasonable to assume the most common size range (Large) represents a typical adult in my opinion.

And if you want a Huge allosaur, there's already Saurophaganax.

As for Stegosaurus, the tail is actually a little less than half its length (http://www.skeletaldrawing.com/psgallery/images/stegosaurus.jpg), so a 24-28 foot Stegosaurus would indeed be Huge. An 18-23 foot one wouldn't. Given its weight, though, Stegosaurus probably does qualify as Huge but just barely. Other stegosaurs, though, would be Large or smaller.

hamishspence
2011-02-20, 04:51 AM
One way of handling it would be to leave the names blank, and simply have "Large allosaur" "Huge allosaur" etc.

Using a "basic chassis" with modifications for different groups might work as well.

I.E. for allosauroids, the basic statline could have a couple of possible modifications.

Increased bite damage, reduced claw damage- for carcharodontosaurids.

Increased claw damage, increased speed- for megaraptorans.

Given how big size ranges are (a 20 ft dinosaur and a 30 ft dinosaur both possibly qualifying as Large) then, instead of following the traditional "Bipedal creatures have long Reach, quadrupedal creatures have short Reach"- one could have different Reach values within a size category.

So, a 20 ft Large dinosaur could have a 5 ft Reach, and a 30 ft Large dinosaur, could have a 10 ft Reach.

LOTRfan
2011-02-20, 08:42 PM
Hello, sorry its been a while since an update. Just so you guys know that I'm doing something, I am currently working on the Bezoars, a sample NPC for the Dactyl Rider (and a small mercenary organization to go along with it), and I am making the final additions to the Survivor of the Sauric Isles prestige class. Afterwards, I intend to create an NPC for the Survivor prestige class and the two pterosaurs. I think that I may be ending this project after that, as I am grateful it has gone on as long as it has so far.

Bhu
2011-02-20, 08:55 PM
aww I was hopin' you'd keep goin' :smallfrown:

LOTRfan
2011-02-20, 09:10 PM
If you have any more requests, I'd be happy to continue, but otherwise, I have accomplished twice my goal at this point.

So, if you want any more, feel free to ask. It'll keep the project going.

flabort
2011-02-20, 10:19 PM
Anything to keep the project going :smallbiggrin:.
Maybe make a "construct-o-'saur"?
Some sort of golem that's made to look like, say, any old generic 'tops, 'rex, or 'dayctyl, so three varieties, made by... whoever, in order to defend themselves from the real dinos.
Or maybe hybrid 'saurs. Pteradectri'itops? Tyranodactyl? Pterasaurus Rex?

LOTRfan
2011-02-21, 07:11 PM
Still working on the NPC/Organization. My main question is: do you want me to continue that tomorrow, or finish up the prestige class and monster already posted first?

Also, I found the Savagasaurus other at dicefreaks (http://dicefreaks.superforums.org/viewtopic.php?f=22&t=260&start=68#p1900). I like the stats. DO you think it would be rude of me to just post fluff to go along with the stats here?

Bhu
2011-02-22, 01:41 AM
http://www.sivatherium.narod.ru/library/Dixon_2/00_en.htm i bring presents

LOTRfan
2011-02-22, 10:06 AM
Bhu, I'm not sure whether I should love or hate you. :smalltongue:

That is enough material to keep me going for months. I'm only up to Nearartic Realm, but these creatures are excellent, and I must stat them out.

I guess the Demiplane of Oz can wait another 4-5 months. :smallbiggrin:

flabort
2011-02-22, 10:56 AM
Alright, Bhu!
Ok, you have to do the Gestalt. They sound kind of ant like... :smallbiggrin:

LOTRfan
2011-02-22, 07:31 PM
You read my mind. The Gestalt must be done. Formisaura is added to the list (along with many others).

Sorry its been so long since I've posted a creature/any material. Never run more than a single project at a time, trust me. :smallannoyed:

LOTRfan
2011-02-22, 10:37 PM
Survivor of the Sauric Isles is finished.

Bhu
2011-02-23, 03:26 AM
You read my mind. The Gestalt must be done. Formisaura is added to the list (along with many others).

Sorry its been so long since I've posted a creature/any material. Never run more than a single project at a time, trust me. :smallannoyed:

I know how you feel...

LOTRfan
2011-02-23, 09:29 AM
Yeah, I'm sure you do. MOAR KITTEHS and Critters II are both extremely large in scope. I'm confused as to how you do it.

LOTRfan
2011-02-23, 11:16 AM
Sample NPC

Arval, Male Hornhead Saurial Soulknife 5/Survivor of the Sauric Isles 3
Large Humanoid (Reptilian, Psionic)
Hit Dice: 2d8+5d10+3d10+70; Hit Points: 151
Initiative: -1
Speed: 30 ft.
Armor Class: 18 (+5 breastplate, +5 nature, -1 Dex, -1 size), touch 8, flatfooted 18
Base Attack/Grapple: +7/+19
Attack: Huge Bastardsword Mindblade +11 melee (3d8+4 damage)
Full Attack: Huge Bastardsword Mindblade +11/+5 melee (3d8+4 damage)
Space/Reach: 10 ft./5 ft. (10 ft. with tail)
Special Attacks: Mindblade, Throw Mindblade, Psychic Strike
Special Qualities: Saurial Traits, Powerful Build, Survivor Tactics
Saves: Fort +6, Ref +7, Will +9
Abilities: Str 18, Dex 8, Con 14, Int 14, Wis 14, Cha 10
Skills: Hide -4, Intimidate +13, Knowledge (Nature) +9, Listen +15, Spot +15, Survival +15
Feats: Combat Reflexes, Cleave, Improved Toughness, Power Attack, Weapon Focus (Mindblade), Wild Talent
Environment: Warm forest
Organization: Solitary
Challenge Rating: 9
Alignment: Neutral Evil

Out from the underbrush rushes a large Hornhead. He has bruises and scars all over, the most prominent being three half-healed wounds on its frill, seemingly caused by the claws of some species of raptor. In his hands is a massive sword made of glowing green energy.

Even in the most welcoming of communities, there are outcasts. Arval is one example. Even in early childhood, he was distinguished from other Saurial children for one reason: his ability to create psychic impulses. The village elders saw this as an unnatural evolution of the Saurial brain.

