• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

The Nemesis Wormhole

Actually from the point of view inside the wormhole, both ends are synchonized though one universe appears to be the past and the other the present from the outside. this time diffential is built up through relativity, the aliens accelerated one wormhole to near the speed of light and then slowed it down while leaving the other end stationary. Then the aliens probably enlarged the wormhole to its current size by adding dark matter to it so that it now has a total mass when two ends are added together of 2,000 solar masses, though from each end it appears as 1,000 solar masses.

Actually mass is preserved. Each end of the wormhole appears to the respective outside universe to have a mass of about 1,000 solar masses. When an object enters the wormhole at one end from the universe it left, it appears that the wormhole adds the objects mass to itself.

From the point of view of the destination universe, an object emerges from the wormhole opening and it appears that the mass is subtracted from the wormhole and added to the object that emerges, so from the point of view of both universes mass is preserved. The emergent spaceship takes mass from the wormhole, and the entering object adds mass to the wormhole. From the point of view of the wormhole itself, the mass of the wormhole when you add both ends together is always constant.

Yes, don't use the stutterwarp while inside the wormhole.

Here are the near stars that I generated with Stars Unlimited. I added the x,y,z coodinates myself. The intelligent race assumed for social data is the T'sa from d20 Future.
------------------- _------------- _-------------- _---- --- _------------ --------------------------
+x.xx, +y.yy, +z.zz __UWP ____ __Trade Class _ __Zone __PBG +Stellar Data System Notes
------------------- _------------- _-------------- _---- --- _------------ --------------------------
+8.46, -5.16, +1.70 _X233000-0 __________________________111 _F8 V ________lgt.yellow main seq. prim., binary system, 1 s.GG, min.orbit 0, hab.zone 6, main world orbit 6, +4 planets
+7.68, -3.36, +2.90 _C00076A-B _____Na De As ____________811 _M4 V ________red dwf prim., 1 l.GG, min.orbit 0, hab.zone 0, main world orbit 0, +0 planets
+6.74, -4.58, -5.18 _X251432-6 _S __Ni Po _______________514 _G0 V ________yellow main seq. prim., 3 s.GGs, 1 l.GG, min.orbit 0, hab.zone 5, main world orbit 5, +5 planets
+5.64, +9.80, +5.70 _X867753-8 _____Ag Ri _______________431 _F7 V ________lgt.yellow main seq. prim., 1 s.GG, min.orbit 0, hab.zone 6, main world orbit 6, +4 planets
+5.56, +8.20, +8.62 _X000000-0 __________________________411 _M4 V ________red dwf prim., 1 l.GG, min.orbit 0, hab.zone 0, main world orbit 0, +3 planets
+5.48, +6.06, -0.20 _C000313-A _____Ni De As ____________312 _M2 V ________red dwf prim., binary system, 1 s.GG, 1 l.GG, min.orbit 0, hab.zone 0, main world orbit 0, +0 planets
+4.98, -6.00, +2.28 _X000000-0 __________________________124 _M2 V ________red dwf prim., binary system, 1 s.GG, 3 l.GGs, min.orbit 0, hab.zone 0, main world orbit 0, +2 planets
+4.68, +7.82, +0.12 _X000000-0 _____Ni De As ____________121 _M8 V ________red dwf prim., trinary system, 1 s.GG, min.orbit 0, hab.zone 0, main world orbit 0, +1 planet
+4.20, -1.24, +0.63 _X000000-0 __________________________000 _worm hole
+3.38, -2.04, +6.54 _X551610-4 _S __Ni Po ___________A __321 _W0 D ________white dwf prim., 1 s.GG, min.orbit 2, hab.zone 12, main world orbit 12, +1 planet
