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The Nemesis Wormhole

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

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

Combat

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

Skills
A shantungosaurus has a +4 racial bonus on Spot and Listen checks.
 
Sinraptor
Huge Animal
HD: 12d8+72 (120 Hp)
Initiative: +2 (+2 Dex)
Speed: 60 ft. (8 squares)
Armor Class: 16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14
Base Attack/Grapple: +8/+13
Attack: Bite +15 melee (3d6+10)
Full Attack: Bite +15 melee (3d6+10) and 2 claw +10 melee (1d8+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved Grab, Pounce, Shake
Special Qualities: Low-light Vision, Scent
Saves: Fort +12, Ref +10, Will +5
Abilities: Str 24, Dex 14, Con 22, Int 2, Wis 12, Cha 10
Skills: Spot: +15, Listen: +15, Hide +9
Feats: Improved Natural Weapon (Bite), Improved Toughness, Improved Bull Rush, Run
Environment: Warm land
Organization: Solitary, Pair, or Pack (2-6)
Challenge Rating: 9
Treasure:
Alignment: Always neutral
Advancement: Hacthling 5-7(Medium), Juvinile 8-11(Large), Adult 12-24 HD(Huge), Sin-Lord 25-36 HD(Gargantuan)


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

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

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

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

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

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

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

Therizinosaurus
Huge Animal
Hit Dice: 14d8+112 (175 hp)
Initiative: +1 (+1 Dex)
Speed: 25 ft. (5 squares)
Armor Class: 15 (-2 size, +1 Dex, +6 natural), touch 9, flat-footed 14
Base Attack/Grapple: +10/+27
Attack: Reaper claw +17 melee (4d6 +9)
Full Attack: Reaper claw +17 melee (4d6 +9)
Space/Reach: 15 ft./15 ft.
Special Attacks: -
Special Qualities: Low-light vision, low-light vision
Saves: Fort +17, Ref +10, Will +5
Abilities: Str 28, Dex 12, Con 26, Int 2, Wis 12, Cha 7
Skills: Hide -7, Listen +10, Spot +9
Feats: Cleave,Endurance,Improved Critical,Improved Natural Attack,Power Attack
Environment: Warm land
Organization: Solitary, Pair, Brood (2-5), Nest (5-20), or Flight (20-40)
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: Hacthling 3- HD (small), Juvinile 4-14 HD (Medium), Adult 15-28 HD (Huge); Tree-Splinter 29-42 HD (Gargantuan)
Level Adjustment: -

This strange looking dinosaur had claws that were 3 feet (1 m) long! It is also the longest of its family, the therizinosaurs, yet discovered. It is now thought that it may have had feathers, as others in its family have been found to show the remains of protofeathers in their fossils.

Combat
I forced into combat it will proceed to rip it's opponents to shreads with it's claws.


Triceratops
Huge Animal
Hit Dice: 16d8+124 (196 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 18 (-2 size, -1 Dex, +11 natural), touch 7, flat-footed 18
Base Attack/Grapple: +12/+30
Attack: Gore +20 melee (2d8+15)
Full Attack: Gore +20 melee (2d8+15)
Space/Reach: 15 ft./10 ft.
Special Attacks: Powerful charge, trample 2d12+15
Special Qualities: Low-light vision, scent
Saves: Fort +19, Ref +9, Will +6
Abilities: Str 30, Dex 9, Con 25, Int 1, Wis 12, Cha 7
Skills: Listen +13, Spot +12
Feats: Alertness, Great Fortitude, Toughness (4)
Environment: Temperate plains
Organization: Solitary, pair, or herd (5-8)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 17-32 HD (Huge); 33-48 HD (Gargantuan)
Level Adjustment: -

The massive beast has a huge plate of bone protecting the front of its 6-foot-long head, from which project two great horns, while a shorter horn juts from its nose.

This massive herbivore is fairly short-tempered and aggressive. A triceratops has a body about 25 feet long and weighs about 20,000 pounds.

Combat
These creatures are likely to charge and skewer any creature of at least Large size that infringes on their territory. A triceratops uses its trample attack on smaller opponents.

Powerful Charge (Ex): When a triceratops charges, its gore attack deals 4d8+20 points of damage.

Trample (Ex): Reflex half DC 28. The save DC is Strength-based.

A Tyrannosaurid is a general category of carnivore whose basic body plan is that of a Tyrannosaurus, namely two powerful hind legs and two diminutive arms that are next to useless. Tyrannosaurids chief weapon are its teeth, they come in a variety of different sizes depending on the creature's age and specific species.