Because of this "unnatural evolution," Arval ("cried over" in Draconic) was severely beaten and oppressed. He was not allowed to use his psionic power, and was threatened with banishment were he to ever be found practicing them. For a while, he obeyed, but eventually he began to feel the need practice his innate talent. Surely he had been given such power for a reason? What if he was the next stage of evolution for his race?

In secret, he would leave his village in the middle of the night and practice. Eventually, he was able to focus his psionic energy into the form of a glowing green, semi-corporeal knife. He continued to practice, and practice, until he had soon learned the art of shaping the blade into various shapes and sizes, and he became adept at fighting with it.

Eventually, his older brother found out, and he told the village elders. Arval was banished, and, in a burst of anger, slew his brother with his mindblade. In the ensuing chaos, his ex-neighbors gathered weapons and formed a mob, intent on slaughtering the supposedly vile hornhead. By that point, however, he was long gone, lost in the surrounding jungle.

He spent months helpless, avoiding the larger predators and killing any smaller ones that dared attack him with his mindblade. Eventually, a pack of Guanlong nearly got the better of him. Although he chased them off, it left three nasty gashes on his frill that still haven't fully healed to this day.

It was at this point that Arval noticed the ways the large herbivores survived. Intrigued, he observed them and eventually started to emulate them, in an attempt to learn how to survive in the merciless wild. He has succeeded, and now he slaughters all intelligent creatures that come within one mile of his home, least they report his whereabouts to his village.

Combat
When preparing for combat, he spends a full round action shaping his mindblade into the form of a huge bastard sword, which he wields as a two-handed weapon. He surprised, he settles for the weapon's normal shape, a huge shortsword. Arval fights to the death, hoping that the tactics he studied off of the behavior of ceratopsids are enough to keep him alive.

Mindblade (Su): As a free action, Arval can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a huge short sword, which deals 2d6 damage (crit 19-20/×2). Arval gains the usual benefits to his attack roll and damage roll from a high Strength bonus. The blade has a +1 magical enhancement bonus.

The blade can be broken (it has hardness 10 and 10 hit points); however, Arval can simply create another as a free action (he can recreate his weapon once per round). The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mindblade is considered a magic weapon for the purpose of overcoming damage reduction.

A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.

Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.

Throw Mindblade (Ex): Arval can throw his mind blade as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown mind blade then dissipates. He can also make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below).

Psychic Strike (Su): As a move action, Arval can imbue his mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage. (Unlike the rogue’s sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.)

Arval deals this extra damage only once when this ability is called upon, but he can imbue his mind blade with psychic energy again by taking another move action.

Once Arval has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if he drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the soulknife next materializes it.

Shape Mindblade (Su): Arval can change the form of his mindblade. As a full round action, he can change his mindblade to replicate a huge longsword (damage 3d6, wielded as a one-handed weapon) or a bastard sword (damage 3d8, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If he shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1½ times his Strength bonus to his damage rolls, just like when using any other two-handed weapon.

Alternatively, Arval can split his mind blade into two identical huge short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades lose the enhancement bonus.

Survival Tactics: Arval can walk at full speed even when wearing heavy armor or carrying a heavy load. Arval gains a number of bonus hit points per level equal to his Constitution modifier (already included). Arval gains the benefits of Powerful Build (see below).

Powerful Build (Ex): The physical stature of Arval lets him function in many ways as if he was one size category larger. Whenever he is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), he is treated as one size larger if doing so is advantageous to him. Arval is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. Arval can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

flabort
2011-02-23, 03:50 PM
Just looked over the finished Survivor PrC.
I'd make a joke concerning "Outwit, outplayrun, outlast", but I think it comes without saying :smalltongue:
Actually, considering that, why not make a third survival tactic for "outwit"?

But, as it is... I can't find anything wrong with it. :smallmad:
I was going to rag you about your agile survivor's second level ability, but then I looked at the prereq's again.
Good work :smallamused:.

LOTRfan
2011-02-23, 03:56 PM
Thank you. I'm just sorry it took so long for a measily 3 level prestige class. :smallfrown:

flabort
2011-02-23, 03:58 PM
Don't worry about it. Most multi-path classes take longer than classes with more levels.

Debihuman
2011-02-23, 04:31 PM
Bezoar
{table=head] | Infant | Adult
| Tiny Aberration | Huge Aberration
Hit Dice: | 2d8 | 18d8
Initiative: | +10 | +4
Speed: | 30 ft. | 0 ft. (Immobile)
[/table]


Fixed table for you.

Debby

LOTRfan
2011-02-23, 04:46 PM
Oh, spelling mistake. :smallredface:

Good point with the speed, that should make it more clear. The Bezoars should be finished eventually (I know, I've been saying that for a while now :smallannoyed:)

AtlanteanTroll
2011-02-23, 04:49 PM
New Dino discovered in Utah (http://blogs.wsj.com/ideas-market/2011/02/23/meet-the-newest-dinosaur-thunder-thighs/). It's latin name means Thunder Thighs. I thought it might be fun for you to make.

LOTRfan
2011-02-23, 04:52 PM
A sauropod specializing in kicking. That can be fun. :smallbiggrin:

flabort
2011-02-23, 09:20 PM
*Boots plush raptors around*
Ok, we all liked to pretend we were dinos when we were kids, just trying to relieve some tension by pretending to be that new one.

LOTRfan
2011-02-23, 11:08 PM
Arval, the Neutral Evil Hornhead Soulknife/Survivor of the Sauric Isles is finished.

Arval is a Latin word, so it fits with the Draconic names from my campaign setting. That's not why I chose it. It also means "cried over" in Welsh. I thought it fit, especially on how miserable his powers made his village feel.

Not that my players will ever realize/appreciate this. :smallannoyed:

flabort
2011-02-23, 11:17 PM
Cool fact, though. And that's a pretty powerful backstory.

LOTRfan
2011-02-23, 11:21 PM
Cool fact, though. And that's a pretty powerful backstory.

Especially since the players are probably just going to cut him down in a round or two and collect the reward from the village, before even bothering to listen to what he has to say on the matter.

If you're interested, Arval was an anomaly created by Yuan-Ti breeding experiments. Because of the divine intervention of the Saurial god, evolution doesn't occur in the area Arval calls home, so his powers makes him even more of a freak than usual psychic.

