Medium Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +2/+6
Attack: Tail slap +7 melee (1d12+6) or bite +6 melee (1d4+4)
Full Attack: Tail slap +7 melee (1d12+6) or bite +6 melee (1d4+4)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
Skills: Hide +4, Listen +4, Spot +4
Feats: Alertness, Weapon Focus (tail)
Environment: Any warm land
Organization: Solitary or herd (4-24)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-5 HD (Medium); 6-9 HD (Large)
Level Adjustment:
This reptilian creature resembles a thick-bodied crocodile, heavily armored with plates of horn-covered bone. Its head has a long beak with rows
of small, conical teeth.
Aetosaurs are a type of herbivorous prehistoric reptile that lived before the age of the dinosaurs. Aetosaurs ate ground vegetation, grazing off
stalks and leaves or digging up roots. Ground ferns are a major part of many aetosaurs' diet.
A typical aetosaur is 6 to 8 feet long (including tail) and weighs 150 to 400 pounds, The biggest species of aetosaur could grow up to twice this
size (16 feet or so), the smallest were as little as a yard long.
COMBAT
An aetosaur will defend itself with its tail and bite if attacked, but prefers to walk away from something that looks like a threat.
Spined Aetosaur
Some aetosaurs have several pairs of horn-covered spikes on the back of these shoulders, which serve as defensive weapons. Make the
following changes to the stat block above:
Attack: Tail slap +7 melee (1d12+6) or bite +6 melee (1d4+4) or spines +6 melee (1d4+4)
Full Attack: Tail slap +7 melee (1d12+6) or bite +6 melee (1d4+4) or spines +6 melee (1d4+4)
Special Attacks: Spines
Spines (Ex): Any creature striking an aetosaur with handheld weapons or natural weapons must succeed on a DC 12 Reflex save or take 1d4+4
points of piercing and slashing damage from the reptile\'s spines. Note that weapons with exceptional reach, such as longspears, do not
endanger their users in this way. An aetosaur may also use its spines offensively.
Agriotherium
Large Animal
Hit Dice: 15d8+75 (142 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +11/+25
Attack: Claw +20 melee (1d10+10)
Full Attack: 2 claws +20 melee (1d10+10) and bite +18 melee (1d12+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Ferocity, gnaw, improved grab, rend 2d10+15
Special Qualities: Dire, low-light vision, scent
Saves: Fort +14, Ref +10, Will +10
Abilities: Str 31, Dex 15, Con 21, Int 2, Wis 12, Cha 10
Skills: Listen +12, Spot +12
Feats: Alertness, Awesome Blow, Improved Bull Rush, Multiattack, Power Attack, Run
Environment: Warm plains
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 16-24 HD (Large); 25-30 HD (Huge)
Level Adjustment:
This great beast looks like a bear with the proportions of a tiger. It runs towards you, a hungry gleam in its eyes.
Agriotherium is not a true bear, but rather a hemicyonid, close relatives of bears built for running. They prefer open terrain, so are sometimes
called "savannah bears". Rather than the omnivory of most bears, Agriotherium is a true carnivore, feeding mostly on the flesh of elephants,
rhinos and other huge beasts, although it can and will scavenge and feed on fruits, grubs and honey. Agriotherium hunts in pairs or in small
packs, and these groupings are very territorial--they are likely to view intrusions of humanoids into their ranges as a threat.
An agriotherium is 10 feet long and 6 feet tall at the shoulder, weighing around 2,200 pounds.
COMBAT
Agriotherium use pack tactics combined with their great speed and strength to catch prey, then savage it mercilessly with their fierce paws and
teeth.
Dire (Ex): An agriotherium is considered to be a dire animal for the purposes of saving throws.
Ferocity (Ex): An agriotherium is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Gnaw (Ex): An agriotherium that hits with both claw attacks may make an immediate free bite attack. Additionally, it deals automatic bite
damage every round it maintains a grapple.
Improved Grab (Ex): To use this ability, an agriotherium must hit with a claw attack. It can then attempt to start a grapple as a free action
without provoking an attack of opportunity.
Rend (Ex): If an agriotherium hits with both claw attacks, it latches onto the opponents body and tears the flesh. This attack automatically
deals an additional 2d10+15 points of damage.
Allosaurus
Large Animal
Hit Dice: 10d8+50 (95 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 17 (1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +7/+17
Attack: Bite +12 melee (2d6+6)
Full Attack: Bite +12 melee (2d6+6) and claws +7 melee (1d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Low-light vision, scent
Saves: Fort +12, Ref +9, Will +5
Abilities: Str 23, Dex 15, Con 21, Int 1, Wis 15, Cha 10
Skills: Hide +6* [+10 in undergrowth], Listen +9, Spot +9, Survival +9
Feats: Endurance, Power Attack, Run, Track
Environment: Warm forests or plains
Organization: Solitary, pair or pack (3-12)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 11-12 HD (Large); 13-24 HD (Huge); 2530 HD (Gargantuan)
Level Adjustment:
Out of the undergrowth, a large reptilian creature emerges. In spite of its bulk and saurian appearance, it moves with a bird-like grace. It is a
dark green color with brown stripes, and sports a pair of short red ridges above each eye. Spying you, it roars and charges towards you with
terrifying speed.
An Allosaurus is a classically built predatory dinosaur, with a large head full of serrated teeth and two short but powerful forelimbs ending in 3fingered hands for grasping prey.
A typical Allosaurus stands about 8 feet tall, with a total length of 25 feet, and weighs about 2500 pounds. They can grow considerably bigger
than this, and some of its larger relatives may rival a Tyrannosaurus in size.
COMBAT
An Allosaurus strikes fast and hard, often from ambush. They usually charge in with their bite attack, and then tries to grapple with its foreclaws
and strikes repeatedly with power-attack bite attacks. Against particularly large opponents they attempt to circle around to make hit-and-run
attacks against their flanks.
Improved Grab (Ex): To use this ability, an Allosaurus must hit with its bite or claws 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 with a bite attack, it establishes a hold and can try to swallow the foe the following round. If it wins with its claws
attack it can full-attack the held opponent with both its bite and claws at their full +12 attack bonus.
Swallow Whole (Ex): an Allosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The
swallowed creature takes 1d10+6 points of bludgeoning damage and 8 points of acid damage per round from the Allosaurus 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 13). Once the
creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
Skills: An Allosaurus has a +4 racial bonus on Hide, Listen, Spot, and Survival checks.
*Its racial bonus to Hide increases to +8 when it is in thick undergrowth.
Amebelodon
Huge Animal
Hit Dice: 11d8+66 (115 hp)
Initiative: +0
Speed: 40 ft. (8 squares), swim 15 ft.
Armor Class: 16 (-2 size, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +8/+27
Attack: Slam +17 melee (2d8+11)
Full Attack: Slam +17 melee (2d8+11) and 2 stamps +12 melee (2d6+5)
Space/Reach: 15 ft./10 ft.
Special Attacks: Toss muck, trample 2d12+16
Special Qualities: Low-light vision, marsh move, scent
Saves: Fort +13, Ref +7, Will +5
Abilities: Str 32, Dex 11, Con 23, Int 2, Wis 10, Cha 5
Skills: Listen +9, Spot +9, Swim +19
Feats: Alertness, Endurance, Improved Natural Attack (slam), Iron Will
Environment: Temperate swamps
Organization: Solitary, pair, or herd (3-6)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 10-27 HD (Huge)
Level Adjustment:
This gigantic elephantlike creature has two sets of tusks, the upper pair like those of a typical elephant, and the lower pair longer, straighter,
and shovel-like.
The amebelodon is a mastodon-sized proboscidean adapted to life in swamps and rivers. It uses its shovel-like tusks to scoop up water plants
which make up the bulk of its diet or to scrape bark from trees.
An amebelodon stands 10 feet high at the shoulder and weighs over 4,000 pounds.
COMBAT
An amebelodon fights much like an elephant, although its tusks are not useful in battle.
Marsh Move (Ex): Amebelodons take no movement penalties for moving in marshes or mud.
Toss Muck (Ex): As a standard action, an amebelodon can toss a tuskful of muck at a target within 20 feet. This requires a ranged touch attack.
The target is blinded until it takes a move action to wipe off the muck. This ability may only be used in muddy or marshy terrain.
Trample (Ex): Reflex half DC 25. The save DC is Strength-based.
Skills: An amebelodon 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.
Amiskwia
Medium Vermin (Aquatic)
Hit Dice: 3d8+3 (16 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 60 ft.
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +2/+4
Attack: Bite +4 melee (1d6+3)
Full Attack: Bite +4 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Vermin traits, water dependent
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 15, Dex 12, Con 13, Int , Wis 8, Cha 2
Skills: Swim +10
Feats:
Environment: Any aquatic
Organization: Solitary, cluster (2-5) or colony (5-20)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment:
This wormlike creature has a rounded head tipped with two tentacles. Its body flattens out and broadens in the trunk, narrowing where it meets
the broad, paddle-shaped tail. A small tubular opening is found where the trunk meets the head, suggesting a mouth.
