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Dinosaur Menagerie
3 years ago  ::  Sep 11, 2006 - 10:00PM #1
Raptorial
Posts: 885
Date Joined: 05/26/05
Note that the following creatures were made with Kencyclopedia's creature creator, and not all are dinosaurs (but they are all prehistoric reptiles). Also note that I was too busy ranting to remember to place these in my last post.

Charonosaurus (A lambeosaurine hadrosaur)
Charonosaurus   
Gargantuan Animal
Hit Dice: 12d8+135 (189 hp) 
Initiative: +5 (+1 Dex, +4 Improved Initiative) 
Speed: 40 ft. (8 squares) 
Armor Class: 9 (-4 size, +1 Dex, +2 natural), touch 7, flat-footed 8 
Base Attack/Grapple: +9/+37 
Attack: Slam +21 melee (2d6 +16) 
Full Attack: Slam +21 melee (2d6 +16) and tail +16 melee (2d8 +8) 
Space/Reach: 20 ft./15 ft. 
Special Attacks: Powerful charge, trample 
Special Qualities: Low-light vision, low-light vision, scent 
Saves: Fort +19, Ref +9, Will +7 
Abilities: Str 42, Dex 13, Con 33, Int 2, Wis 12, Cha 5 
Skills: Hide -7, Listen +1, Move Silently +8, Spot +5 
Feats: Endurance,Improved Initiative,Iron Will,Run,Toughness 
--------------------------------------------------------------------------------
Environment: Temperate plains,forests 
Organization: Solitary, Pair, Family (2-5), Colony (5-20), or Herd (20-40) 
Challenge Rating: 11 
Treasure: None
Alignment: Always neutral 
Advancement: 13-24 HD (Gargantuan); 25-36 HD (Colossal) 
Level Adjustment: - 

Charonosaurus is a large hadrosaur that roams the temperate forests and plains. Although preyed upon by ferocious predators such as tarbosaurus, the sheer size of their herds can dissuade any typical predator. Charonosaurs utter bellowing cries that can be heard for miles.

Combat
Powerful Charge (Ex): When a creature with this special attack makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The amount of damage from the attack is given in the creature’s description.
Trample (Ex): As a full-round action, a creature with this special attack can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. 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. 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. A trampling creature that accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer.A trample attack deals bludgeoning damage (the creature’s slam damage + 1-1/2 times its Str modifier). The creature’s descriptive text gives the exact amount. Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.The save DC against a creature’s trample attack is 10 + 1/2 creature’s HD + creature’s Str modifier (the exact DC is given in the creature’s descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.
Low-Light Vision (Ex): A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions.
Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 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 triple normal range.When a creature detects a scent, the exact location of the source is not revealed, only its presence somewhere within range. The creature can take a move action to note the direction of the scent.Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location.A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. 


Meiolania (Not a dinosaur, but a BIG turtle)
Meiolania   
Medium Animal
Hit Dice: 6d8+45 (72 hp) 
Initiative: +0 
Speed: 10 ft. (2 squares), swim 20 ft. (4 squares) 
Armor Class: 18 (+8 natural), touch 10, flat-footed 18 
Base Attack/Grapple: +4/+10 
Attack: Slam +10 melee (1d6 +6) 
Full Attack: Slam +10 melee (1d6 +6) and tail +5 melee (1d8 +3) 
Space/Reach: 5 ft./5 ft. 
Special Attacks: - 
Special Qualities: Low-light vision, low-light vision 
Saves: Fort +14, Ref +5, Will +2 
Abilities: Str 22, Dex 10, Con 25, Int 2, Wis 6, Cha 5 
Skills: Hide +5, Listen -2, Spot -2, Survival +2 
Feats: Great Fortitude,Iron Will,Toughness 
--------------------------------------------------------------------------------
Environment: Temperate plains 
Organization: Solitary, or Pair 
Challenge Rating: 5 
Treasure: None
Alignment: Always neutral 
Advancement: 7-12 HD (Medium); 13-18 HD (Large) 
Level Adjustment: - 

Meiolania graze amongst the dry plains. Despite their lesser size compared to some great monstrosities, these turtles have a tough shell for protection. Stubby spine adorn the tail, making it a biological mace.

Combat
Low-Light Vision (Ex): A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions.


Teleosaurus (An oceanic suchian)
Teleosaurus   
Large Animal
Hit Dice: 3d8+21 (34 hp) 
Initiative: +2 (+2 Dex) 
Speed: 20 ft. (4 squares), swim 30 ft. (6 squares) 
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 
Base Attack/Grapple: +2/+14 
Attack: Bite +9 melee (1d8 +8) 
Full Attack: Bite +9 melee (1d8 +8) and tail +4 melee (1d4 +4) 
Space/Reach: 10 ft./5 ft. 
Special Attacks: Improved grab 
Special Qualities: fast healing 2, low-light vision 
Saves: Fort +10, Ref +7, Will -1 
Abilities: Str 27, Dex 14, Con 25, Int 2, Wis 6, Cha 5 
Skills: Concentration +9, Hide -2, Listen -2, Move Silently +6, Spot -2 
Feats: Endurance,Lightning Reflexes 
--------------------------------------------------------------------------------
Environment: Warm aquatic 
Organization: Solitary 
Challenge Rating: 4 
Treasure: None
Alignment: Always neutral 
Advancement: 4-6 HD (Large); 7-9 HD (Huge) 
Level Adjustment: - 

An oceanic crocodile, teleosaurus is an ambush predator just like its swamp and river-living relatives. Often it will sit under coral ridges, holding its breath until it has no air left. When prey is sighted, teleosaurus will abrubtly end their wait and burst into a flurry of motion.