Bhu
2011-02-24, 01:14 AM
Yeah, I'm sure you do. MOAR KITTEHS and Critters II are both extremely large in scope. I'm confused as to how you do it.

I need something to take my mind off my own impending extinction.

LOTRfan
2011-02-24, 11:00 AM
In the middle of researching/watching documentaries about Ornithocheirus. I'll get back to the bezoar, eventually.

LOTRfan
2011-02-24, 11:39 AM
http://ecx.images-amazon.com/images/I/31R5JtdMkhL._SS500_.jpg

Ornithocheirus
Large Animal
Hit Dice: 6d8+12 (39 hp)
Initiative: +5
Speed: 10 ft., Fly 90 ft. (average)
Armor Class: 20 (+6 natural, +5 Dex, -1 size), touch 14, flatfooted 15
Base Attack/Grapple: +4/+11
Attack: Bite +9 melee (1d8+3 damage)
Full Attack: Bite +9 melee (1d8+3 damage)
Space/Reach: 10 ft./5 ft.
Special Attacks: Dive
Special Qualities: Lowlight vision
Saves: Fort +4, Ref +7, Will +5
Abilities: Str 17, Dex 20, Con 15, Int 1, Wis 16, Cha 11
Skills: Spot +12
Feats: Weapon Finesse, Flyby Attack, Power Dive*
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 7-12 HD (Large); 13-24 HD (Gargantuan)
Level Adjustment: -----
*Savage Species

A large pterosaur flies in the open sky above. It knocks into a small pterosaur, forcing it to drop its meal, before catching the abandoned fish in its oddly curved beak.

Ornithocheirus is a massive pterosaur with a colossal wingspan. Ornithocheirs are generally solitary, flying vast distances across the world in search of temporary homes and food. Once per year, however, they migrate back to their breeding grounds for mating season.

Like all pterosaurs, the wings of an Ornithocheirus is made of a thin, membranous skin. Its wings are covered in matted fur, which helps keep it warm above the cool ocean currents that keep them airborne. Unfortunately, when wet, an Ornithocheirus cannot fly, so it must be extremely careful when flying directly above the water and during rainstorms.

Combat
Ornithocheirs generally don't have to engage in combat (most smaller pterosaurs are intimidated by them), but, when forced, are more than capable of knocking targets prone and using their teethed beaks to tear at flesh.

Dive (Ex): If an Ornithocheirus makes a charge attack and lowers its altitude by at least 30 feet as part of the charge, it gains a +4 bonus on its attack roll and deals 2d8+6 points of damage with its bite if it hits.

hamishspence
2011-02-24, 11:54 AM
The Walking With Dinosaurs one might qualify as Huge (by wingspan, though not weight- but most Huge and bigger fliers in D&D, like the Roc, are lighter than the normal minimums).

However- the largest creatures in that genus (sometimes classified as other genera) were only 20 ft in wingspan.

http://en.wikipedia.org/wiki/Ornithocheirus

So it might be closer to Medium or Large Pteranodon in statline.

LOTRfan
2011-02-24, 02:46 PM
I see. I'll change the size to large, then.

EDIT: I just realized the Medium Pteranodon has more Hit Dice than the Large version... weird.

LOTRfan
2011-02-24, 03:30 PM
Cute picture.... what can I say, I'm a sucker for little reptilians (they're so much cuter than mammals, anyway :smalltongue:).
http://www.dinosaurfact.net/Pictures/Nemicolopterus.jpg

Nemicolopterus
Diminutive Animal
Hit Dice: 1/4d8 (1 hp)
Initiative: +7
Speed: 5 ft., Fly 30 ft. (good)
Armor Class: 21 (+4 size, +7 Dex), touch 21, flatfooted 14
Base Attack/Grapple: +0/-16
Attack: Bite +7 melee (1d2-4 damage)
Full Attack: Bite +7 melee (1d2-4 damage)
Space/Reach: 1 ft./0 ft.
Special Attacks: -----
Special Qualities: Lowlight vision
Saves: Fort +2, Ref +9, Will +2
Abilities: Str 3, Dex 24, Con 11, Int 2, Wis 14, Cha 15
Skills: Spot +6, Climb +11
Feats: Flyby Attack, Weapon Finesse(B)
Environment: Warm Forests
Organization: Solitary, Pair, or Flight (5-15)
Challenge Rating: 1/4
Treasure: None
Alignment: Always Neutral
Advancement: 1-2 HD (Diminutive)
Level Adjustment: -----

A group of small pterosaurs flutter through the tree branches above, eating small insects. On lands on a branch a couple feet away, observing you for a couple seconds before flying back to the rest of the little creatures.

Nemicolopters are small flying reptilians found in vermin-infested jungles. They are harmless to most creatures, merely hunting down small bugs for the most part. The feet of a Nemicolopterus are especially adapted for grasping branches and climbing, similar to birds and bats. Their beaks are highly evolved. Though they lack teeth, the beaks are very similar to those of birds, and very good at snatching bugs mid-air.

Combat
A Nemicoloterus is more likely to flee than fight.

Skills: A Nemicolopterus has a +4 bonus to Climb checks. Climb checks made by a Nemicolopterus uses its Dexterity modifier rather than its Strength.

Feats: A Nemicolopterus has Weapon Finesse as a bonus feat.

Nemicolopters as Familiars
Occasionally, a spell caster chooses a Nemicolopterus as a familiar. They grant their masters a +3 bonus to climb checks.

LOTRfan
2011-02-25, 10:02 AM
Swarm, Nemicolopterus
Diminutive Animal (Swarm)
Hit Dice: 4d8 (18 hp)
Initiative: +7
Speed: 5 ft., Fly 30 ft. (good)
Armor Class: 21 (+4 size, +7 Dex), touch 21, flatfooted 14
Base Attack/Grapple: +3/---
Attack: Swarm (1d6 damage)
Full Attack: Swarm (1d6 damage)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Lowlight vision, swarm traits
Saves: Fort +2, Ref +9, Will +2
Abilities: Str 3, Dex 24, Con 11, Int 2, Wis 14, Cha 15
Skills: Spot +6, Climb +11
Feats: Flyby Attack, Weapon Finesse(B)
Environment: Warm Forests
Organization: Solitary, or Migration (4-8 swarms)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: -----
Level Adjustment: -----

Sometimes, Nemicolopters gather in groups to better protect themselves from predators such as Tapejara and Ornithocheirus.