Amiskwia is a prehistoric, soft-bodied marine invertebrate. It spends most of its time crawling across the muddy ocean floor looking for food.
Amiskwia are primarily scavengers, but capture prey if given the chance. They can spend several hours at a time on dry land, and often leave
the water to comb beaches for food or travel from one body of water to another.
An amiskwia is 5 feet long and weighs 250 pounds.
COMBAT
Amiskwia is a simple predator, swimming or crawling toward prey and biting with its tubular mouth opening.
Water Dependent (Ex): Amiskwia can survive out of the water for 10 minutes per point of Constitution (after that, refer to the drowning rules).
Skills: An amiskwia 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.
Amphicyon
Large Animal
Hit Dice: 7d8+28 (59)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 15 (1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +5/+17
Attack: Claw +12 melee (1d8+8)
Full Attack: 2 claws +12 melee (1d8+8) and bite +7 melee (3d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Anancus
Huge Animal
Hit Dice: 10d8+60 (105 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 16 (-2 size, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +7/+27
Attack: Gore +17 melee (2d10+18)
Full Attack: Slam +17 melee (2d6+12) and 2 stamps +15 melee (2d6+6) or gore +17 melee (2d10+18)
Space/Reach: 15 ft./10 ft. (15 ft. with tusks)
Special Attacks: Improved grab, toss, trample 2d8+18
Special Qualities: Low-light vision, scent
Saves: Fort +13, Ref +7, Will +4
Abilities: Str 34, Dex 10, Con 23, Int 2, Wis 12, Cha 7
Skills: Listen +10, Spot +9
Feats: Alertness, Improved Bull Rush, Multiattack, Power Attack
Environment: Temperate forest
Organization: Solitary or herd (2-20)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge); 21-28 HD (Gargantuan)
Level Adjustment:
This elephantine creature has extremely long, straight tusks, almost as long as its body, jutting straight out from its mouth. Its ears and trunk
are smaller than most other elephants.
The anancus is a proboscidean adapted to life in temperate forests, where it feeds on foliage. Its size and deadly tusks prevent most predators
from bother it, although its young sometimes fall prey to larger carnivores.
An anancus has a shoulder height of about 15 feet, weighs between 8 and 10 tons, and has tusks roughly 15 feet long.
COMBAT
An anancus usually only becomes aggressive if it or its young are threatened. Once angered, it attacks with its long tusks, scooping up smaller
foes and tossing them against trees or onto the ground to be trampled.
Improved Grab (Ex): To use this ability, an anancus must hit a Large or smaller opponent with a gore attack. If it gets a hold, it tosses its
opponent.
Jungle Movement (Ex): Pike-tusked elephants have supreme agility and maneuverability despite their size, allowing them to pass through the
thickest forests with ease. An anancus can move through light undergrowth without penalty, and treats heavy undergrowth as light
undergrowth for the purposes of movement (two squares to pass through, +2 to Tumble and Move Silently DCs).
Narrow Berth (Ex): Due to its narrow body, an anancus is treated as being one size smaller than it actually is for the purposes of squeezing (see
page 149 of the Players Handbook for the rules for squeezing).
Toss (Ex): Pike-tusked elephants vigorously shake any creature caught in their tusks and fling it in a random direction. Resolve the toss as a bull
rush maneuver (+20 check modifier), except that there is no attack of opportunity, since the anancus has already grabbed its foe when it tries
to toss the victim. The anancus does not need to move with its foe in order to throw its foe more than 5 feet. If the tossed victim beats the
anancus' bull rush check, he remains in his current square with no ill effects and is not grappled any longer. Tossed victims take impact damage
on landing as if they had fallen a distance equal to the distance they were tossed.
Trample (Ex): As a full-round action, an anancus can move up to twice its speed and literally run over Large or smaller creatures. This attack
deals 2d8+18 points of damage. Trampled opponents can make attacks of opportunity against the anancus at a -4 penalty. If they do not make
attacks of opportunity, trample opponents can attempt a DC 27 Reflex save for half damage. The save DC is Strength-based.
Anatotitan
Huge Animal
Hit Dice: 12d8+90 (144 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 15 (-2 size, -1 Dex, +8 natural), touch 7, flat-footed 15
Base Attack/Grapple: +9/+25
Attack: Tail slam +15 melee (1d6+12)
Full Attack: Tail slam +15 melee (1d6+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample 2d10+12
Special Qualities: Low-light vision, scent
Saves: Fort +15, Ref +7, Will +5
Abilities: Str 26, Dex 9, Con 24, Int 1, Wis 12, Cha 7
Skills: Listen +8, Spot +8, Swim +13
Feats: Alertness, Endurance, Run, Toughness (x2)
Environment: Temperate and cold plains
Organization: Solitary, pair or herd (6-36)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Huge), 25-36 HD (Gargantuan)
Level Adjustment: --This massive creature has a leathery hide, long slender limbs and a wide beak somewhat like that of a duck.
Anatotitans are huge herbivorous ornithischians that are generally harmless unless provoked.
The average Anatotitan is 30 to 40 feet long and can weigh up to 3-4 tons. Despite its bulk, it is shy and not aggressive. Anatotitans, like other
hadrosaurs, rear their young and have large herds consisting of one or more families. They are quite resistant to cold temperatures, despite
their reptilian appearance.
This dinosaur is also known as Anatosaurus, and by the archaic name of Trachodon.
COMBAT
Anatotitans avoid combat whenever possible, preferring to flee from confrontation. If their young are threatened, however, they fight with
their powerful tails. An Anatotitan will only make a trample attack as part of an escape attempt, or if pursuers are too vigilant.
Trample (Ex): An Anatotitan can literally run over any creatures in its way that are of Large or smaller size. Creatures trampled must make a
Reflex save (DC 24 half) or take 2d10+12 damage. The save DC is Strength-based.
Anchisaurus
Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Base Attack/Grapple: +1/+1
Attack: Slam +1 melee (1d4)
Full Attack: Slam +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 10, Dex 14, Con 12, Int 2, Wis 14, Cha 10
Skills: Climb +11, Listen +5, Spot +5
Feats: Alertness
Environment: Any land
Organization: Solitary, pair or herd (3-20)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Medium)
Level Adjustment: This dinosaur is just over seven feet long, with a long, slender neck and tail. As you watch, it lifts its front legs, standing on its hind legs to reach
some leaves high in the nearby tree. Its forearms grasp a branch, as if they had humanlike hands.
This prosauropod spends most of its time as a quadruped, but is capable of spending periods of time in a bipedal position in order to reach high
leaves. Although generally herbivorous, with blunt teeth better suited for vegetation, Anchisauruses have been known to eat meat.
An Anchisaurus is just over 7 feet long and weighs around 60 pounds.
COMBAT
An Anchisaurus only bites in retaliation, preferring to climb a nearby tree to escape predators.
Skills: An Anchisaurus has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Andrewsarchus
Large Animal
Hit Dice: 9d8+45 (85)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 14 (1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +6/+18
Attack: Bite +13 melee (2d6+12)
Full Attack: Bite +13 melee (2d6+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Special Qualities: Low-light vision, scent
Saves: Fort +11, Ref +7, Will +4
Abilities: Str 27, Dex 13, Con 20, Int 2, Wis 12, Cha 6
Skills: Hide +1, Listen +7, Spot +7
Feats: Alertness, Endurance, Improved Natural Attack (bite), Run, Track[B]
Environment: Temperate plains
Organization: Solitary or pair
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 1018 HD (Large); 19-27 HD (Huge)
Level Adjustment: This animal looks somewhat like a wolf, but it is bigger than a bear and possesses hoof-like nails instead of claws. Its short fur has similar
coloration to that of a lion, except in darker patches along the top of its neck and back, surrounding its eyes, and tipping its tail and feet.
Andrewsarchus (and-rooz-ARK-us) is a mammalian carnivore that resembles a wolf, but is larger than a rhinoceros. These predators tend to
hunt and scavenge along riverbanks and shorelines of other bodies of water.
A typical andrewsarchus stands 6 feet tall at the shoulder and is over 15 feet in length. Its skull is nearly 3 feet long and 2 feet wide. It weighs
about 3,300 pounds.
COMBAT
An andrewsarchus prefers to hunt other large mammals, tearing through flesh and bone with its enormous jaws and strong teeth.
Ankylosaurus
Huge Animal
Hit Dice: 11d8+77 (126 hp)
Initiative: 2
Speed: 15 ft. (3 squares)
Armor Class: 18 (2 size, 2 Dex, +12 natural), touch 6, flat-footed 18
Base Attack/Grapple: +7/+22
Attack: Tail-club +13 melee (3d8+10/19-20)
Full Attack: Tail-club +13 melee (3d8+10/19-20) and slam +7 melee (2d6+3)
Space/Reach: 15 ft./10 ft. (15 ft. with tail-club)
Special Attacks: Tail-club
Special Qualities: Damage reduction 12/, low-light vision, scent, total fortification, weapon-breaking armor
Saves: Fort +14, Ref +5, Will +4
Abilities: Str 25, Dex 7, Con 24, Int 1, Wis 12, Cha 4
Skills: Listen +10, Spot +10
Feats: Alertness, Awesome Blow, Endurance, Power Attack, Weapon Focus (tail-club)
Environment: Temperate or warm plains and forests
Organization: Solitary, pair or herd (3-6)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 1220 HD (Huge); 2139 HD (Gargantuan)
Level Adjustment:
An Ankylosaurus has a broad, low-slung body covered in bony protrusions, four short and thick legs, a small blocky head with a tortoise-like
beak and a powerful tail ending in a double-lobed bony club. Every part of its body is covered by armor, even its eyes have bony lids.