+2.76, +3.54, +1.50 _X000000-0 __________________________121 _M1 V ________red dwf prim., 1 l.GG, min.orbit 0, hab.zone 0, main world orbit 0, +3 planets
+1.96, +5.44, +5.42 _X100000-0 __________________________921 _M4 V ________red dwf prim., binary system, 1 s.GG, min.orbit 0, hab.zone 0, main world orbit 0, +8 planets
+1.40, -7.46, +8.44 _X310000-0 __________________________711 _M7 V ________red dwf prim., binary system, 1 s.GG, min.orbit 0, hab.zone 0, main world orbit 0, +9 planets
+1.24, +8.68, -0.10 _X99E210-2 _S __Ni Wa _______________312 _G0 V ________yellow main seq. prim., 1 s.GG, 1 l.GG, min.orbit 0, hab.zone 4, main world orbit 4, +0 planets
+0.00, +0.00, +0.00 _X867000-0 __________________________014 _G2 V ________yellow main seq. prim., 2 s.GG, 2 l.GG, min.orbit 0, hab.zone 3, main world orbit 3 +4 planets
-0.64, +5.70, -8.56 _X000000-0 __________________________811 _B0 Ia _______lgt.blue br. super giant prim., binary system, 1 s.GG, min.orbit 2, hab.zone 12, main world orbit 12, +5 planets
-1.04, -3.80, -7.36 _X655000-0 __________________________822 _G1 V ________yellow main seq. prim., 1 s.GG, 1 l.GG, min.orbit 0, hab.zone 5, main world orbit 5, +0 planets
-1.38, +8.64, -1.22 _X100000-0 __________________________322 _M3 V ________red dwf prim., 2 l.GGs, min.orbit 0, hab.zone 0, main world orbit 0, +0 planets
-1.86, -2.34, +6.54 _X000000-0 __________________________312 _M3 V ________red dwf prim., 1 s.GG, 1 l.GG, min.orbit 0, hab.zone 0, main world orbit 0, +4 planets
-1.90, -3.44, +1.00 _X231000-0 __________________________925 _M2 V ________red dwf prim., 1 s.GG, 4 l.GGs, min.orbit 2, hab.zone 2, main world orbit 2, +0 planets
-3.58, -2.24, +8.92 _X000000-0 __________________________211 _M5 V ________red dwf prim., binary system, 1 s.GG, min.orbit 0, hab.zone 0, main world orbit 0, +4 planets
-3.98, +8.54, -3.40 _X000000-0 __________________________524 _M8 V ________red dwf prim., binary system, 2 s.GGs, 2 l.GGs, min.orbit 0, hab.zone 0, main world orbit 0, +0 planets
-4.44, -1.82, -1.42 _X000000-0 __________________________712 _M2 V ________red dwf prim., 2 s.GGs, min.orbit 0, hab.zone 0, main world orbit 0, +4 planets
-5.22, +0.00, +0.36 _X000000-0 __________________________711 _M4 V ________red dwf prim., 1 s.GG, min.orbit 0, hab.zone 0, main world orbit 0, +7 planets
-5.78, +7.32, +8.64 _X356356-6 _S __Ni __________________111 _M4 V ________red dwf prim., 1 s.GG, min.orbit 0, hab.zone 0, main world orbit 0, +9 planets
-7.34, -8.64, +1.56 _X000000-0 __________________________322 _M1 V ________red dwf prim., binary system, 2 l.GGs, min.orbit 0, hab.zone 0, main world orbit 0, +0 planets
-7.64, +4.70, +8.26 _X000000-0 __________________________121 _M6 V ________red dwf prim., 1 l.GG, min.orbit 0, hab.zone 0, main world orbit 0, +7 planets
-8.58, +3.02, +9.80 _X140000-0 __________________________131 _M4 V ________red dwf prim., 1 l.GG, min.orbit 0, hab.zone 0, main world orbit 0, +2 planets
-9.24, +7.56, -6.04 _X000000-0 __________________________413 _M0 V ________red dwf prim., 2 s.GGs, 1 l.GG, min.orbit 0, hab.zone 0, main world orbit 0, +0 planets
-9.26, +7.16, +5.06 _X000000-0 __________________________611 _M3 V ________red dwf prim., 1 l.GG, min.orbit 0, hab.zone 0, main world orbit 0, +8 planets
-9.58, +0.08, +1.94 _X000000-0 __________________________424 _M9 V ________red dwf prim., 4 s.GGs, min.orbit 0, hab.zone 0, main world orbit 0, +0 planets
-10.0, -9.70, -2.70 _X000000-0 __________________________721 _M8 V ________red dwf prim., 1 s.GG, min.orbit 2, hab.zone 2, main world orbit 2, +1 planet
 