Combat
A Nemicoloterus is more likely to flee than fight, but, when panicked, swarm their attacker.

Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 12) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Swarm Traits: Immunity to weapons damage, vulnerable to area effects, immunity to mind affecting effects, not subject to critical hits or flanking. Cannot be tripped, bull rushed, or grappled (they cannot grapple, either). Susceptible to gust of wind.

Skills: A Nemicolopterus has a +4 bonus to Climb checks. Climb checks made by a Nemicolopterus uses its Dexterity modifier rather than its Strength.

Feats: A Nemicolopterus has Weapon Finesse as a bonus feat.

LOTRfan
2011-02-25, 10:13 AM
Up next is Utahraptor. I'm basing this off of the 21 ft. raptor, not the reported 35 ft. animal (although you'll be able to advance them that large). So, Utahraptors are 6 ft. tall (Medium size), but 21 ft. long (Huge size). I'll meet in the middle and call 'em large. Any objections?

http://images.wikia.com/jpfanon/images/2/2f/Utahraptor.jpg
Utahraptor
Large Animal
Hit Dice: 9d8+45 (85 hp)
Initiative: +1
Speed: 50 ft.
Armor Class: 19 (+9 natural, +1 Dex, -1 size), touch 10, flatfooted 18
Base Attack/Grapple: +6/+16
Attack: Talons +11 melee (2d6+6 damage)
Full Attack: Talons +11 melee (2d6+6 damage), and 2 foreclaws +6 melee (1d4+3 damage), and bite +6 melee (1d8+3 damage)
Space/Reach: 10 ft./5 ft.
Special Attacks: Chokehold
Special Qualities: Scent, Lowlight vision
Saves: Fort +11, Ref +7, Will +5
Abilities: Str 23, Dex 13, Con 21, Int 2, Wis 15, Cha 10
Skills: Move Silently +13
Feats: Excellent Grasper, Disembowel, Improved Scent
Environment: Warm Plains
Organization: Solitary, Pair, or Pack (4-6)
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Advancement: 10-18 (Large); 19-30 (Huge)
Level Adjustment: -----

A large, feathered creature rushes out from the underbrush. It's light feathers are stained with blood, and large claws can be seen on its hands and feet. It is as tall as a human, but several times longer.

Utahraptors are large carnivorous dromeosaurids, specializing in hunting down larger prey. They often stalk herds of iguanodon and Brontomerus. Their sharp foot talons are adapted specifically for digging into flesh and grasping it, allowing it to latch onto prey with little chance of it escaping.

Utahraptors generally hunt in packs of three to four. Despite their aggresive behavior, they rarely walk out in the open grasslands, preferring to hide in the forests surrounding them.

Combat
Utahraptors generally sneak up on their foes, before charging to attack. Most try to grab onto their foes to prevent their escape.

Choke-hold (Ex): When grappling with foes at least one size larger than themselves, Utahraptors wrap their mouths around the enemy's neck, dealing 2d8+6 damage every round the grapple is maintained.

-----------------------------------------------------------------------
Excellent Grasper [Monstrous]
Some creatures are especially adept at grappling with larger foes.
Prerequisites: Str 17, Dex 13
Benefits: When attempting to grapple, your enemies do not gain the size modifier they usually do. For every size category larger they are compared to you, you gain a +4 circumstance bonus to grapple checks. You are unable to pin your opponent or drag it with you as you move. If an enemy attempts to escape a grapple, you gain a +4 bonus (in addition to the bonus mentioned above) on the check to prevent them from doing so.
Normal: See grappling rules.

flabort
2011-02-25, 10:17 AM
None from me

hamishspence
2011-02-25, 10:29 AM
None from me. Weight fits, length to base rather than tip of tail (if treated as a quadruped) fits, height (if modelled as rearing up the way the animals in Jurassic Park do before coming into the kitchen) might top 8 ft, so fits.

Even the revised version of "megaraptor" in the SRD, is Large.

So, it should work.

Maybe it should have a fairly low reach value- if a 28 ft allosaurus is also Large.

Allowing the smaller Large biped dinosaurs, a 5 ft reach instead of the normal 10 ft reach, might help to make the variation in size within Large creatures, clear.

LOTRfan
2011-02-25, 10:59 AM
None from me. Weight fits, length to base rather than tip of tail (if treated as a quadruped) fits, height (if modeled as rearing up the way the animals in Jurassic Park do before coming into the kitchen) might top 8 ft, so fits.

Even the revised version of "megaraptor" in the SRD, is Large.

So, it should work.

Maybe it should have a fairly low reach value- if a 28 ft allosaurus is also Large.

Allowing the smaller Large biped dinosaurs, a 5 ft reach instead of the normal 10 ft reach, might help to make the variation in size within Large creatures, clear.

I like your suggestion. I think you're right, 5 ft, reach should be fine. I'm looking at much more recent conception drawings of Utahraptor right now, and the arms don't look like they can reach far.

Also, I found a picture comparing the size of Utahraptor and Megaraptor; they're about the same size.

Dire Moose
2011-02-25, 08:31 PM
RAW states that 16 feet long up to the base of the tail counts as Huge. A 28-foot Allosaurus is unlikely to be Huge, since about half of that length is tail. What you're left with is 14 feet, Large but close enough that a few hit dice would make it Huge.

Judging from this technical drawing (http://shartman.deviantart.com/gallery/#/d2yv4nf), the tail is again half of Utahraptor's length. So the length we should be concerned with is 10.5 feet. This would fit a Large quadruped, though the 6-foot height still suggests a Medium biped.

I would agree on Large in this case. Treating theropods as bipeds does not suit the concept as originally intended, since the rules were likely written with upright humanoids in mind. Theropods had mostly-horizontal backs, so treating them as quadrupeds for the purposes of size is more accurate.

EDIT: Since the latest OOTS comic came out the way it did, I have got to get to that custom Allosaurus. I'll have it by Monday.