These dinosaurs are solitary herbivores, usually only congregating to breed. They are resilient animals able to live in harsh conditions, some
species lived in saline wastelands and deserts.
The above stats are for a modest sized Ankylosaurus between 15 and 25 feet from beak to tail-club, such a creature could weigh between 4000
and 16000 pounds. The same stats can be used for other large genera of Ankylosauridae such as Euoplocephalus, Saichania or Tarchia.
COMBAT
Ankylosaurus usually only attacks if closely approached by an apparent threat. It relies on its formidable armor and smashing tail-club in
combat, hunkering down and lashing out until its opponents either give up or manage to break through its armor. They do not flee from
attackers, because they're simply too slow to outrun any of the prehistoric predators they're likely to meet.
Damage Reduction (Ex): A standard Ankylosaurus has a Damage Reduction equal to 7 plus half its Hit Dice. A Medium-sized Ankylosaurus has a
DR of 2 plus its Hit Dice, A Large-sized Ankylosaurus has a DR of 5 plus half its Hit Dice, a Gargantuan one has a DR of 8 plus half its Hit Dice.
Tail Club (Ex): An Ankylosaurus' tail-club attack is treated as a 2-handed weapon, so it gains 1 times the creatures Strength bonus and the
Power Attack feat adds +2 damage per 1 attack penalty. The tail-club inflicts crushing damage, has a reach equal to a tall creature of the
Ankylosaurus' size, and threatens a critical on a 19-20.
Total Fortification (Ex): Ankylosaurus takes normal damage from critical hits or sneak attacks. Its bony armor shields every vital organ, negating
such special attacks.
Weapon-Breaking Armor (Ex): An Ankylosaurus' armor is so thick, rough and hard that it can damage weapons that strike it. Any weapon that
hits the dinosaur takes 1d10+7 points of damage unless the attacker succeeds at a DC 21 Reflex save. The damage the weapon takes cannot
exceed the damage it rolled against the Ankylosaurus. If a natural weapon hits the Ankylosaurus, the attacking creature takes the indicated
damage. Weapons that are objects, such as most handheld and missile weapons, take half damage as per the standard rules. The save DC is
Constitution-based.
Anomalocaris
Gargantuan Vermin (Aquatic)
Hit Dice: 12d8+84 (138 hp)
Initiative: +0
Speed: Swim 40 ft. (8 squares)
Armor Class: 16 (-4 size, +10 natural), touch 6, flat-footed 16
Base Attack/Grapple: +9/+33
Attack: Tentacle +17 melee (2d6+12)
Full Attack: 2 tentacles +17 melee (2d6+12) and bite +12 melee (3d8+6)
Space/Reach: 20 ft./15 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Darkvision 60 ft., damage reduction 5/, light fortification, vermin traits
Saves: Fort +15, Ref +4, Will +4
Abilities: Str 35, Dex 10, Con 25, Int , Wis 11, Cha 6
Skills: Swim +20
Feats:
Environment: Any aquatic
Organization: Solitary or pair
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Gargantuan); 25-48 HD (Colossal)
Level Adjustment:
An enormous creature swims into view. Big as a longship, its flattened torpedo-shaped body tapers to a fanlike tail. A row of overlapping finlike
lobes run down each flank, undulating in concert with its tail to drive the beast through the water. Its broad head sports two semi-globular eyes
on short stalks and what appear to be a pair of giant, walrus-like tusks. A second look reveals these "tusks" to be tentacle-like grasping
appendages lined with spiky protrusions. These appendages flex inwards towards a circular mouth on the underside of the creature's head. Said
mouth irises in and out, clashing together a ring of jagged teeth; more rings of teeth lie farther down the creatures throat, ready to grind up
anything it swallows.
Anomalocaris, or "odd shrimp", somewhat resembles a giant squid with curved walrus tusks. By far the largest creature in the primeval oceans
it calls home, anomalocaris is a free-swimming predator that had no competitors apart from other anomalocaris.
An anomalocatis' body is up to 80 feet long, their weight ranges from 20 tons to 150 tons or more.
COMBAT
An anomalocaris views any creature small enough to swallow as a potential meal. An anomalocaris aggressively chases prey, seizing victims in
its pseudo-tusks and transferring them to its mouth to be swallowed and ground up by its toothy gullet.
An anomalocaris will attack prey on the surface as well as underwater. They may mistake ships for rival anomalocaris and attack them, which
can result in vessels being capsized by an anomalocaris surfacing beneath them. Any creatures thrown in the water when their craft capsizes
will usually be attacked by the anomalocaris that "defeated" its perceived rival.
Capsize (Ex): A submerged anomalocaris that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a
50% chance to capsize a vessel from 20 to 60 feet long and a 20% chance to capsize one over 60 feet long.
Improved Grab (Ex): To use this ability, an anomalocaris must hit with a tentacle 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 attempt to swallow the foe the following
round.
Light Fortification (Ex): An anomalocaris' overlapping lateral lobes protect its vital areas and makes it resistant to extra damage from critical hits
and sneak attacks. Anytime an anomalocaris is hit by a critical hit or a sneak attack, it has a 25% chance to resist the extra damage.
Swallow Whole (Ex): An anomalocaris can try to swallow a grabbed opponent two size categories smaller than itself by making a successful
grapple check. Once inside, the opponent is masticated by the multiple rows of teeth lining the anomalocaris' gizzard, taking 3d8+18 points of
bludgeoning/slashing/piercing damage plus 8 points of acid damage per round. 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 Gargantuan anomalocaris' interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
Skills: An anomalocaris 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.
Apatosaurus
Gargantuan Animal
Hit Dice: 26d8+214 (331 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 15 (-4 size, +9 natural), touch 6, flat-footed 15
Base Attack/Grapple: +19/+43
Attack: Tail slam +27 melee (3d6+18 plus thunderous snap) or stamp 5d8+18
Full Attack: Tail slam +27 melee (3d6+18 plus thunderous snap) or stamp 5d8+18
Space/Reach: 20 ft./15 ft.
Special Attacks: Thunderous snap, trample 4d8+18
Special Qualities: Low-light vision, scent
Saves: Fort +25, Ref +15, Will +10
Abilities: Str 34, Dex 11, Con 27, Int 1, Wis 14, Cha 10
Skills: Listen +15, Spot +22
Feats: Alertness, Awesome Blow, Diehard, Endurance, Great Fortitude, Improved Bull Rush, Power Attack, Toughness
Environment: Warm forests, plains and hills
Organization: Solitary, pair, or herd (3-6)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 27-52 HD (Gargantuan); 53-78 HD (Colossal)
Level Adjustment: --This massive quadruped has a very long neck and tail, a small horse-like head, a wrinkled, elephantine hide and a small row of colorful spines
lining its back, like those of an iguana.
The apatosaurs are the most common species of sauropod, the unbelievably large long-necked plant-eating dinosaurs.
Although they vary in size, most apatosaurs are between 70 and 80 feet in length and weigh from 30-40 tons. They are usually solitary, unlike
their relatives Diplodocus and Seismosaurus. They feed on low-lying foliage with their long necks, and can rear up on their longer hind legs and
tail to reach the tops of trees.
Another name for Apatosaurus, old but still in common use is Brontosaurus; this name means thunder lizard and refers to the sound the
beast makes as it walks.
COMBAT
Apatosaurs are so large that they have few natural enemies, besides allosaurs and megalosaurs hunting in packs. If directly threatened, they
lash out with their powerful tails, but are capable of merely walking over most opponents.
Thunderous Snap (Ex): Although an apatosaurus is ponderous, its whip-like tail can move faster than sound. Any creature struck by an
apatosaurus tail slam must make a Fortitude save (DC 28) or be stunned for 1d4 rounds and deafened for 1d4 minutes. On a successful save,
the creature is merely deafened for 1d4 minutes. The save DC is Constitution based.
Trample (Ex): An apatosaurus can literally run over any creatures in its way that are of Huge or smaller size. Creatures trampled must make a
Reflex save (DC 32 half) or take 4d8+18 damage. The save DC is Strength-based.
Archelon
Huge Animal
Hit Dice: 12d8+84 (138 hp)
Initiative: 2
Speed: 10 ft. (2 squares), swim 20 ft.
Armor Class: 21 (2 size, 2 Dex, +15 natural), touch 6,
flat-footed 21
Base Attack/Grapple: +9/+26
Attack: Bite +16 melee (2d6+13)
Full Attack: Bite +16 melee (2d6+13)
Space/Reach: 15 ft./10 ft.
