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
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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.