Originally posted by Stephen Herron:
I gotta say, if I was the captain of that mission, I would NOT let anyone leave the ship, let alone go down on a survey mission. If I even had the remotest inkling of this being in the past, I'd do a high orbit recon, and get the heck outta dodge. I don't think anyone would be so reckless as to interact with the ancient Earth in that manner, not until the parallel-ness of the timelines was established.

Also, remind me - the probe would have been sent through first. I'd imagine that by taking pulsar readings/various related things like that, they would know long before going through in person, that the other side of the wormhole was in a different time as well as place. It might be confusing initially, but they'd be able to map enough stars/pulsars/radio sources via the probe to establish that fairly quickly, right?
It didn't occur to them to ask that question. they just assumed it was in a different part of the Universe.

They could send a probe to a part of he moon that hasn't been explored yet and leave it there and then search the modern Moon for it. But the expedition leader wasn't big on brains and the thought didn't occur to him, he was also thinking that it could have been Earth's future, that's why he radioed.
 
----------------------- _------------- __________------------------------------
+x.xx, +y.yy, +z.zz __UWP ____ __________ Distance from the Wormhole
----------------------- _------------- __________------------------------------
+8.46, -5.16, +1.70 _X233000-0 ___________ 5.89 light years
+7.68, -3.36, +2.90 _C00076A-B ___________ 4.66 light years
+6.74, -4.58, -5.18 _X251432-6 ___________ 7.17 light years
+5.64, +9.80, +5.70 _X867753-8 __________ 12.23 light years
+5.56, +8.20, +8.62 _X000000-0 __________ 12.44 light years
+5.48, +6.06, -0.20 _C000313-A __________ 7.46 light years
+4.98, -6.00, +2.28 _X000000-0 __________ 5.10 light years
+4.68, +7.82, +0.12 _X000000-0 _________ 9.09 light years
+4.20, -1.24, +0.63 _X000000-0 Wormhole _ 0.00 light years
+3.38, -2.04, +6.54 _X551610-4 _________ 6.02 light years
+2.76, +3.54, +1.50 _X000000-0 ________ 5.07 light years
+1.96, +5.44, +5.42 _X150123-2 ________ 8.52 light years
+1.40, -7.46, +8.44 _X310000-0 _________ 10.37 light years
+1.24, +8.68, -0.10 _X99E000-0 _________ 10.38 light years
+0.00, +0.00, +0.00 _X867000-0 Earth ____ 4.42 light years
-0.64, +5.70, -8.56 _X000000-0 __________ 12.49 light years
-1.04, -3.80, -7.36 _X655000-0 __________ 9.89 light years
-1.38, +8.64, -1.22 _X100000-0 __________ 11.50 light years
-1.86, -2.34, +6.54 _X000000-0 __________ 8.54 light years
-1.90, -3.44, +1.00 _X231000-0 __________ 6.50 light years
-3.58, -2.24, +8.92 _X000000-0 __________ 11.41 light years
-3.98, +8.54, -3.40 _X000000-0 __________ 13.37 light years
-4.44, -1.82, -1.42 _X000000-0 __________ 8.90 light years
-5.22, +0.00, +0.36 _X000000-0 _________ 9.51 light years
-5.78, +7.32, +8.64 _X356356-6 _________ 15.40 light years
-7.34, -8.64, +1.56 _X000000-0 _________ 13.74 light years
-7.64, +4.70, +8.26 _X000000-0 _________ 15.29 light years
-8.58, +3.02, +9.80 _X140000-0 _________ 16.30 light years
-9.24, +7.56, -6.04 _X000000-0 __________ 17.39 light years
-9.26, +7.16, +5.06 _X000000-0 _________ 16.47 light years
-9.58, +0.08, +1.94 _X000000-0 _________ 13.90 light years
-10.0, -9.70, -2.70 _X000000-0 ___________ 16.86 light years
 