Special Attacks:
Special Qualities: Hold breath, low-light vision
Saves: Fort +16, Ref +2, Will +5
Abilities: Str 28, Dex 7, Con 22, Int 2, Wis 13, Cha 7
Skills: Listen +11, Spot +6, Swim +17
Arsinoitherium
Large Animal
Hit Dice: 9d8+36 (76 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +6/+17
Attack: Gore +13 melee (2d8+10/18-20/x3)
Full Attack: Gore +13 melee (2d8+10/18-20/x3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Augmented critical, powerful charge, trample 2d8+10
Special Qualities: Dire, low-light vision
Saves: Fort +10, Ref +6, Will +9
Abilities: Str 24, Dex 10, Con 19, Int 2, Wis 13, Cha 2
Skills: Listen +7, Spot +7, Swim +11
Feats: Diehard, Endurance, Iron Will, Weapon Focus (gore)
Environment: Warm forests and marshes
Organization: Solitary or herd (212)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 1012 HD (Large); 1327 HD (Huge)
Level Adjustment:
This creature resembles a rhinoceros, except in place of its single horn is an enormous pair of knife-like horns. A second, tinier pair of horns rises
atop its head behind the larger pair.
Although it resembles a rhino, arsinoitherium is actually a closer relative to elephants. This herbivorous creature is most often found in tropical
rainforests at the margin of swamps.
The arsinoitherium's size, build, and deadly horns leave it untouched by most predators.
An arsinoitherium is three to six feet tall at the shoulders and 6 to 10 feet long. It weighs around 5,000 pounds.
COMBAT
Much like a rhinoceros, an arsinoitherium lowers its head and charges if disturbed or annoyed.
Augmented Critical (Ex): An arsinoitherium's gore threatens a critical hit on a natural attack roll of 1820, dealing triple damage on a successful
critical hit.
Dire (Ex): An arsinoitherium is considered to be a dire animal for the purposes of saving throws.
Powerful Charge (Ex): An arsinoitherium deals 4d8+20 points of damage when it makes a charge.
Trample (Ex): Reflex half DC 21. The save DC is Strength-based.
Skills: An arsinoitherium has a +4 racial bonus on Swim checks.
Astrapotherium
Large Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 size, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple: +4/+14
Attack: Gore +9 melee (1d8+6)
Full Attack: Gore +9 melee (1d8+6) and 2 stamps +7 melee (1d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks:
Special Qualities: Hold breath, low-light vision, scent
Saves: Fort +9, Ref +5, Will +3
Abilities: Str 23, Dex 10, Con 19, Int 2, Wis 13, Cha 4
Skills: Listen +8, Spot +7, Swim +10
Feats: Alertness, Endurance, Multiattack
Environment: Temperate and warm forests
Organization: Solitary or herd (212)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-9 HD (Large)
Level Adjustment:
This creature resembles a large tapir with a short prehensile trunk. Two pairs of curved tusks grow from its mouth.
A xenungulate, Astrapotherium is a member of an odd lineage of herbivorous mammals. Despite their superficial resemblance to tapirs and
elephants, they are not closely related to either. Astrapotheres are hippo-like in their behavior, wallowing in mud holes and swimming in rivers
in order to graze on plants growing from the bottom.
An astrapotherium is over 8 feet long and weighs 500 to 600 pounds.
COMBAT
Astrapotherium are generally docile, but are quite capable of defending themselves with tusks and hooves.
Hold Breath (Ex): An astrapotherium can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.
Skills: Astrapotheriums have a +4 racial bonus on Swim checks.
Aurochs
Large Animal
Hit Dice: 6d8+18 (45 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 13 (-1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +4/+14
Attack: Gore +9 melee (1d8+9)
Full Attack: Gore +9 melee (1d8+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Stampede, trample 1d10+9
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +5, Will +2
Abilities: Str 22, Dex 10, Con 16, Int 2, Wis 11, Cha 4
Skills: Listen +7, Spot +6
Bear, Short-Faced
Large Animal
Hit Dice: 10d8+40 (85 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +7/+19
Attack: Claw +14 melee (1d8+8)
Full Attack: 2 claws +14 melee (1d8+8) and bite +12 melee (2d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Ferocity, frightful roar
Special Qualities: Dire, low-light vision, scent
Saves: Fort +11, Ref +9, Will +8
Abilities: Str 27, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Skills: Listen +5, Spot +5, Survival +6*
Feats: Ability Focus (frightful roar), Endurance, Multiattack, Track
Environment: Cold and temperate plains
Organization: Solitary, pair, or family (3-5)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 11-15 HD (Large), 16-20 HD (Huge)
Level Adjustment:
This immense, long-legged bear has a face like that of a mastiff. It rears up on its hind legs, standing as tall as a fire giant, and lets out a mighty
roar.
Among the bears, the giant short-faced bear is second only to the dire bear in sheer size and ferocity. Other animals know to stay out of the
way of one of these beasts - its roar alone is usually enough to drive smaller carnivores from their kills, and anything that refuses to heed its
warning faces its deadly claws and teeth.
A short-faced bear is 8 feet long and 5 feet tall at the shoulder, weighing around 1,800 pounds.
COMBAT
Before entering combat proper, a short-faced bear attempts to scare off any smaller creatures with its roar. A short-faced bear attacks by
tearing at opponents with its claws.
Dire (Ex): A short-faced bear is considered to be a dire animal for the purposes of saving throws.
Ferocity (Ex): A short-faced bear is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Frightful Roar (Ex): As a standard action, a short-faced bear can give a mighty roar. All creatures within 30 feet of the roaring bear must make a
DC 21 Will save or be frightened for 1 round and shaken for 1d4 rounds after that. On a successful save, the creature is merely shaken for one
round. The save DC is Constitution-based.
Skills: *A short-faced bear has a +4 racial bonus on Survival checks when tracking by scent.
Brachiosaurus
Colossal Animal
Hit Dice: 28d8+282 (408 hp)
Initiative: -2
Speed: 40 ft. (8 squares)
Armor Class: 15 (-8 size, -2 Dex, +15 natural), touch 0, flat-footed 15
Base Attack/Grapple: +21/+52
Attack: Stamp +28 melee (5d8+15/19-20)
Full Attack: 2 stamps +28 melee (5d8+15/19-20)
Space/Reach: 50 ft./40 ft.
Special Attacks: Trample 10d8+22
Special Qualities: Damage reduction 6/- (from Damage Reduction feats), low-light vision, scent
Saves: Fort +27, Ref +14, Will +13
Abilities: Str 40, Dex 7, Con 29, Int 1, Wis 14, Cha 12
Skills: Listen +15, Spot +27
Feats: Alertness, Damage Reduction (x2), Diehard, Endurance, Epic Toughness, Great Fortitude, Improved Critical (stamp), Iron Will, Skill Focus
(Spot)
Environment: Warm and temperate forests and hills
Organization: Solitary, pair or pod (5-20)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 29-56 HD (Colossal); 57-84 HD (Colossal+)
Level Adjustment: This incredibly tall quadruped has a huge, almost erect neck, a short tail, a very broad chest, thin legs and a short head with a flat snout and a
high crest.
Although the Seismosaurus might be longer and heavier, the brachiosaurus is the tallest of all the dinosaurs. The largest specimens (such as the
sauroposeidon) reach Colossal+ size.
Brachiosaurs are almost 90 feet long and nearly 50 feet tall. They are slow and clumsy by even the standards of the sauropods, but their long
legs and neck allow it to reach the tallest branches. They are herd organisms, and because of their size have no natural enemies.
COMBAT
A brachiosaurus is most likely to use its front claws for uprooting trees, but when attacked by something large enough to concern it (usually a
rival brachiosaur), it can use them to deadly effect. Against most dangers, it simply walks over them.
The stamps of a brachiosaurus are considered to be bludgeoning and slashing weapons for the purposes of overcoming damage reduction.
Trample (Ex): A brachiosaurus can literally run over any creatures in its way that are of Gargantuan or smaller size. Creatures trampled must
make a Reflex save (DC 39 half) or take 10d8+22 damage. The save DC is Strength-based.
Brontotherium
Huge Animal
Hit Dice: 13d8+68 (126 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 17 (2 size, +9 natural), touch 8, flatfooted 17
Base Attack/Grapple: +9/+26
Attack: Gore +16 melee (2d6+13)
Full Attack: Gore +16 melee (2d6+13)
Space/Reach: 15 ft./10 ft.
Special Attacks: Powerful charge, trample 2d6+13
Camarasaurus
Colossal Animal
Hit Dice: 18d8+129 (210 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 10 (-8 size, -1 Dex, +9 natural), touch 1, flat-footed 10
Base Attack/Grapple: +13/+39
Attack: Stamp +15 melee (4d6+10)
Full Attack: 2 stamps +15 melee (4d6+10)
Space/Reach: 40 ft./30 ft.