Tyrannosaurid (large)
Huge Animal (6,000 kg)
Stamina Dice: 12d10+69 (135 hp)/ Lifeblood: 21
Initiative: +1
Speed: 12 m (8 squares)
Armor Class: 14 (-2 size, +1 Dex, +5 AR) touch 9, flat-footed 13
Base Attack/Grapple: +13/+30
Attack: Bite +20 melee (3d6+13)
Full Attack: Bite +20 melee (3d6+13)
Space/Reach: 4.5m/3m
Special Attacks: Improved grab, swallow whole
Special Qualities: Low-light vision, scent
Saves: Fort +16, Ref +12, Will +8
Abilities: Str 28, Dex 12, Con 21, Int 2, Wis 15, Cha 10
Skills: Hide -2, Listen +14, Spot +14
Feats: Alertness, Improved Natural Attack (bite), Run, Toughness (3), Track
Environment: Warm plains
Organization: Solitary or pair
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 13-14 HD (Huge); 15-27 HD (Gargantuan)
Level Adjustment: -

Tyrannosaurid (small)
Huge Animal (3,200 kg)
Stamina Dice: 11d10+53 (114 hp)/ Lifeblood: 19
Initiative: +1
Speed: 12 m (8 squares)
Armor Class: 14 (-2 size, +1 Dex, +5 AR) touch 9, flat-footed 13
Base Attack/Grapple: +12/+29
Attack: Bite: +19 melee (4d4+8)
Space/Reach: 4.5m/3m
Special Attacks: Improved grab, swallow whole
Special Qualities: Low-light vision, scent
Saves: Fort +15, Ref +12, Will +8
Abilties: Str 26, Dex 12, Con 21, Int 2, Wis 15, Cha 10
Skills: Hide -2, Listen +14, Spot +14
Feats: Alertness, Improved Natural Attack (bite), Run, Toughness(3), Track
Environment: Warm plains
Organization: Solitary or pack (2-4)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 12-14 HD (Huge); 15-27 HD (Gargantuan)
Level Adjustment: -

Tyrannosaurus Rex
Huge Animal
Hit Dice: 18d8+99 (180 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 14 (-2 size, +1 Dex, +5 natural) touch 9, flat-footed 13
Base Attack/Grapple: +13/+30
Attack: Bite +20 melee (3d6+13)
Full Attack: Bite +20 melee (3d6+13)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Low-light vision, scent
Saves: Fort +16, Ref +12, Will +8
Abilities: Str 28, Dex 12, Con 21, Int 2, Wis 15, Cha 10
Skills: Hide -2, Listen +14, Spot +14
Feats: Alertness, Improved Natural Attack (bite), Run, Toughness (3), Track
Environment: Warm plains
Organization: Solitary or pair
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 19-36 HD (Huge); 37-54 HD (Gargantuan)
Level Adjustment: -

This towering predator has an enormous head and a mouth full of dagger-sized teeth. It stands on two powerful legs and has only vestigial forelimbs.

This ravenous creature is the most fearsome of all carnivorous dinosaurs.

Despite its enormous size and 6-ton weight, a tyrannosaurus is a swift runner. Its head is nearly 6 feet long, and its teeth are from 3 to 6 inches in length. It is slightly more than 30 feet long from nose to tail.

A tyrannosaurus eats almost anything it can sink its teeth into, and spends a great deal of its time scavenging for carrion and chasing smaller carnivores away from their kills.

Combat
A tyrannosaurus pursues and eats just about anything it sees. Its tactics are simple - charge in and bite.

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 2d8+8 points of bludgeoning damage and 8 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 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A huge tyrannosaurus's gizard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Skills: A tyrannosaurus has a +2 racial bonus on Listen and Spot checks.
 
Velociraptor
Medium Animal
Hit Dice: 4d8+8 (26 hp)
Initiative: +4
Speed: 60 ft.
Armor Class: 16 (+4 Dex, +2 natural) touch 14, flat-footed 12
Base Attack/Grapple: +3/+6
Attack: Claw +6 melee (1d6+3)
Full Attack: 2 claws +6 melee (1d6+3) and bite +1 melee (1d6+1) and tail +1 melee (1d6+1)
Space/Reach: 5ft/5ft
Special Attacks: Leaping Pounce, rake 1d6+2
Special Qualities: low-light vision, scent
Saves: Fort +6, Ref +8, Will +3
Abilities: Str 17 Dex 19, Con 15, Int 2, Wis 14, Cha 12
Skills: Hide +12*, Jump +24
Feats: Improved Natural Attack (claw) Track
Evironment: Any temperate
Organization: Solitary or pack (3-10)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement 5-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: -

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

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

COMBAT

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

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

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

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

Combat

Powerful Charge (Ex)
When a zuniceratops charge, its gore attack deals 2d10+10 points of damage.
 