LOTRfan
2011-02-27, 12:28 PM
EDIT: Since the latest OOTS comic came out the way it did, I have got to get to that custom Allosaurus. I'll have it by Monday.

Okay. :smallsmile:

In the meantime, I've come up with a feat for Utahraptor. It seems that they were especially good at hunting herd animals larger than themselves, so I wanted a way to reflect it mechanically.

LOTRfan
2011-02-27, 12:56 PM
http://tyra-rex.com/Dinosaur/OBO/Thagomizer.jpg
Exotic Weapons
{table=head]Weapon | Cost | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight* | Type**
Thagomizer*** | 45 gp | 1d10 | 2d6 | 19-20/x3 | --- | 10 lb. | Piercing or Slashing[/table]
*Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
**When two types are given, the weapon is both types if the entry specifies "and," or either type (player’s choice at time of attack) if the entry specifies "or."
***Reach weapon

Thagomizer: This weapon is modeled after the spiked tail of a stegosaur, appearing to be a long rope with four spikes made of sharpened bone at the end. When swung at a target, the weapon leaves nasty puncture wounds on the enemy's body. After damaging an opponent, you can trip the opponent with the weapon (during the attempt, the spikes lodge themselves inside the opponent's legs, granting you a +2 bonus on the trip attempt). You can drop the weapon to avoid being tripped on a failure. In addition, instead of striking an opponent 10 ft. away, you can swing the weapon in a 15 ft. arch 5 ft. in front of you. All creatures in the squares must succeed on a Reflex save (equal to your attack roll), or take slashing damage.

hamishspence
2011-02-27, 03:48 PM
Also, I found a picture comparing the size of Utahraptor and Megaraptor; they're about the same size.

But very different in configuration.

the D&D Megaraptor (listed as 24 ft long in MM) was a giant deinonychosaur.

the real thing, while thought to be a deinonychosaur early on, turned out based on later material, to be an allosauroid- with very long hand claws.

And quite a big one- Australovenator, it's smaller cousin:
http://en.wikipedia.org/wiki/Australovenator
was 20 ft long, but described as half the size of Megaraptor, in the Megaraptor description- though that's probably half the mass rather than half the length:
http://en.wikipedia.org/wiki/Megaraptor



Judging from this technical drawing (http://shartman.deviantart.com/gallery/#/d2yv4nf), the tail is again half of Utahraptor's length.

The page of that artist, Scott Hartman:

http://www.skeletaldrawing.com/artgallery/artgallery.html

is pretty good for dinosaur skeletons, and life drawings, in general.

LOTRfan
2011-02-27, 04:00 PM
The page of that artist, Scott Hartman:

http://www.skeletaldrawing.com/artgallery/artgallery.html

is pretty good for dinosaur skeletons, and life drawings, in general.

Cool. I'll have to bookmark the site.

LOTRfan
2011-02-27, 05:06 PM
Deities! I'll be adding non-setting specific fluff later. The current one is Ka, converted from 2nd Edition Mystara. I'll be including planar allies and the like.

Ka the Preserver
Lesser Deity
Divine Rank: 10
Symbol: A feathered, winged, amber-colored serpent
Home Plane: The Prehistoric Haven of Virgultis (Celestia)
Alignment: Lawful Good
Worshipers: Saurials (specifically, Flyers, Hornheads, Bladebacks, and Finheads)
Cleric Alignments: Lawful Good, Neutral Good, or Lawful Neutral
Portfolio: Saurials, Preservation of species, Dinosaurs
Domains: Good, Law, Protection, Scalykind*
Favored Weapon: Longsword
*See Player's Guide to Faerun

hamishspence
2011-02-27, 06:05 PM
Ka had the Knowledge domain rather than the Protection domain in Dragon 318 (page 72) however, the other domains all match.

No favored weapon was given.

LOTRfan
2011-02-27, 06:07 PM
Ka had the Knowledge domain rather than the Protection domain in Dragon 318 (page 72) however, the other domains all match.

No favored weapon was given.

Oh, he was already updated. :smallfrown:

Weird, I was just looking through that exact magazine a few hours ago. Did it list any planar allies?

hamishspence
2011-02-27, 06:10 PM
Nope- it was a tiny snippet in the Children of Ka article.

LOTRfan
2011-02-27, 06:20 PM
That could explain why I missed it, then. I think I'll continue fleshing Ka (and new Saurial deities) out, though.

LOTRfan
2011-02-27, 08:37 PM
So, Dragon Magazine #328 had a variant Shifter whose ancestors were dinosaur-based lycanthropes. There were four new traits, none of which (as far as I am aware) received additional feats. Here is two. I'm away from my books, so the other two will have to come later.

Junglerunner Elite [Shifter]
Your junglerunner trait improves.
Prerequisites: Shifter, Junglerunner trait.
Benefits: When shifting, your base speed increases by an additional 20 ft.
Normal: When shifting, your base speed increases by 20 ft.

Raptorleap Elite [Shifter]
Your raptorleap trait improves.
Prerequisite: Shifter, Raptorleap trait.
Benefits: When shifting, your racial jump bonus increases by +4.
Normal: When shifting, you gain a +4 racial bonus to jump checks and are always treated as though having a running start.

Dire Moose
2011-02-27, 10:28 PM
The page of that artist, Scott Hartman:

http://www.skeletaldrawing.com/artgallery/artgallery.html

is pretty good for dinosaur skeletons, and life drawings, in general.

I know. I worked with Scott Hartman over the summer of 2007 in Wyoming and learned a lot from him.

Anyhow, the Allosaurus is finally done:

ALLOSAURUS
Large Animal
Hit Dice: 13d8+65 (123 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +9/+20
Attack: Claw +16 melee (1d8+7) or bite +16 melee (1d8+10)
Full attack: 2 claws +16 melee (1d8+7) and bite +11 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab
Special Qualities: Low-light vision, scent
Saves: Fort +13, Ref +9, Will +6
Abilities: Str 24, Dex 13, Con 21, Int 2, Wis 15, Cha 10
Skills: Hide +3, Listen +5, Spot +5, Survival +3
Feats: Improved Natural Attack (claw), Dodge, Mobility, Spring Attack
Environment: Warm plains
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 14-15 HD (Large), 16-23 HD (Huge)
Level Adjustment: --

Standing on two legs, this lean animal gazes around with cold, dull eyes adorned with small hornlets and a mouth lined with numerous sharp teeth. Its powerfully-built arms end in enlarged grasping hands with enormous hooked claws, while its long tail swishes around anxiously.