Special Attacks: Trample 6d6+15
Special Qualities: Low-light vision, scent
Saves: Fort +20, Ref +10, Will +10
Abilities: Str 30, Dex 9, Con 24, Int 1, Wis 14, Cha 7
Skills: Listen +14, Spot +15
Feats: Alertness, Diehard, Endurance, Great Fortitude, Iron Will, Toughness
Environment: Warm forests, hills and plains
Organization: Solitary, pair or pod (6-36)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 19-54 HD (Colossal)
Level Adjustment: -
This massive quadruped has a short box-like head atop a long neck, a stout but powerful tail and an elephantine hide.
The Camarasaurs are one of the smaller and weaker types of sauropod.
Camarasaurs, while large (around 60 feet long and 20 tons), are dwarfed by most other sauropods, and they are small enough to be targeted by
allosaur packs and other carnivorous dinosaurs. As such, they live and travel in large herds for protection. Their nearly horizontal backs and
short necks allow them to browse short trees and saplings.
COMBAT
When attacked, Camarasaurs are capable of using their powerful tails in defense, but are just as likely to run away.
The stamps of a Camarasaurus are considered to be bludgeoning and slashing weapons for the purposes of overcoming damage reduction.
Trample (Ex): A Camarasaurus can literally run over any creatures in its way that are of Gargantuan or smaller size. Creatures trampled must
make a Reflex save (DC 29 half) or take 6d6+15 damage. The save DC is Strength based.
Camptosaurus
Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +2/+9
Attack: Tail slap +0 melee* (1d6+1)
Full Attack: Tail slap +0 melee* (1d6+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Stampede
Special Qualities: Keen scent, low-light vision
Saves: Fort +6, Ref +5, Will +0
Abilities: Str 17, Dex 15, Con 17, Int 1, Wis 9, Cha 4
Skills: Jump +11, Listen +4, Spot +4
Feats: Alertness, Run
Environment: Warm and temperate forests and hills
Organization: Pair or herd (6-36)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-9 HD (Large)
Level Adjustment: This thin bipedal creature has a long tail, and S-shaped neck attached to a long head with a parrot-like beak.
Camptosaurs are particularly stupid and skittish herbivorous dinosaurs.
A Camptosaurus is usually around 20 feet long, with about a third of that being tail. They are brightly colored, with stripes and wattles being
used by the males to attract mates. This, combined with their dull minds, might have led them to extinction if not for two things-they are quite
fast, and their sense of smell is incredibly acute. They have been known to live in herds amongst brachiosaurs or camarasaurs: the sauropods
long necks and keen eyes and the camptosaurs sensitive noses complement one another and keep the herds aware of most dangers.
COMBAT
Camptosaurs always flee from combat, but they will lash out with their tails if cornered or knocked down.
*A Camptosaurus' tail slap is treated as a secondary attack and adds only half the Camptosaurus' Strength bonus to the damage roll.
Keen Scent (Ex): A Camptosaurus can detect creature through scent up to 60 feet away.
Stampede (Ex): A frightened herd of camptosaurs flees as a group from a perceived danger, literally running over creatures in their path. Large
or smaller creatures caught in a camptosaur stampede take 1d12 points of damage for every five camptosaurs in the herd (Reflex DC 14 halves).
The save DC is Strength-based.
Castoroides
Large Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 14 (-1 size, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +3/+14
Attack: Bite +9 melee (1d8+10)
Full Attack: Bite +9 melee (1d8+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Natural lumberjack
Special Qualities: Cold tolerant, low-light vision, scent
Saves: Fort +7, Ref +4, Will +6
Abilities: Str 25, Dex 10, Con 17, Int 2, Wis 16, Cha 6
Skills: Craft (dambuilding) +15, Listen +7, Swim +15
Feats: Iron Will, Skill Focus (Listen)
Environment: Temperate forests
Organization: Solitary or lodge (440)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-12 HD (Large)
Level Adjustment:
This massive beaver is over eight feet long. Its legs are short and squat, while its tail is longer and narrower. Its long, broad teeth are easily six
inches long.
Much like their smaller kin, castoroides, also known as dire beavers, fell trees and dam up streams and rivers to form lodges. However, these
dams and lodges are on a much larger scale, and can lead to much frustration among humanoid communities that suddenly find themselves
without water.
Castoroides are over 8 feet long and weigh 130-485 pounds. Fur coloration can vary widely, but dark brown is the most common.
COMBAT
Like their lesser cousins, castoroides will generally take to the water if danger comes their way.
Cold Tolerant (Ex): A castoroides insulating fat grants it a +2 racial bonus on saving throws made against cold attacks and environmental
conditions.
Hold Breath (Ex): A castoroides can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.
Natural Lumberjack (Ex): A castoroides ignores the hardness of wooden objects with its bite attack.
Skills: A castoroides has a +16 racial bonus on Craft (dambuilding) checks. A castoroides 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.
Cetiosaurus
Gargantuan Animal
Hit Dice: 15d8+78 (145 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (-4 size, +10 natural), touch 6, flat-footed 16
Base Attack/Grapple: +11/+30
Attack: Tail slam +14 melee (2d8+10)
Full Attack: Tail slam +14 melee (2d8+10)
Space/Reach: 20 ft./20 ft.
Special Attacks: Trample
Special Qualities: Low-light vision, scent
Saves: Fort +16, Ref +11, Will +9
Abilities: Str 24, Dex 11, Con 20, Int 1, Wis 15, Cha 10
Skills: Listen +10, Spot +10, Swim +21
Feats: Alertness, Endurance, Great Fortitude, Iron Will, Lightning Reflexes, Toughness
Environment: Warm plains and forest (islands)
Organization: Solitary or pair
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 16-30 HD (Gargantuan), 31-45 HD (Colossal)
Level Adjustment: This massive quadruped has a powerful tail, a long neck, and a sloping back.
Cetiosaurs are a species of primitive sauropods that live on beaches and islands.
A Cetiosaurus is about 50 feet long and 55,000 pounds, small for a sauropod. They are beachcombers, and their small size might be indicative of
a less nourishing diet or reduced risk of predation. They live solitary lives, and most only see other cetiosaurs to mate.
COMBAT
Cetiosaurs use their tails if threatened like their larger kin, and like them can merely crush smaller creatures in their path.
Trample (Ex): A Cetiosaurus can literally run over any creatures in its way that are of Huge or smaller size. Creatures trampled must make a
Reflex save (DC 24 half) or take 4d8+10 damage. The save DC is Strength-based.
Skills: Cetiosaurs have a +8 racial bonus on Swim checks.
Coelophysis
Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +4
Speed: 60 ft. (12 squares)
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +1/+2
Attack: Bite +5 melee (1d6+1)
Full Attack: Bite +5 melee (1d6+1) and 2 claws +0 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent, uncanny dodge
Saves: Fort +5, Ref +7, Will +1
Abilities: Str 12, Dex 18, Con 14, Int 2, Wis 12, Cha 10
Skills: Hide +9, Jump +13, Listen +6, Move Silently +9, Spot +6, Survival +6
Feats: Track (B), Weapon Finesse
Environment: Warm deserts and plains
Organization: Solitary, pair, pack (4-7) or horde (10-100)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Medium)
Level Adjustment: This slender biped has a long snout with jagged teeth, small clawed arms, a long tail and a small crest of feathers on the back of its head.
Coelophysis, also known as pokedesaurus, is a smaller carnivorous dinosaur, roughly equivalent to a reptilian wolf.
These creatures are usually 10 feet long, with almost half of that length being tail. They usually live in small packs, with solitary individuals
usually being outcasts or young males seeking a mate. Sometimes, though, many packs will merge into an unstoppable horde of creatures,
which eat anything in their path, including each other. After a few months of ravaging the wilderness, the horde disperses, sometimes because
of some calamity killing all of its members, but sometimes with no loss of life to any of the coelophysises. Sages are still unsure of why this
happens, as there is no obvious environmental trigger.
COMBAT
Coelophysises attack prey from ambush, knocking it down and nipping at its prone form. They shy away from any prey larger than themselves,
and will not attack humans unless starved (or in a horde).
Trip (Ex): A coelophysis that hits with a bite attack may immediately make a trip attempt (+1 check modifier) as a free action without provoking
an attack of opportunity. If the attempt fails, the opponent cannot react to trip the coelophysis.
Skills: A coelophysis has a +4 racial bonus on Hide, Listen, Move Silently, Spot and Survival checks.
Dacentrurus
Huge Animal
Hit Dice: 9d8+54 (94 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 17 (-2 size, -1 Dex, +10 natural),, touch 7, flat-footed 17
Base Attack/Grapple: +6/+24
Attack: Tail spike +17 melee (3d6+15/19-20/x4)
Full Attack: Tail spike +17 melee (3d6+15/19-20/x4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Augmented critical
Special Qualities: Fortification, low-light vision, scent, spiny defense
Saves: Fort +14, Ref +5, Will +6
Abilities: Str 31, Dex 9, Con 23, Int 1, Wis 13, Cha 4
Skills: Listen +9, Spot +9
Feats: Alertness, Great Fortitude, Iron Will, Weapon Focus (tail spike)
Environment: Warm forests
Organization: Solitary, pair or herd (4-7)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Huge), 19-27 HD (Gargantuan)
Level Adjustment: This strange quadruped has a horizontal body with small bony plates on its back up to its hind legs. From this point leading down to the tail, it
has long, sharp spikes. Its head is small and horse-like, and its pebbly skin is marked with stripes.