To make this dinosaur Earth come alive, we need dinosaur encounter tables. This is my start. I've listed the environments by continent.

Encounter Tables
North American Forest
1. 1d6 Bambiraptor
2. 1d5 (1d10/2) Centrosaurus
3. 1d5 (1d10/2) Pachyrhinosaurus
4. 1d2 Pteranodon
5. 1d5 (1d10/2) Styracosaurus
6. 1d2 Tyrannosaurus Rex
7. 1d2 Tyrannosaurid (large)
8. 1d4 Tyrannosaurid (small)

North American Plains
1.1d5 (1d10/2) Centrosaurus
2. (1d4)d10 Edmontosaurus
3. 1d5 (1d10/2) Pachyrhinosaurus
4. 1d6 Prenocephale
5. (1d4)d10 Saurolophus
6. 1d5 (1d10/2) Styracosaurus
7. 1d8 Triceratops
8. 1d2 Tyrannosaurus Rex
9. 1d8 Zuniceratops
10. (1d4)d10 Ornithomimus
11. 1d2 Tyrannosaurid (large)
12. 1d4 Tyrannosaurid (small)


North American Oceans
1. 1d2 Mosasaurus

South American Forest
1. 1d2 Carnotaurus
2. 1d2 Tyrannosaurid (large)
3. 1d4 Tyrannosaurid (small)


South American Plains
1. 1d2 Carnotaurus
2. 1d6 Giganotosaurus
3. 1d2 Tyrannosaurid (large)
4. 1d4 Tyrannosaurid (small)


South American Oceans
1. 1d2 Mosasaurus


European Forest
1. 1d2 Tyrannosaurid (large)
2. 1d4 Tyrannosaurid (small)


European Plains
1. 1d2 Tyrannosaurid (large)
2. 1d4 Tyrannosaurid (small)


European Oceans
1. 1d2 Mosasaurus

Asian Forest
1. 1d2 Pteranodon
2. 1d6 Sinraptor
3. 1d10 Velociraptor
4. 1d2 Mononykus
5. (1d4)d10 Therizinosaurus
6. 1d2 Tyrannosaurid (large)
7. 1d4 Tyrannosaurid (small)


Asian Plains
1. 1d6 Oviraptor
2. 1d8 Protoceratops
3. 1d6 Prenocephale
4. (1d4)d10 Saurolophus
5. (1d4)d10 Shantungosaurus
6. 1d6 Sinraptor
7. 1d10 Velociraptor
8. 1d8 Protoceratops
9. (1d4)d10 Therizinosaurus
10. 1d2 Tyrannosaurid (large)
11. 1d4 Tyrannosaurid (small)


Asian Oceans
1. 1d2 Mosasaurus


African Forest
1. 1d2 Tyrannosaurid (large)
2. 1d4 Tyrannosaurid (small)


African Plains
1. 1d2 Carcharodontosaurus
2. 1d2 Tyrannosaurid (large)
3. 1d4 Tyrannosaurid (small)


African Oceans
1. 1d2 Mosasaurus


Australian Forest
1. 1d2 Tyrannosaurid (large)
2. 1d4 Tyrannosaurid (small)


Australian Plains
1. 1d2 Tyrannosaurid (large)
2. 1d4 Tyrannosaurid (small)


Australian Oceans
1. 1d2 Kronosaurus
2. 1d2 Mosasaurus

Antarctica Forest
1. 1d2 Tyrannosaurid (large)
2. 1d4 Tyrannosaurid (small)


Antartica Plains
1. 1d2 Tyrannosaurid (large)
2. 1d4 Tyrannosaurid (small)


Antartica Oceans
1. 1d2 Mosasaurus
 
Ok, I've assembled a critical mass of dinosaurs and dinosaur tables. This work is not finished, but perhaps now is the time to resume a discussion about this setting.

This setting is an add-on rather than an alternate to the 2320AD cannon. The main difference is that a transversible wormhole is discovered 2.1 light years from the Hermes/Mu Herculis system and on the other side of that wormhole is another region of space and time where an Earth of the past 65 million years ago is found 4.3 light years from the wormhole opening. I've included up above bare outlines of the surrounding star systems filling a cube in space that's 20 light years on a side and centered on this Sol System of the past. 2 expeditions launched by NASA in cooperation with the United States Space Force have done some preliminary explorations and have confirmed that this past is not linearly connected to the present and that there is no danger of a "time paradox" occuring So now the main concern is colonizing this new region of space, starting with this prehistoric Earth first. The third expedition will be to establish a base to support 300 scientists and their families, various corporations have also sponsored their own scientists and surveyors, as the commerical potential of another Solar System, one where the locations of many of the resources are known from previous mining in our own solar system. Naturally there are entertainment companies and resorts that are interested in promoting tourism of the planet. Of course the planet is uninhabited at the moment. Since this is the American Arm, the United States government has expressed an interest in establishing this base on the North American continent of this time. This continent is slit in the middle, actually flooded in the center by the highersea level and there is a great inland waterway stretching from what will be the Gulf of Mexico to the Artic Ocean. The Western portion of the North American continent including the Rocky Mountains is connected by a land bridge to Asia, the easter portion of North America forms an isolated landmass somewhat larger than India in land area. The land of the T-Rex is on the western portion of this continent, so they decided to establish a base on the Eastern side of the Rocky mountain range on the shores of the Great Inland Sea. The fishing is expected to be spectacular in this shallow sea. There are abundant conifer forests beneath the Rockies, which provide abundant bulding materials. assuming the base is not to be constructed of modular buildings. Of concern are the intrusions of large animals onto the base proper. Various different kind of fences are being considered to keep these animals out.