This carnivore is equally capable of hunting small prey alone or teaming up in packs to bring down larger game. The young stay with their parents until grown and share in meals with them. On average, a full-grown Allosaurus is 27 feet long and weighs just over a ton.

These statistics can be used to describe any similar carnosaur, such as Sinraptor, Neovenator, Australovenator, or Aerosteon.

Combat
When faced with a smaller opponent, an Allosaurus usually chases it down and grapples it in its claws, where a few bites will kill the immobilized creature in short order. Against foes bigger than themselves, allosaurs will use their Spring Attack ability to make repeated bite-and-retreat attacks until the prey is sufficiently weakened by blood loss to go in for the kill.

Improved Grab (Ex): To use this ability, an Allosaurus must hit with a claw attack. It may then make a grapple attempt without provoking an attack of opportunity. If this is successful, it establishes a hold and may make a bite attack at its full attack bonus, even if it made a move action in the same round.

hamishspence
2011-02-28, 05:06 AM
Looks good as a basic allosauroid template.

I'd probably give the neovenatorids (especially the megaraptorans) a slightly boosted claw attack (and maybe speed) and the carcharodontosaurids a slightly boosted bite attack.

But overall, I like this as an allosauroid model.

LOTRfan
2011-02-28, 04:59 PM
I love it! I'll add it to the first page. :smallsmile:

Now that I have the Excellent Grasper feat done, Utahraptor should be done in a matter of hours.

Dire Moose
2011-02-28, 10:12 PM
Looks good as a basic allosauroid template.

I'd probably give the neovenatorids (especially the megaraptorans) a slightly boosted claw attack (and maybe speed) and the carcharodontosaurids a slightly boosted bite attack.

But overall, I like this as an allosauroid model.

Neovenatorids are typically similar enough to Allosaurus not to need any revisions. Within this group, only Megaraptor and Chilantaisaurus are known to have had enormous claws, and I certainly think that these two should have their claw damage increased to 1d12.

Australovenator and Fukuiraptor had claws similar to Allosaurus, while claws have not been found for the rest of the family.

As for carcharodontosaurids, I think that Eocarcharia and Shaochilong would be similar to an Allosaurus with 1d6 claw damage and 2d6 bite damage, while Acrocanthosaurus would be the same after a size adjustment to Huge*. A completely new statblock is probably needed for Carcharodontosaurus, Giganotosaurus, Tyrannotitan, and Mapusaurus. These would definitely be Huge, with advanced hit dice quickly going Gargantuan, for one.

*The back ridge has been theorized to add extra energy to aid in running, though, so maybe its Constitution should go up a bit.

Finally, for other carnosaurs, sinraptorids can be described using these stats as well. Sinraptor and Metriacanthosaurus are probably the same as the standard Allosaurus, while Lourinhanosaurus should be downgraded a bit as it was smaller and weaker (though not Medium). For Yangchuanosaurus, Y. hepingensis should be a standard Allosaurus, while Y. magnus is Huge and needs additional hit dice (It should share its stats with Saurophaganax).

*gasp* OK, I doubt anyone is ever going to use all those dinosaurs I mentioned. I probably didn't need to go that overboard.

hamishspence
2011-03-01, 03:59 AM
A completely new statblock is probably needed for Carcharodontosaurus, Giganotosaurus, Tyrannotitan, and Mapusaurus. These would definitely be Huge, with advanced hit dice quickly going Gargantuan, for one.

the first Giganotosaurus skeleton was estimated as being of a 40-41 ft animal,
http://schools-wikipedia.org/wp/g/Giganotosaurus.htm

One jawbone fragment was found that was from an animal 8% bigger, estimated at 6.2 tons in weight.

so they might not have reached Gargantuan size (16 tons, 32 ft long from nose to base of tail).

(I've noticed that many other sites tend to revise Gigantosaurus upward- but have a distinct lack of reference back to the original material).

By comparison- Tyrannosaurus "Sue" was 42 ft long, and there is a skull 6.5% bigger than "Sue's".

Even Spinosaurus may have been close to the minimum for Gargantuan (60 ft long using largest estimates, and maybe 9 tons. While one scientist- Donald Henderson- argued it was shorter but much heavier- in the 16 ton range- his estimates were criticized as being skewed- relying too much on extrapolation from tyrannosaurs and the like- whereas spinosaurs have a more slender build.

As to whether Australovenator should have a better claw attack than normal allosaurs- the Wikipedia pic of the skeletal material known to have been recovered, does show at least one large hand claw.

Dire Moose
2011-03-01, 07:13 AM
As to whether Australovenator should have a better claw attack than normal allosaurs- the Wikipedia pic of the skeletal material known to have been recovered, does show at least one large hand claw.
I believe I saw the same reconstruction. Yes, Australovenator did have large claws, but so did Allosaurus (http://gastondesign.com/07galleries/dinoartics/p7hg_img_1/fullsize/alloshand_fs.jpg). That's why their claw attacks do 1d8 damage instead of 1d6.

hamishspence
2011-03-01, 07:56 AM
It really depends on if the claw is proportionally smaller than that of most megaraptorans.

Though, if it already has claws slightly more damaging than can be expected- it can work for most of them- with the ones with proportionately larger ones, being represented maybe by swapping a feat for Improved Critical.

I've seen a skeletal reconstruction of Neovenator itself in a museum, which looked pretty traditionally allosauroid- without exceptionally large claws. Though that might be due to those parts not being available- and it being reconstructed using existing allosauroids as a baseline.

What about hit dice? WoTC statted Allosaurus as a 10 HD creature, T. rex as a 18 HD creature, and Spinosaurus as a 20 HD creature- are these a bit on the low side?

LOTRfan
2011-03-01, 09:10 PM
Spinosaurus as a 20 HD creature- are these a bit on the low side?

Is it just me, or did WotC base the Spinosaurus off of the Jurassic Park III megapredator (which was releashed in theaters a year earlier to publishing) rather than the real life creature, which most likely ate fish?