Combat
Improved Grab (Ex): If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature 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. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text). When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.
Fast Healing (Ex): A creature with the fast healing special quality regains hit points at an exceptionally fast rate, 2 hit points per round, as given in the creature’s entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached.
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3 years ago  ::  Sep 12, 2006 - 2:32PM #2
bhu
Posts: 4,745
Date Joined: 11/27/05
I think Broncosaurus was mentioned briefly somewhere earlier in hte thred. I have all their stuff :D


You know theres a really old scifi novel called Dinosaur planet......
Now if only I can remember the author...
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html
  cat burglar pdf 2.0 available
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3 years ago  ::  Sep 12, 2006 - 8:04PM #3
Raptorial
Posts: 885
Date Joined: 05/26/05
I'm back! I would have posted stats sooner if Kencyclopedia had not gone down (Please make a mental note that I suck at making creatures on my own). This time, I'm posting nothing but mammal-like reptiles. Hooray Permian! :bounce:

Titanosuchus (A beastly therapsid with sabres)
Titanosuchus
Large Animal
Hit Dice: 3d8+24 (37 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 14 (-1 size, +3 Dex, +2 natural), touch 12, flat-footed 11
Base Attack/Grapple: +2/+16
Attack: Bite +11 melee (1d8 +10)
Full Attack: Bite +11 melee (1d8 +10) and claw +6 melee (1d6 +5) and tail +6 melee (1d8 +5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Frightful presence, swallow whole
Special Qualities: Low-light vision
Saves: Fort +10, Ref +6, Will +1
Abilities: Str 30, Dex 16, Con 25, Int 2, Wis 11, Cha 5
Skills: Hide +1, Listen 0, Move Silently +7, Spot 0
Feats: Toughness,Track
---------------------------------------------------------------------------
Environment: Warm deserts
Organization: Solitary, or Pair
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment: -

You see a large lizard resting upon the rocks. At first nothing seems out of place, then the creature yawns and reveal huge scimitar-like teeth. This is the last thing you ever see.

Titanosuchus is a horrid beast that stalks the rock outcrops of the great deserts. The color of sand, it is hard to spot in its harsh homeland.

Combat
Titanosuchus hunts just like a crocodile, it waits for prey amongst the rocks, then bursts forth in a burst of energy. If cornered, they will hack and slash with their massive canine teeth and sharp claws.
Frightful Presence (Ex): This special quality makes a creature’s very presence unsettling to foes. It takes effect automatically when the creature performs some sort of dramatic action (such as charging, attacking, or snarling). Opponents within range who witness the action may become frightened or shaken. Actions required to trigger the ability are given in the creature’s descriptive text. The range is usually 30 feet, and the duration is usually 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Will save (DC 10 + 1/2 frightful creature’s racial HD + frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to that same creature’s frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
Swallow Whole (Ex): If a creature with this special attack begins its turn with an opponent held in its mouth (see Improved Grab), it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category smaller than the swallowing creature. Being swallowed has various consequences, depending on the creature doing the swallowing. A swallowed creature is considered to be grappled, while the creature that did the swallowing is not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is noted in the creature description), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.
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3 years ago  ::  Sep 13, 2006 - 5:30PM #4
Insane_Pixie
Posts: 182
Date Joined: 10/30/04
Well, I can't believe it took me so long to notice this, but I was flipping through animal entries to compare stats for a possible Moreau character, and I happened to have both the brown bear and Tyrannosaurus (of course) open. That's when I realized that the Tyrannosaurus' Strength score is only 1 point higher than the brown bear. I'm thinking of just bumping up all of its scores, natural armor, and natural attacks as if it was Gargantuan instead of Huge, but keeping it at Huge size anyways.

Any opinions on this? I figured I mine as well post it here.

P.S. Raptorial, I like the mammals. Very nice. However, one thing that popped out at me was that you gave the Robertia an hp bonus from Con of 1.25. Even with fractional HD, you still give it it's full bonus; +5 (which is incredibly high for a Small creature). Either way, I think it should have 1 HD instead of 1/4. Fractional HD tend to be for creatures Tiny or smaller.

EDIT: And the Tyrannosaur's bite damage is the same as the bear! Geez, what does WotC have against prehistoric beasts?!
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3 years ago  ::  Sep 13, 2006 - 5:57PM #5
Dracomortis
Posts: 697
Date Joined: 01/30/06
Insane Pixie, if you happen to have the Menace Manual for d20 Modern, it has a much better version of the tyrannosaurus. Otherwise, your fix sounds reasonable.
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3 years ago  ::  Sep 13, 2006 - 6:07PM #6
Insane_Pixie
Posts: 182
Date Joined: 10/30/04

Dracomortis]Insane Pixie, if you happen to have the Menace Manual for d20 Modern, it has a much better version of the tyrannosaurus. Otherwise, your fix sounds reasonable.