Dacentrurus is one of the more primitive stegosaurs, whose descendants include stegosaurus and kentrosaurus.
A dacentrurus is about 15 feet long and weighs up to three tons. They are docile herbivores, browsing through jungles and scrub forests in small
herds. If provoked, however, they are deadly, lashing out with their spiked tails.
COMBAT
If threatened, a dacentrurus will assume a defensive position, always keeping its tail facing its enemies. If badly outnumbered or surrounded, it
flees, as it is both weaker and faster than its larger kin.
Augmented Critical (Ex): The spikes on the tail of a dacentrurus are keen and as sharp as picks. They threaten a critical hit on a 19-20 and deal
x4 damage on a successful critical hit.
Fortification (Ex): The bony plates on the neck and shoulders of a dacentrurus help to protect its spine from injury. Any critical hit or sneak
attack made against the dacentrurus has a 10% chance of failing, dealing only normal damage.
Spiny Defense (Ex): Any creature that hits a dacentrurus in melee using a handheld or natural weapon (but not a reach weapon) must succeed
on a DC 13 Reflex save or take 1d6+6 points of damage from the creatures broad spines. The save DC is Dexterity-based.
Deinocheirus
Gargantuan Animal
Hit Dice: 15d8+105 (172 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 18 (-4 size, +2 Dex, +10 natural), touch 8, flat-footed 16
Base Attack/Grapple: +11/+33
Attack: Claw +18 melee (1d10+10) or bite +17 melee (1d8+5) or kick +17 melee (4d6+15)
Full Attack: 2 claws +18 melee (1d10+10) and bite +15 melee (1d8+5); or kick +17 melee (4d6+15)
Space/Reach: 20 ft./15 ft.
Special Attacks: Swallow whole, trample 4d6+15 [3d6+15, 25 hp, DC27]
Special Qualities: Low-light vision, scent
Saves: Fort +16, Ref +11, Will +6
Abilities: Str 30, Dex 15, Con 25, Int 2, Wis 12, Cha 4
Skills: Hide +4* [+8 in undergrowth], Jump +24, Listen +9, Spot +9, Survival +3
Feats: Alertness, Endurance, Run, Weapon Focus (claw), Multiattack, Snatch
Deinonychus
Medium Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +3/+7
Attack: Talons +7 melee (1d10+3)
Full Attack: Talons +7 melee (1d10+3) and 2 foreclaws +2 melee (1d3+1) and bite +2 melee (2d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +6, Will +2
Abilities: Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +8* [+16 in undergrowth], Jump +21, Listen +6, Spot +6, Survival +6
Feats: Run, Track
Environment: Warm forests or plains
Organization: Solitary, pair, or pack (36)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5 (Medium); 68 HD (Large)
Level Adjustment:
This lean, long-legged bipedal creature has wicked looking claws on its feet and a brightly colored hide that reminds you of a tropical bird. It
stands about as tall as a human, and its outstretched tail it at least twice as long as it is tall.
This fast carnivore is sometimes called a velociraptor, thought that name properly belongs to a much smaller creature.
A Deinonychus is bright green along its back and flanks, with a much lighter shade of the same colour on its underside. The body has darker
spots or stripes. Its tail extends straight out behind itself, held aloft by an intricate structure of bony supports, thus allowing its weight to be
carried entirely by the back legs. It stands 6 feet tall and weighs about 300 pounds, with a total length of 12 feet.
COMBAT
A Deinonychus uses a combination of speed, grasping forearms, large teeth, and hind legs with ripping talons. It hunts by running at prey,
leaping, and ripping with its rear talons as it claws and bites. The talons count as one attack. A Deinonychus has a relatively large brain for a
dinosaur, and its pack hunts with cunning tactics.
A Deinonychus has a relatively large brain for a dinosaur, and its pack hunts with cunning tactics.
Pounce (Ex): If a Deinonychus charges, it can make a full attack.
Skills: A Deinonychus has a +4 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.
*Its racial bonus to Hide increases to +12 in undergrowth.
Deinosuchus
Huge Animal
Hit Dice: 13d8+91 (149 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 18 (2 size, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: +9/+29
Attack: Bite +20 melee (2d6+12) or tail slap +19 melee (2d8+6)
Full Attack: Bite +20 melee (2d6+12) or tail slap +14 melee (2d8+6)
Space/Reach: 15 ft./10 ft. (20 ft. with tail)
Special Attacks: Death roll (2d6+18), improved grab
Special Qualities: Hold breath, low-light vision, 60 ft. ripplesense
Saves: Fort +15, Ref +8, Will +5
Abilities: Str 35, Dex 10, Con 25, Int 1, Wis 12, Cha 2
Skills: Hide +5* [+9 in water, +19 when mostly submerged], Listen +6, Spot +6, Survival +2, Swim +20
Feats: Alertness, Endurance, Power Attack, Skill Focus (Hide), Weapon Focus (bite)
Environment: Warm marshes
Organization: Solitary or colony (611)
Challenge Rating: 6
Advancement: 1424 HD (Huge)
Level Adjustment:
These huge crocodiles can grow up to 40 feet long and weigh up to 9 tons. They often prey upon large animals, such as dinosaurs.
COMBAT
Deinosuchus seek to establish a hold upon an opponent with its mouth and drag it into deep water, attempting to pin it to the bottom until it
drowns. Opponents that resist will be hit by death roll attacks.
A threatened Deinosuchus defends itself with its jaws and tail. They cannot attack the same opponent with both attacks, since these natural
weapons threaten opposite ends of the Deinosuchus.
Death Roll (Ex): A swimming Deinosuchus can violently thrash its body to tear up any creature it holds in its jaws, dealing 1d6+6 damage if it
succeeds on a grapple check.
Hold Breath (Ex): A Deinosuchus can hold its breath for a number of rounds equal to 4 its Constitution score before it risks drowning.
Improved Grab (Ex): To use this ability, a Deinosuchus must hit 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 can follow up with normal grapple actions or its Death Roll special
attack.
Ripplesense (Ex): A Deinosuchus can detect disturbances in the water using vibration-sensitive pits in its scales. This functions like blindsense
(q.v.), except the Deinosuchus can only sense the location of creatures through water. It must itself be in contact with the water, and the
creatures must be moving.
Swallow Whole (Ex): A Deinosuchus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check.
The swallowed creature takes 2d8+12 points of bludgeoning damage and 8 points of acid damage per round from the Deinosuchus 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 14). Once the
creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Huge Deinosuchus gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
Skills: A Deinosuchus 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. *Deinosuchus
gains a +4 racial bonus on Hide checks when in the water. Further, a Deinosuchus can lie in the water with only its eyes and nostrils showing,
gaining a +10 cover bonus on Hide checks.
Deinotherium
Huge Animal
Hit Dice: 13d8+78 (136 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 17 (2 size, +9 natural), touch 8, flat-footed 17
Base Attack/Grapple: +9/+38
Attack: Stamp +18 melee (2d6+11) or gore +18 melee (2d8+5)
Full Attack: 2 stamps +18 melee (2d6+11) and slam +16 melee (2d8+5); or gore +18 melee (2d8+5)
Space/Reach: 15 ft./10 ft. (5 ft. w/gore)
Special Attacks: Trample 2d8+16
Special Qualities: Dire, low-light vision, scent
Saves: Fort +14, Ref +8, Will +10
Abilities: Str 32, Dex 11, Con 23, Int 2, Wis 10, Cha 5
Skills: Listen +10, Spot +10
Feats: Alertness, Endurance, Iron Will, Multiattack, Power Attack
Environment: Temperate forests
Organization: Solitary or herd (38)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 14-20 HD (Huge); 21-26 HD (Gargantuan)
Level Adjustment:
This massive elephant has a shorter trunk than others of its kind. Oddly, its tusks curve downward from its lower jaw.
The deinotherium, whose name means "terrible beast", is a massive relative of the elephant. Larger than the mastodon, it is surpassed only by
the largest mammoths among the proboscideans.
Deinotherium's unusual downward-curving tusks may be used to root in soil for roots and tubers, to pull down branches to snap them and
reach leaves, or to strip soft bark from tree trunks.
A deinotherium stands 12 to 16 feet tall at the shoulders and weighs between 5 and 14 tons.
COMBAT
A deinotherium will normally attack with its massive front legs, attempting to crush threats with its great strength and reach. If a foe draws
close, it rises on its hind legs and crashes down with its tusks.
Dire (Ex): A deinotherium is considered to be a dire animal for the purposes of saving throws.
Trample (Ex): Reflex half DC 27. The save DC is Strength-based.