Dire Moose
2011-03-01, 09:18 PM
So should I take Allosaurus down to 10 HD or leave it at the current 13? I might do the former.

And yes, that assessment of Spinosaurus is probably correct. I'm not even sure it should be Gargantuan either, but there are so few remains that its size is far from certain.

Regardless, it's not something any sane person ought to get too close to. I mean, grizzly bears eat mostly fish, berries and small game and they're incredibly dangerous.

LOTRfan
2011-03-01, 09:41 PM
I looked it up, and the Spinosaurus in Jurassic Park III is actually small than the theorized size of its real life cousins (59 ft. long). Perhaps they should stay Gargantuan...
http://images.wikia.com/jurassicpark/images/d/d2/SPINO_WP_1024.jpg

Also, found a really cool pic.

http://i.neoseeker.com/mgv/442838-RHJ44/838/48/spinosaurus_eagyptiacus_display.jpg

I like the Allosaur as it is, but it is your choice.

LOTRfan
2011-03-01, 09:56 PM
Starting the stats of the creature that is called when a Cleric of Ka casts Greater Planar Ally. As you can see, I am not done yet (she's a Fossilized Celestial Anthropomorphic Parasaurolophus, Paladin 16th).

Spes
Large Undead (Extraplanar, Augmented Monstrous Humanoid, Good, Law)
Hit Dice: 16d12; Hit Points: 56
Initiative: +0
Speed: 30 ft. (6 squares), swim 20 ft.
Armor Class: (-1 size, +17 natural), touch , flat footed
Base Attack/Grapple: +18/+27
Attack: +10 Axiomatic Holy Vorpal Longsword +24 melee (2d6+6 damage)
Full Attack: +10 Axiomatic Holy Vorpal Longsword +24 melee (2d6+6 damage), or 2 claws +23 melee (2d8+5 damage)
Space/Reach: 10 ft./5 ft.
Special Attacks: smite evil 5/day
Special Qualities: Scent, low-light vision, Detect evil, Divine Grace, aura of courage, lay on hands, remove disease 4/week, darkvision 60 ft., Resistance to acid and electricity 5, spell resistance 8, immunity to cold, immunity to mind effects and death effects, damage reduction 10/adamantine, undead traits
Saves: Fort +11, Ref +10, Will +11
Abilities: Str 20, Dex 10, Con ---, Int 10, Wis 14, Cha 12
Skills: Heal +12, Diplomacy +16, Sense Motive +14
Feats: Quickdraw, Power Attack, Cleave, Great Cleave, Improved Sunder, Combat Reflexes
Environment: The Seven Mountain Heavens of Mount Celestia (Virgultis)
Organization: Solitary
Challenge Rating:
Treasure: Standard
Alignment: Lawful Good

Detect Evil (Sp): Spes can use this ability, as the spell, at will.

Smite Evil (Su): 5/day, Spes may deal 18 extra damage when attacking an evil creature. If the Spes accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used.

Remove Disease (Sp): Spes can produce a Remove Disease effect four times a week.

Lay on Hands (Su): Spes can heal 16 points of damage per day.

Aura of Courage (Ex): Spes is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fears effects. This ability functions while Spes is conscious, but not if she is dead.

Dire Moose
2011-03-01, 10:04 PM
I'm sticking with 13 then, considering an Allosaurus really should be tougher to kill than a Dire Tiger.

And Gargantuan may be correct, considering the 46-foot holotype was not fully grown and the partial jaw (which I presume is an adult) would be 52-59 feet long. I presume that 26 to 30 feet from nose to base of tail counts as Gargantuan.

LOTRfan
2011-03-01, 10:07 PM
I agree. Allosaurs should definitely be able to kill oversized house cats.

One question: the plural form of Allosaurus (and, by extension, all dinosaurs in general), is it Allosaurs or Allosaurus. I've heard both used as a plural form, and, seeing as you actually study prehistoric creatures as a living, perhaps you can clear this up?

Bhu
2011-03-02, 01:21 AM
I've been off a few days, but it would appear you've been busy. Not bad.

hamishspence
2011-03-02, 03:49 AM
I'm sticking with 13 then, considering an Allosaurus really should be tougher to kill than a Dire Tiger.

And Gargantuan may be correct, considering the 46-foot holotype was not fully grown and the partial jaw (which I presume is an adult) would be 52-59 feet long. I presume that 26 to 30 feet from nose to base of tail counts as Gargantuan.

Seems reasonable- a little shorter than the normal 32 ft minimum- but not everything follows that minimum anyway- some creatures are a little smaller than the normal minimum for their size.

Even if none of the other theropods qualify- a fully grown adult Spinosaurus is justifiable.


I agree. Allosaurs should definitely be able to kill oversized house cats.

One question: the plural form of Allosaurus (and, by extension, all dinosaurs in general), is it Allosaurs or Allosaurus. I've heard both used as a plural form, and, seeing as you actually study prehistoric creatures as a living, perhaps you can clear this up?

On naming conventions- "allosaur" refers to all members of the allosaurid group- and is usually pluralized "allosaurs"

When referring to an individual genus, it may be better not to pluralize.

So we speak of "a herd of Triceratops" rather than "a herd of Triceratopses".

but if we see a group of Saurophagnax, we might say "that's a group of allosaurs" (since they are members of the allosaurid group).

Dire Moose
2011-03-02, 11:54 AM
I agree. Allosaurs should definitely be able to kill oversized house cats.

One question: the plural form of Allosaurus (and, by extension, all dinosaurs in general), is it Allosaurs or Allosaurus. I've heard both used as a plural form, and, seeing as you actually study prehistoric creatures as a living, perhaps you can clear this up?

It's Allosaurus, but I usually just use Allosaurs to avoid confusion.

LOTRfan
2011-03-03, 08:00 PM
Okay, that's good to know.

LOTRfan
2011-03-06, 08:00 AM
I think I may be making Iguanodons next. Does anyone want me to do a particular species?

Blynkibrax
2011-03-06, 04:00 PM
Personally, I've always loved the old, Victorian 'first draft' ideas of how dinosaurs were. They're really out of date and inaccurate now, but if you're planning to do an iguanadon, why not do the, in my personal opinion, far more interesting Victorian version.

http://wapedia.mobi/thumb/3ad1500/en/fixed/470/323/Iguanodon_Crystal_Palace.jpg?format=jpg

I think there's just something about these guys that's so much cooler than the real thing! :smallbiggrin:

LOTRfan
2011-03-06, 09:31 PM
That could be interesting. I may do that in addition to I. bernissartensis.