Here I’ve plotted the location of the Wormhole on the 2320 Near Star Map

Worlds of the American Arm and distances to the Wormhole
-------------------------__----------------------- _------------- __________------------------------------
World/Star Designation __+xx.x, +yy.y, +zz.z __UWP ____ __________ Distance from the Wormhole
--------------------------__----------------------- _------------- __________------------------------------
King/DM+23312 _______ -04.0, -24.2, +00.9 ___BD97675-B ____________ 10.84 light years
Hermes/Mu Herculis ____ -01.6, -23.3, +12.2 ___B668644-A ____________ 2.11 light years
Ellis/AC +48 1595-89 ___ -06.5, -14.3, +17.6 ___B861666-9 ____________ 10.91 light years
Botany Bay/DM+33 2277 -08.6, -24.7, +17.3 ___ C769664-9 ____________ 9.95 light years
Kingsland/Zeta Herculis _ -09.2, -25.1, +16.4 ___D766645-7 ____________ 10.02 light years
Avalon/DM-34 11626 ___ -03.7, -18.8, -13.4 ___ D66A475-2 ____________ 24.75 light years
Wormhole ____________ -01.5, -21.5, +11.1 ___X000000-0 ____________ 0.00 light years
 
As you can see, the only settled world to which the Wormhole is accessible is Hermes. The United States Space Force was doing a survey of the space in the vicintity when a "gravitational lensing" even was observed, upon further study a massive gravitational object was discovered at the coordinates (-1.5, -21.5, +11.1) which was about 2.11 light years away from the Mu Herculis system.

Mission 1
A NASA mission was launched from the Space Force Base and the wormhole was detected. The mission consisted of a Trilon Associates C-System Special Services Vessel, SSV-21, that was commanded by Captain Frank Hatfield on detatched duty from the United States Space Force. The lander was piloted by Dr. Rachel Spath, a geologist who was cross-trained as a pilot, and the planetary exploration was done in a Mule Corp Explorer ATV that happened to be produced on Hermes itself, and that was driven by Dr. George Witney, a biologist. After initiall deploying a probe through the wormhole, the USSF Einstein traversed the Wormhole itself, it emerged on the other side into an unfamiliar region of space.

The closest star has remakably sunlike properties, and after surveying several nearby stars, it was determined that this yellow G2 V star would be the first target of investigation.
The star was 4.42 light years away, and upon entrance into the Star System, a rather familiar pattern of planets and orbits was discovered. Upon investigation of the third planet, it was discovered that it was Earth of the prinordial past circa 65 million years ago, it appears that the wormhole translated the ship 65 million years back in time.

Captain Hatfield dispatched a lander to the surface, on the western shore of the great inland sea which dominated the North American continent, or so it was deemed based on the configuration of the land forms. Dinosaurs were indeed spotted and a few live specimine were captured and brought back to the ship.

The ship returned through the Wormhole and back to Hermes where the life forms were studied, and there identification as past Earth lifeforms was confirmed.

Mission 2
This mission was to the fourth planet of the primordial Sol system, Mars specifically. The USSF Einstein was sent again under captain Hatfield. A lander was dispatched to the slopes of Olympus Mons and a plaque was inserted into a lava tube on the slope, the lander took off and the Einstein returned to Base at Hermes once again. Subsequent Exploration at that exact location on Modern Mars failed to find the plaque placed in the primordial Mars lava tube. It was positively concluded that the era the wormhole connected to was of a seperate timeline.

A 3rd expedition is being mounted to establish a base from which up to 300 scientists and there families will live, devoting themselves to the full exploration of the primordial Earth.
 