Dilophosaurus
Large Animal
Hit Dice: 7d8+14 (45 hp)
Initiative: +6
Speed: 50 ft. (10 squares)
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +5/+14
Attack: Talons +10 melee (2d6+5)
Full Attack: Talons +10 melee (2d6+5) and bite +8 melee (1d4+2 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, pounce
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +7, Will +4
Abilities: Str 20, Dex 15, Con 14, Int 2, Wis 15, Cha 11
Skills: Listen +11, Spot +11, Survival +6
Feats: Ability Focus (poison), Multiattack (B), Run, Track
Environment: Warm forest, plains and desert
Organization: Solitary or pair
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Large), 15-21 HD (Huge)
Level Adjustment: This slender biped has a long neck, powerful rear legs and a long darting tail. Its most noticeable feature are its two bony frills running the
length of its skull.
Dilophosaurus are large carnivorous dinosaurs that have evolved several unusual hunting strategies.
A dilophosaurus stands about 5 feet high at the shoulder, and is nearly 20 feet long, although much of this is tail. It weighs about 1,000 pounds.
Its head is its most unusual feature; the lower jaw is unusually thin and weak for a creature of its size, and the upper jaw has a distinctive kink
near the tip of the snout, where the creatures venom glands are located. Two bone plates run along the length of the head. Dilophosaurs are
an intermediate species between ceratosaurs and coelophysises.
COMBAT
Dilophosaurus are not particularly stealthy hunters, but they do not need to be. They rely on their speed to chase down potential prey, and
rake at it with their strong hind legs. On particularly large and strong prey, they deliver a venomous bite and retreat, waiting for the poison to
take its effect before finishing off the wounded animal.
Poison (Ex): Bite, Fortitude DC 17, initial damage 1d6 Str plus permanent blindness, secondary damage 1d6 Str. The save DC is Constitutionbased.
Pounce (Ex): If a dilophosaurus charges a foe, it can make a full attack.
Spitting Dilophosaurus
A variant dilophosaurus has a retractable neck frill and is capable of spitting its venom once every 3 rounds as a ranged touch attack with a
maximum range of 10 feet.
Dimetrodon
Large Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +1
Speed: 30 ft. (6 squares), swim 20 ft.
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +3/+11
Attack: Bite +7 melee (1d8+6)
Full Attack: Bite +7 melee (1d8+6)
Space/Reach: 10 ft/5 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
Skills: Hide +2*, Move Silently +5*, Spot +3, Swim +12
Feats: Stealthy, Weapon Focus (bite)
Environment: Warm marsh
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large), 9-12 HD (Huge)
Level Adjustment: --This bulky reptile has a short jaw packed with conical teeth and a long colorful spiny sail runs down the length of its back.
The dimetrodon is a primitive carnivorous reptile with slightly mammalian features. Though not actually a dinosaur, it is commonly associated
with the same era from which such beasts came.
Dimetrodons average 10 feet in length and about 1 ton in weight. They live in marshes, where they hunt large amphibians and other reptiles.
They are competent swimmers, but are slow in the water and swim only to move from one patch of dry land to another.
COMBAT
Dimetrodons attack from ambush, grabbing hold of their prey and shaking it until it dies. It avoids groups of creatures, preferring to attack ones
that are separated from their allies.
Improved Grab (Ex): To use this ability, a dimetrodon must hit 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 deals automatic bite damage each round.
Skills: *A dimetrodon gains a +4 racial bonus on all Hide and Move Silently checks made in marshes.
A dimetrodon has a +8 racial bonus on any Swim check to perform a 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.
Dinicthys
Huge Animal (Aquatic)
Hit Dice: 10d8+50 (95 hp)
Initiative: +3
Speed: Swim 40 ft. (12 squares)
Armor Class: 22 (-2 size, -1 Dex, +15 natural), touch 7, flat-footed 22
Base Attack/Grapple: +7/+23
Attack: Bite +13 melee (3d6+12)
Full Attack: Bite +13 melee (3d6+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Augmented critical, improved grab, swallow whole, vortex maw
Special Qualities: Low-light vision
Saves: Fort +12, Ref +6, Will +5
Abilities: Str 26, Dex 8, Con 21, Int 1, Wis 14, Cha 2
Skills: Move Silently +9, Spot +8, Swim +16
Feats: Endurance, Improved Initiative, Power Attack, Skill Focus (Move Silently)
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge), 21-30 HD (Gargantuan)
Level Adjustment: This massive fish is entirely covered with huge bony plates, which extend over its jaws to form a horny beak.
The dinicthys is a fish out of history, one whose species is only slightly younger than the evolution of jaws.
A dinicthys is around 30 feet long, but they grow throughout their lives, resulting in some frightfully huge specimens. Although driven into
extinction in most areas by the faster and keener-sensed sharks, dinicthys thrive in warm coastal waters. They are capable of living in much
shallower water than sharks even of smaller sizes, and feed on fish and animals venturing into their territories- including humanoids.
COMBAT
In combat, a dinicthys grabs an unsuspecting prey item and either swallows it or rips it into bloody chunks. Its bite is as powerful as that of a
tyrannosaurus, and can shear through steel.
Augmented Critical (Ex): A dinicthys' bite threatens a critical hit on a natural attack roll of 1820, dealing triple damage on a successful critical
hit.
Improved Grab (Ex): In order to use this ability, a dinicthys must hit with a bite attack. If it hits, it can make a grapple check as a free action
without provoking an attack of opportunity. If it gets a hold, it deals automatic bite damage each round and can swallow its opponent whole.
Swallow Whole (Ex): By making a successful grapple check, a dinicthys may swallow a held foe at least one size smaller than itself whole. Once
swallowed, a victim takes 2d8+8 points of bludgeoning damage plus 8 acid damage every round until it escapes or dies. A successful grapple
check allows the creature to climb out of the stomach and into the dinicthys mouth, where another grapple check is required to get free.
Alternatively, the swallowed creature can escape by cutting its way out with either claws or a light slashing or piecing weapon. Dealing at least
30 points of damage (AC 13) in this fashion allows the creature to escape. Once a single swallowed creature exits, muscular action closes the
whole; another swallowed creature must cut its way out as well.
A dinicthys stomach can hold 2 Medium-sized, 8 Small, 32 Tiny or 128 Diminutive or smaller creatures.
Vortex Maw (Ex): A dinicthys can open its mouth so quickly that it creates a powerful suction. All creatures within a 30-foot cone must make
Strength checks opposed by the dinicthys' Strength check (+16 for a standard dinicthys), with the same modifiers as a bull rush. If the dinicthys
beats a creature's Strength check result, it pulls the victim 5 feet closer to its jaws. For each 5 points by which its check result is greater than a
victim's check result, the dinicthys pulls the victim an additional 5 feet closer. The victim provokes attacks of opportunity if it is moved.
Skills: A dinicthys has a +8 racial bonus on any Swim check to perform a 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.
Diprotodon
Large Animal
Hit Dice: 9d8+36 (76 hp)
Initiative: +0
Speed: 40 ft. (8 squares), burrow 10 ft.
Armor Class: 14 (-1 size, +5 natural), touch 9, flatfooted 14
Base Attack/Grapple: +6/+18
Attack: Gore +13 melee (1d8+8)
Full Attack: Gore +13 melee (1d8+8) and 2 claws +8 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trample 2d6+12
Special Qualities: Low-light vision, scent
Saves: Fort +10, Ref +6, Will +6
Abilities: Str 27, Dex 10, Con 18, Int 2, Wis 13, Cha 11
Skills: Listen +9, Spot +9
Feats: Alertness, Improved Natural Attack (claw), Iron Will, Run
Environment: Warm deserts
Organization: Solitary or pair
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 12-18 HD (Large); 19-27 HD (Huge)
Level Adjustment:
This hippopotamus-sized beast is covered with short, grizzled fur. Its thick legs end in massive digging claws, and two large tusks project
horizontally from its lower jaw. It shakes its head threateningly and prepares to charge.
A diprotodon is a giant relative of the wombat, an herbivorous, powerfully built marsupial.
Diprotodons are built to graze dry grasses and other tough desert vegetation. Their powerful teeth grind the fibrous plant matter to a fine pulp,
and their digestive systems slowly process the food, extracting every drop of water and scrap of nourishment. Their powerful legs and claws are
built for digging, and a diprotodons habitat is easy to identify from the large entrances to its nesting burrow.
Combat
Although mild mannered in general, a diprotodon is intensely territorial and does not hesitate to stamp an intruder into the ground. A
diprotodon can move as quickly as a camel, despite its lumbering appearance, and when it charges, it often catches opponents off guard.
Doedicurus
Large Animal
Hit Dice: 10d8+33 (72 hp)
Initiative: 1
Speed: 20 ft. (4 squares), burrow 5 ft.