Well, I guess I'll have to add that to my list, next to Dragon Magic...

EDIT: Just got the stats from a friend. The bite is better, but it still has the same problem with its Strength wrote:

Insane Pixie, if you happen to have the Menace Manual for d20 Modern, it has a much better version of the tyrannosaurus. Otherwise, your fix sounds reasonable.[/quote]
Well, I guess I'll have to add that to my list, next to Dragon Magic...

EDIT: Just got the stats from a friend. The bite is better, but it still has the same problem with its Strength score.

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3 years ago  ::  Sep 13, 2006 - 8:32PM #7
Raptorial
Posts: 885
Date Joined: 05/26/05
To Insane Pixie-On the robertia's hp, as I said before I use Kencyclopedia's monster generator. This is what the stat block said after the generation was finished, and thus I believed them. On constitution, yes it is high for a smallie, but you have to remember these little critters have to survive in brutal conditions and sometimes go for long periods without food or water. If it doesn't seem right, you can always lower it for your game. Anyway, I now bring more non-dinosaurian prehistorics. This time I am dealing with 2 swamp dwellers.

Eogyrinus (deadly amphibian)
Eogyrinus
Large Animal
Hit Dice: 3d8+15 (28 hp)
Initiative: +2 (+2 Dex)
Speed: 5 ft. (1 square), swim 30 ft. (6 squares)
Armor Class: 12 (-1 size, +2 Dex, +1 natural), touch 11, flat-footed 10
Base Attack/Grapple: +2/+14
Attack: Bite +9 melee (1d8 +8)
Full Attack: Bite +9 melee (1d8 +8)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +10, Ref +7, Will +0
Abilities: Str 26, Dex 15, Con 20, Int 2, Wis 8, Cha 5
Skills: Hide +2, Listen -1, Move Silently +4, Spot -1
Feats: Great Fortitude,Lightning Reflexes
--------------------------------------------------------------------------------
Environment: Warm swamps
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment: -

An unknown presence lurks just beneath the murky waters, hidden to all. It waits silently, ready for a new meal.

Eogyrinus are large amphibians up to 15 feet in length. Most creatures native to their swamp haunts know to avoid the muddy pools of the deep centers, but visitors to the ancient bayous often go into the dark and shadowy places, never to be heard from again. Although quick and agile in the water, an eogyrinus on land can barely move. They must heave themselves onto the water's slippery banks to bask in the sun, and this is the time they are easiest to kill.

Combat
Eogyrinus are like vicious leopards, mutilating any creatures that enter their muddy water pools. They will even attack others of their own species. On land they are nearly worthless in combat.


Arthropleura (a 6-foot long millipede from Carbon. forests)
Arthropleura
Medium Vermin
Hit Dice: 2d8+8 (17 hp)
Initiative: +3 (+3 Dex)
Speed: 10 ft. (2 squares)
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13 Base Attack/Grapple: +1/+6
Attack: Bite +6 melee (1d6 +5)
Full Attack: Bite +6 melee (1d6 +5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict
Special Qualities: Darkvision 60ft.
Saves: Fort +7, Ref +3, Will -3
Abilities: Str 20, Dex 16, Con 18, Int 0, Wis 4, Cha 2
Skills: Climb +7, Escape Artist +6, Listen -3, Move Silently +8, Spot -3
Feats: Endurance
--------------------------------------------------------------------------------
Environment: Warm swamps
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: -

Large, black, and built like an invertebrate tank, the giant slips through the undebrush. It would rather run than fight, and thus poses little threat to you or your comnpanions

Arthropleura is a huge millipede that slinks across the swamplands quickly and silently. It specializes in keeping itself from being noticed.

Combat
Constrict (Ex): A creature with this special attack can crush an opponent, dealing bludgeoning damage, after making a successful grapple check. The amount of damage is given in the creature’s entry. If the creature also has the improved grab ability it deals constriction damage in addition to damage dealt by the weapon used to grab.
Vermin possess the following traits (unless otherwise noted in a creature's entry).
Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

That's all for now. Anyone have any idea what subject matter I should work on next
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3 years ago  ::  Sep 17, 2006 - 10:53AM #8
bhu
Posts: 4,745
Date Joined: 11/27/05
Anyone interested in prehistoric fish? http://en.wikipedia.org/wiki/Category:Prehistoric_fish

Was thinking of doing a few.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html
  cat burglar pdf 2.0 available
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3 years ago  ::  Sep 19, 2006 - 9:41AM #9
Raptorial
Posts: 885
Date Joined: 05/26/05
Prehistoric fish? I like where this is going.
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3 years ago  ::  Sep 19, 2006 - 5:12PM #10
bhu
Posts: 4,745
Date Joined: 11/27/05
Well then is there a particular fish you'd like? :D
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html
  cat burglar pdf 2.0 available
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