Here are the beginnings of my dinosaur list. I've vetted only the ones that can be found in the Late Cretaceous. All are obtained from the dinosaur menagerie, but here I put them in alphabetacal order so they may be more easily referenced.

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

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

Combat

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

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

Combat

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

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

A Gargantuan carcharodontosaurus's gizzard can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny or smaller opponents.
 
Carnotaurus
Huge Animal
HD: 14d8+84(136 HP)
Initiative: +1 (+1 Dex)
Speed: 50 ft. (6 squares)
Armor Class: 15 (-2 size, +1 Dex, +6 natural), touch 9, flat-footed 14
Base Attack/Grapple: +10 /+ 26
Attack: Bite +16 melee (2d6+18)
Full Attack: Bite +16 melee (2d6+18),
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved Grab, Swallow Whole,
Special Qualities: Low-light Vision, Scent
Saves: Fort +14, Ref +10, Will +6
Abilities: Str 24, Dex 12, Con 20, Int 2, Wis 14, Cha 10
Skills: Spot: +9, Listen: +9, Imtimitdate: +10
Feats: Power Attack, Improved Toughness, Endurance, Diehard, Run
Environment: Warm land
Organization: Solitary or Pair
Challenge Rating: 10
Treasure:
Alignment: Always neutral
Advancement: 4-8 Hacthling (small), 8-10 Juvinile (medium), 10-13 Young Adult (Large), 14-32 Adult (Huge), 33+ God-Bull (Gargantuan)

Carnotaurus was a South American, meat-eating dinosaur that had two short horns above its eyes. The horns were used more to impress females than for fighting. Another unusual feature was that it had very small arms, probably the tiniest of any of the larger meat-eaters.

Combat
A Carnotaurus has a straight foward fighting style. It rushes out to it's opponent baites them swallows them if possible, and Fights untill it or it's mate is killed.

Improved Grab (Ex)
To use this ability, a Carnotaurus 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

Swallow Whole (Ex)
A Carnotaurus 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 Carnotauru'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 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Carnotaurus can hold of Adult 2 medium, 4 small, 16 Tiny and so on in its Gizzard.

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

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

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

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

Impale (Ex): The horn of Centrosaurus is very long and easily impales the targets of a gore attack. Those hit by a Centrosaurus are left impaled on its horn and are considered grappled by the Centrosaurus. It must succeed a grapple check to pry itself off the horn.
Powerful Charge (Ex): A Centrosaurus deals double damage on a charge.
Trample (Ex): As a full-round action, a Centrosaurus with this special attack can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. If the trampling Centrosaurus moves over only some of a target’s space, the target can make an attack of opportunity against the t Centrosaurus at a –4 penalty. A trample attack deals bludgeoning damage (3d8 +7). Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage. The save DC against a creature’s trample attack is 21. A trampling Centrosaurus can only deal trampling damage to each target once per round; no matter how many times its movement takes it over a target creature.
 
Edmontosaurus
Huge Animal
Hit Dice: 19d8+205 (295 hp)
Initiative: +0
Speed: 30 ft. (0 squares)
Armor Class: 18 (-2 size, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: +14/+30
Attack: Slam +20 melee (1d8+12)
Full Attack: Slam +20 melee (1d8+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample 1d12+12
Special Qualities: Low-light, scent
Saves: Fort +11, Ref +6, Will +9
Abilities: Str 27, Dex 10, Con 31, Int 1, Wis 12, Cha 10
Skills: Listen +16, Spot +16
Feats: Iron Will, Improved Natural Attack (Slam), Toughness (5)
Climate/Terrain: Temperate plains
Organization: Solitary, pair, or herd (20-40)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 20-26 HD (Huge)
Level Adjustment: -

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

Combat

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

Skills
A edmontosaurus has a +4 racial bonus on Listen and Spot checks.
 