With the 500 scientists, they are expected to bring long their immediate families as this is a long term settlement, bringing the population of this first town up to 2,000. Some larger transport ships and freighters are to be contracted out to deliver all this heavy material, earth moving equipment along with the shuttles to provide interface transportation.

So I'd like to open this up. Any ideas on potential adventures the PCs could get involved in. There is also a local intelligent race in the surround space of this planet, the T'sa, a short statured reptilian race, they are expanding outwards in the direction of this planet, it seems likely that they will be mounting an expedition towards Earth in a short time if they have not already done so.
 
There is much we don't know about the late cretaceous Earth. To Stand in for the various types of creatures that are unknown to us but are still very much a part of the ecosystem of this time the following are the statistics of general categories of creatures

A Tyrannosaurid is a general category of carnivore whose basic body plan is that of a Tyrannosaurus, namely two powerful hind legs and two diminutive arms that are next to useless. Tyrannosaurids chief weapon are its teeth, they come in a variety of different sizes depending on the creature's age and specific species.

Tyrannosaurid (large)
Huge Animal (6,000 kg)
Stamina Dice: 12d10+69 (135 hp)/ Lifeblood: 21
Initiative: +1
Speed: 12 m (8 squares)
Armor Class: 14 (-2 size, +1 Dex, +5 AR) touch 9, flat-footed 13
Base Attack/Grapple: +13/+30
Attack: Bite +20 melee (3d6+13)
Full Attack: Bite +20 melee (3d6+13)
Space/Reach: 4.5m/3m
Special Attacks: Improved grab, swallow whole
Special Qualities: Low-light vision, scent
Saves: Fort +16, Ref +12, Will +8
Abilities: Str 28, Dex 12, Con 21, Int 2, Wis 15, Cha 10
Skills: Hide -2, Listen +14, Spot +14
Feats: Alertness, Improved Natural Attack (bite), Run, Toughness (3), Track
Environment: Warm plains
Organization: Solitary or pair
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 13-14 HD (Huge); 15-27 HD (Gargantuan)
Level Adjustment: -

Tyrannosaurid (small)
Huge Animal (3,200 kg)
Stamina Dice: 11d10+53 (114 hp)/ Lifeblood: 19
Initiative: +1
Speed: 12 m (8 squares)
Armor Class: 14 (-2 size, +1 Dex, +5 AR) touch 9, flat-footed 13
Base Attack/Grapple: +12/+29
Attack: Bite: +19 melee (4d4+8)
Space/Reach: 4.5m/3m
Special Attacks: Improved grab, swallow whole
Special Qualities: Low-light vision, scent
Saves: Fort +15, Ref +12, Will +8
Abilties: Str 26, Dex 12, Con 21, Int 2, Wis 15, Cha 10
Skills: Hide -2, Listen +14, Spot +14
Feats: Alertness, Improved Natural Attack (bite), Run, Toughness(3), Track
Environment: Warm plains
Organization: Solitary or pack (2-4)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 12-14 HD (Huge); 15-27 HD (Gargantuan)
Level Adjustment: -
 
Technically a T-Rex is a Coelursaurid, a branch of the Theropods. Although, as you rightly pointed out, The T-rex is charecterised by underdeveloped forelimbs, as opposed to other Coelusaurids like the Raptor family, or other Carnosaurs (it's previous designation) like the Allosaur.

G.
 
I filled in the encounter tables some more with the edit function. Each continent now has a creature called the Tyrannosaurid. Tyrannosaurids come in two sizes (large and small), both are huge creatures, and they are generatic relatives of the T-Rex family, the most famous member of which is located in Western North America, but for every where else, they may encounter a lesser Dinosaurid. The Giganotosaurus is also a member of the T-Rex family, but they live in South America. This ensures that where ever the PCs land, they'll have some interesting encounters.
 
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