Blynkibrax
2011-03-07, 02:35 PM
http://img1.photographersdirect.com/img/13778/wm/pd503143.jpg

The megalosaurus is awesome, as well. I think I like him more, now that I think of it.

You might also want to check out the Wikipedia page on the Victorian dinosaur sculptures of Crystal Palace for a bit of extra info. http://en.wikipedia.org/wiki/Crystal_Palace_Dinosaurs

:smallamused:

LOTRfan
2011-03-07, 05:23 PM
Cool. Now that's somewhere where I would like to go....

As soon as I am finished with the other stats, I'll add that to the list.

LOTRfan
2011-03-09, 10:00 PM
This thread is getting lost in a sea of threads. Sorry for the slow updates. :smallfrown:

Here's two more feats. I'll probably create Bladeback Armor later this week.

Epic Protective Frill [Monstrous]
You are even more adept at blocking foes than usual.
Prerequisites: Protective Frill (http://www.giantitp.com/forums/showpost.php?p=9967880&postcount=12), Animal or Magical Beast type, Natural Armor 10+
Benefits: By spending a move action and not performing any other action afterwards for that round, the creature may position it's skull so that it offers full cover. This makes the creature impossible to it until it's next turn.
Normal: Creatures with the Protective Frill feat may spend a move action to gain partial cover, which grants a +4 bonus to armor class.

Improved Dorsal Plating [Fighter, Monstrous]
Your dorsal plates are very effective combat tools.
Prerequisites: Dorsal Plating
Benefits: As a move action, a creature may lower its body to place its dorsal plates between it and a single creature. This effectively doubles your natural armor bonus when being attacked by the creature (and that creature only). Any damage that the dorsal plating would usually cause creatures that use a light or natural weapon against it doubles.
Normal: A creature with dorsal plating may do as mentioned above, except that it grants an extra +4 bonus to armor class and deals the damage listed in the combat entry.
Special: A Fighter can choose this feat as a bonus feat. They only gain the benefits if they have Dorsal Plating as a racial trait or if they are wearing Bladeback armor.

Bhu
2011-03-10, 04:52 PM
Slow updates dont matter when you keep up the quality :smallcool:

LOTRfan
2011-03-12, 06:57 PM
Man, if only I could find some artwork for this... :smallfrown:

Ankylotaur
Huge Monstrous Humanoid
Hit Dice: 11d8+44 (93 hp)
Initiative: -2
Speed: 40 ft. (8 squares), Swim 20 ft.
Armor Class: 18 (+12 natural, -2 Dex, -2 size), touch 6, flat footed 18
Base Attack/Grapple: +11/+25
Attack: Bone Longspear +14 melee (2d8+9)
Full Attack: Bone Longspear +14 melee (2d8+9), and Tailclub +15 melee (3d8+6 damage)
Space/Reach: 15 ft./10 ft. (15 ft. with tail)
Special Attacks: -----
Special Qualities: Darkvision 60 ft., Scent, Hold Breath
Saves: Fort +6, Ref +5, Will +8
Abilities: Str 22, Dex 7, Con 16, Int 11, Wis 12, Cha 11
Skills: Handle Animal +9, Swim +29
Feats: Crush(B)*, Power Attack, Chameleon Hide**, Improved Critical (Longspear), Cleave, Improved Toughness
Environment: Warm Marshes
Organization: Solitary, Pair, Clan (30-50), or Tribe (100-400 plus 1-5 Ankylosaurs plus 20-80 Platyhystrixes)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually Neutral
Advancement: By Character Class
Level Adjustment: +6
*Savage Species
**Serpent Kingdoms

A large quadruped waddles out of the marsh ahead. It has the lower body an Ankylosaurus, but its upper body is a spear-wielding reptilian humanoid.

Ankylotaurs are immense monstrous humanoids that live in thick jungles and swamps. They live in an extremely primitive society, one that has not developed concepts as simple as writing. For the most part, Ankylotaurs spend most of their time wallowing in the marshy waters and feasting on ferns, usually living in clans of three to five families.

Ankylotaurs rarely interact with other races, besides the occasional missionary from the Church of Ka. As a result, their traditions and culture has remained mostly intact, and Ankylotaur technology has not advanced in hundreds of years. Ankylotaurs have a complex religion that can be said to be a mixture of animism, ancestor worship, and the belief of a single, amphibious deity. Depending on the clan, more emphasis may be placed on one aspect of their religion than the others. Legends and myths are passed down orally. In Ankylotaur society, true clerics are nonexistent, as are arcane spellcasters. As a result, favored souls and adepts are much more prevalent.

Ankylotaurs rarely have time to philosophize about the cosmology at large, and care even less about moral and ethical values. As a result, most Ankylotaurs are neutral. All Ankylotaurs speak Draconic, but no Ankylotaur (even those with class levels) is literate unless they spend the skill points necessary to learn.

Combat
Ankylotaurs usually only fight against predators, because the smaller races rarely attack them. In this regard, the Ankylotaurs use their blunt tails and large spears of bone. These primitive spears suffer a -1 penalty on attack rolls because they are made from bone.

Hold Breath (Ex): An Ankylotaur can hold his breath for a number of rounds equal to (CON mod x 8) before starting to drown.

Blynkibrax
2011-03-13, 05:17 PM
Hmmm... Intriguing concept, LOTRfan. These ankylotaurs, what're they like?

LOTRfan
2011-03-13, 05:23 PM
Currently, I'm thinking they will have a druidic society based off of ancestor-worship and a single god of amphibians (possibly Semuanya). I think they'll be spending most of their time in the deeper areas of the swamp, mostly submerged as to better hide from the large predators that prey on the surrounding creatures.

Its pretty simplistic, yes, but I'm still fleshing everything out. Once again, I'm sorry for the slow updates. :smallfrown:

Bhu
2011-03-14, 01:21 AM
I cant find a taur, but i found humanoid:

http://madjaguar.deviantart.com/art/SPLICERS-Metamorph-Armored-172849222?q=&qo=