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
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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
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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
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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.