Giganotosaurus
Gargantuan Animal
Hit Dice: 24d8+204 (312 hit points)
Initiative: +1.
Speed: 40 feet (8 squares).
Armour Class: 15 (-4 size, +1 Dexterity, +8 natural), touch 7, flat-footed 14.
Base Attack/Grapple: +18/+44.
Attack: Bite +28 melee (4d6+21/19-20/x3).
Full Attack: Bite +28 melee (4d6+21/19-20/x3) and 2 foreclaws +23 melee (1d8+10)
Space/Reach: 20 feet by 20 feet.
Special Attacks: Improved grab, pinning, swallow whole, wounding bite.
Special Qualities: Keen scent, low-light vision.
Saves: Fortitude +22, Reflex +15, Will +10.
Abilities: Strength 38, Dexterity 12, Constitution 26, Intelligence 2, Wisdom 14, Charisma 10.
Skills: Listen +15, Spot +16.
Feats: Alertness, Improved Critical [bite], Improved Natural Attack [bite], Run, Toughness (x4), Track.
Environment: Warm plains.
Organization: Solitary, pair, trio or group (4-6).
Challenge Rating: 13.
Treasure: None.
Alignment: Always neutral.
Advancement: 25-36 Hit Dice (Gargantuan), 37-72 Hit Dice (Colossal).
Level Adjustment: –

This massive, bipedal reptile is formidable both in size and armament. Its front arms are somewhat small for its body, but are still quite muscular and end in large talons. Yet it is the creature’s head that is most terrifying: over six feet long, it possesses stubby horns over the eyes and a mouth full of razor-sharp teeth.

The giganotosaurus represents the pinnacle of the dinosaurian food chain. It’s a massive predator, capable of inflicting terrible wounds with its teeth.

The giganotosaurus fears nothing, simply because there isn’t much that can threaten it without being eaten. Although they are powerful predators, they aren’t above scavenging for food. Giganotosauruses often travel in small family groups, lead by a dominant male.

A giganotosaurus typically measures fifty feet long from head to tail, and stands about twelve feet high at the hip. They can weigh up to eight tons.

Combat
Giganotosauruses often hunt in pairs or small groups and use cunning tactics.

A favoured tactic finds two or more giganotosauruses charging into the midst of their chosen prey and flushing them towards the others who lurk at the edge of the a nearby forest in ambush.

Against single opponents, a giganotosaurus uses its formidable special attacks to grab, pin and swallow victims with shocking speed.

Improved Grab (Ex): To use this ability a giganotosaurus must hit an opponent of up to one size smaller than itself 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 or pin the foe the following round.

Pinning (Ex): A giganotosaurus 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+21 points of bludgeoning damage per round and cannot move as long as the pin persists. The giganotosaurus gains a +4 circumstance bonus on attack rolls to hit a pinned target with its bite. A giganotosaurus can only pin one creature at a time.

Swallow Whole (Ex): A giganotosaurus can try to swallow a grappled opponent of up to two sizes smaller than itself by making a successful grapple check.

The swallowed creature takes 2d8+8 points of bludgeoning damage plus 8 points of acid damage per round from the giganotosaur’s digestive juices. A swallowed creature can cut its way out of the giganotosaurus’s gizzard by using a light slashing or piercing weapon to deal 35 points of damage to the giganotosaur’s gizzard (Armour Class 14).

Once the creature exits, muscular action closes the hole; another swallowed opponent must again cut its own way out.

The giganotosaurus’s stomach can hold two Large, eight Medium-sized, thirty-two Small or one hundred and twenty-eight Tiny or smaller opponents.

Wounding Bite (Ex): A giganotosaurus’s teeth are razor-sharp and slice through flesh with shocking ease. Its bite naturally threatens a critical hit on a 19-20 and inflicts triple damage on a successful critical hit. In addition, a creature critically hit by a giganotosaurus’s bite takes 2 points of Constitution damage from the terrible nature of the wound.

Keen Scent (Ex): A giganotosaurus can detect creatures by scent in a 180 foot radius.
 
Kronosaurus
Gargantuan Animal
Hit Dice: 16d8+105 (177 hp)
Initiative: +1
Speed: 10 ft. (2 squares), swim 40 ft.
Armor Class: 18 (-4 size, +1 Dex, +11 natural), touch 7, flat-footed 17
Base Attack/Grapple: +0/+12
Attack: Bite +8 melee (3d8+12)
Full Attack: Bite +8 melee (3d8+12) and slam +3 melee (1d8+18)
Space/Reach: 40 ft./20 ft.
Special Attacks: Improved Grab, Swallow Whole
Special Qualities: Low-light vision, Amphibious
Saves: Fort +11, Ref +11 Will +6
Abilities: Str 35, Dex 12, Con 23, Int 1, Wis 12, Cha 2
Skills: Hide -6*, Listen +8, Spot +8, Swim +12
Feats: Alertness, Endurance, Improved Natural Attack (Bite), Toughness (3)
Climate/Terrain: Warm ocean
Organization: Solitary or pair
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

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

Combat

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

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

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

Skills
A kronosaurus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A kronosaurus gains a +4 racial bonus on Hide checks when in the water. Further, a kronosaurus can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.
 
Mononykus
Small Animal
Hit Dice: 2d8+2 (10 hp)
Initiative: +2 (+2 Dex)
Speed: 50 ft. (10 squares)
Armor Class: 15 (+1 Size,+2 Dex, +2 natural), touch 13, flat-footed 13
Base Attack/Grapple: +1/-2
Attack: Claw +1 (1d6)
Full Attack: Bite -4 melee (1d3), 2 Claws +1 (1d6)
Space/Reach: 2.5 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, Scent
Saves: Fort +, Ref +, Will +
Abilities: Str 11, Dex 15, Con 12, Int 2, Wis 11, Cha 13
Skills: Listen +2, Spot +2
Feats: Run
Environment: Warm forests
Organization: Solitary, Pair,
Challenge Rating:
Treasure: None
Alignment: Always neutral
Advancement: Hacthling 1 HP (Dimin), Juvinile 1/4-1 HD (Tiny), Adult 2-6 HD (Small), Matriarch 7+ HD (Medium)
Level Adjustment: -

Mononykus a small theropod with bird-like features. Mononykus has a light skeleton, an elongated tail and slender legs. Most striking of all is its unusually short single-clawed forelimbs. The claw is disproportionately big and robust for that of a sole finger. Mononykus was 3 feet long.

Combat:
Mononykus mainly runs at the sight of a predator. If Forced into a corner it will use it's claws to slash the opponent then try to escape.

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

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

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

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

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

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

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

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

Combat

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

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

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

Combat

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

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

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

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

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

Bone Crush (Ex): A Pachyrhinosaurus can cause serious damage with the stump on its face. After it hits with a slam attack, it causes massive internal damage, causing 1 point of cumulative Dex damage per attack as bones break and bruises form.
Powerful Charge (Ex): A Pachyrhinosaurus deals double damage on a charge.
Trample (Ex): As a full-round action, a Pachyrhinosaurus with this special attack can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. If the trampling Pachyrhinosaurus moves over only some of a target’s space, the target can make an attack of opportunity against the t Centrosaurus at a –4 penalty. A trample attack deals bludgeoning damage (3d8 +6). Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage. The save DC against a creature’s trample attack is 20. A trampling Pachyrhinosaurus can only deal trampling damage to each target once per round; no matter how many times its movement takes it over a target creature.
 
Protoceratops
Medium Animal
Hit Dice: 2d8+9 (18 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (1d6+2) or headbutt +3 melee (1d8+3)
Full Attack: Bite +3 melee (1d6+2) and headbutt -2 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 14, Dex 14, Con 17, Int 1, Wis 12, Cha 7
Skills: Listen +6, Spot +5
Feats: Alertness, Toughness
Climate/Terrain: Temperate plains
Organization: Solitary, pair, or head (5-8)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

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

Combat

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

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

Combat

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

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

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

Combat

Swoop. Pick up. Drop. Repeat.

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

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

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

Combat

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

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