Armor Class: 18 (1 size, 1 Dex, +10 natural), touch 8,
flat-footed 18
Base Attack/Grapple: +7/+16
Attack: Tail +11 melee (2d6+5/3)
Full Attack: Tail +11 melee (2d6+5/3) and bite +6 melee
(1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Augmented critical, trample
Special Qualities: Damage reduction 5/piercing, lowlight
vision
Saving Throws: Fort +10, Ref +6, Will +8
Abilities: Str 20, Dex 8, Con 17, Int 2, Wis 12, Cha 7
Skills: Listen +8, Spot +8, Swim +8
Feats: Alertness, Improved Natural Attack (tail), Power
Attack, Toughness
Environment: Cold plains
Organization: Solitary, pair, colony (34), or herd (620)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 1115 HD (Large); 1630 HD (Huge)
Level Adjustment:
This odd creature is the size of a draft horse, but its body is low to the ground and covered by a thick armor of leathery bands. A tail ending in a
heavy spiked club of bone trails behind its dome-shaped body.
Doedicurus is an enormous armadillo-like creatureif an armadillo were the size of a small wagon. It has a short snout and powerful jaws, with
no teeth in the front of the mouth, but grinding teeth farther back in the mouth. While it is a plant-eater, its armor plating and heavy knobbed
tail makes it very capable of defending itself against smaller predators and even of chasing off other grazers. Doedicurus are especially hostile
to horses, musk oxen, and other arctic and subarctic herbivores that compete with them for the rich summer grasses. Doedicurus are often
prey for smilodons, cave lions, and other deadly hunters such as dragons and humans.
A fully grown doedicurus is about 10 feet long and 5 feet tall, and weighs about 3,000 to 4,500 pounds.
Combat
A doedicurus found by itself is common, but the creatures also fight in small groups, circling around the young to create a wall of armored flesh.
If provoked, a doedicurus typically begins a combat by attempting to trample its foe.
Augmented Critical (Ex): A doedicurus deals triple damage if it scores a critical hit with its tail attack.
Trample (Ex): As a full-round action, a doedicurus can move up to twice its speed and literally run over Medium or smaller creatures. This attack
deals 1d6+7 points of damage. Trampled opponents can make attacks of opportunity against the doedicurus at a 4 penalty. If they do not
make attacks of opportunity, trampled opponents can attempt a DC 20 Reflex save for half damage. The save DC is Strength-based.
Elasmosaurus
Huge Animal
Hit Dice: 10d8+60 (105 hp)
Initiative: +6
Speed: 20 ft. (4 squares), swim 50 ft.
Armor Class: 13 (2 size, +2 Dex, +3 natural), touch 10, flat-footed 11
Base Attack/Grapple: +7/+22
Attack: Bite +13 melee (1d10+10)
Full Attack: Bite +13 melee (1d10+10)
Space/Reach: 15 ft./10 ft. (20 ft. with bite)
Special Attacks: Improved grab, swallow whole
Elephant, Dwarf
Medium Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +2/+4
Attack: Gore +4 melee (1d8+3)
Full Attack: Gore +4 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +4
Abilities: Str 14, Dex 13, Con 14, Int 2, Wis 13, Cha 7
Skills: Listen +6, Spot +6
Feats: Alertness, Iron Will
Environment: Warm plains
Organization: Solitary or herd (220)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium), 7-9 HD (Large)
Level Adjustment:
This creature resembles a shrunken elephant with sparse, coarse hair dotting its tanned hide.
Dwarf elephants are the results of insular dwarfism on small island chains in the warm regions of the world. Grazing in matriarchal herds of up
to 20 individuals or smaller bands of sub-adult bulls, they roam the scrub plains of their fortress-like islands in a near-constant search for food,
using their trunks to feed upon the sparse vegetation of scrub bushes found dotting their habitat. While some sea-faring traders attempt to
capture dwarf elephants as exotic goods in foreign lands, the natural flightiness (due to many island predators, usually large eagles or monitor
lizards, being all too willing to consume the tiny elephants) and fickle diet (mostly endemic shrub bushes of the islands they inhabit) of the
species makes them generally unsuitable for such ventures.
A dwarf elephant stands about 3 feet at the shoulder and weighs 300 to 500 pounds.
COMBAT
Dwarf elephants would rather pursue flight than fight. If they are pressed into combat, however, it's a fairly straightforward act of run and gun,
with the largest individuals in the herd rushing the opponent with their tusks before retreating back into the safety of numbers.
Dwarf Mammoth
A similar species of dwarf proboscid living on some temperate and cold islands, dwarf mammoths are roughly twice the size of a dwarf
elephant, being 5 to 7 feet tall and weighing around 2,000 pounds. Use the stats for a dwarf elephant that has been advanced to Large size.
Erythrosuchus
Large Animal
Hit Dice: 11d8+33 (82 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +7/+16
Attack: Bite +12 melee (3d8+5/19-20)
Full Attack: Bite +12 melee (3d8+5/19-20) and tail slap +11 (2d8+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, swallow whole, worry
Special Qualities: Blindsense 30 ft., low-light vision, scent
Saves: Fort +8, Ref +6, Will +3
Abilities: Str 20, Dex 13, Con 17, Int 1, Wis 12, Cha 6
Skills: Listen +6, Spot +6, Survival +5
Feats: Endurance, Improved Critical (bite), Improved Initiative, Weapon Focus (bite), Track (B)
Environment: Warm coastal and marsh
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 12-14 HD (Large), 15-21 HD (Huge)
Level Adjustment:
This large reptile is over fifteen feet long, crawling on four semi-vertical legs. Its huge head possesses a terrifying maw.
During the early days of the dinosaurs, they were not actually the dominant life on the planet. Crocodile-like archosaurs such as Erythrosuchus
had a wider variety of body plans and were more common. It was mainly by chance that the dinosaurs were able to spread, but in some remote
valleys of lost worlds, the crocodilians remain supreme.
An erythrosuchus is 15 to 20 feet long, weighing upwards of 1,000 pounds.
COMBAT
Erythrosuchus attack with their incredibly powerful jaws, capable of tearing through steel and bone with little effort.
Improved Grab (Ex): In order to use this ability, an erythrosuchus must hit an opponent with its bite attack. It can then make a grapple check as
a free action without provoking an attack of opportunity. If it gets a hold, it uses its worry attack or attempts to swallow whole.
Swallow Whole (Ex): An erythrosuchus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check.
The swallowed creature takes 3d8 points of bludgeoning damage and 1d8 points of acid damage per round from the gizzard. A swallowed
creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gizzard (AC 13). Once the creature
exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Large erythrosuchus' gizzard can hold 2 Small, 8 Tiny, or 16 Diminutive or smaller opponents.
Worry (Ex): Each round an erythrosuchus maintains a grapple, it shakes its prey violently, dealing 3d8+5points of damage.
Eucladoceros
Large Animal
Hit Dice: 3d8+3 (16 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+8
Attack: Hoof +4 melee (1d8+2)
Full Attack: 2 hooves +4 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks:
Special Qualities: Dire, low-light vision, scent
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 14, Dex 12, Con 13, Int 2, Wis 13, Cha 6
Skills: Hide +3, Listen +5, Spot +4
Feats: Alertness, Endurance
Environment: Cold forests, hills, and mountains
Organization: Solitary or herd (3-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:
The oversized antler array of this large deer is comblike, with numerous tines.
The eucladoceros, or "bush-antlered deer", sports up to a dozen tines per pedicle in its bushlike antler array.
Larger versions of eucladoceros are known to exist, and use the dire stag statistics.
An eucladoceros is 8 feet long, stands almost 6 feet tall at the shoulder, and sports a rack of antlers 5-1/2 feet wide. It weighs about 1,000
pounds.
COMBAT
An eucladoceros prefers to flee threats, but will fight fiercely when backed into a corner or if its young or mate is threatened. Eucladoceros
often charge opponents with their antlers.
Dire (Ex): An eucladoceros is considered to be a dire animal for the purposes of determining saving throws.
Skills: Eucladoceros have a +4 racial bonus to Hide checks.
Euparkeria
Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +0/-4
Attack: Bite +2 melee (1d4)
Full Attack: Bite +2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +4, Will +4
Abilities: Str 10, Dex 14, Con 13, Int 1, Wis 13, Cha 5
Skills: Hide +9, Listen +2, Move Silently +5, Spot +2
Feats: Run (B), Stealthy, Weapon Finesse (B)
Environment: Warm desert and plains
Eurypterid
Medium Vermin (Aquatic)
Hit Dice: 3d8+3 (16)
Initiative: +0
Speed: 10 ft. (2 squares), swim 20 ft.
Armor Class: 17 (+7 natural), touch 10, flat-footed 17
Base Attack/Grapple: +2/+4
Attack: Claw +4 melee (2d4+2)
Full Attack: 2 claws +4 melee (2d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 2d4+2, improved grab
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., water dependent
Saves: Fort +4, Ref +1, Will +1
Abilities: Str 15, Dex 11, Con 13, Int -, Wis 10, Cha 2
Skills: Feats: Environment: Any aquatic
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 46 HD (Medium); 7-9 HD (Large)
Level Adjustment: A scorpion the size of a crocodile skitters across the ocean floor.
Also known as "sea scorpions", an eurypterid is an aquatic arthropod. They prey mainly on fish and other marine creatures, but have been
known to attack humanoids on shorelines, dragging them beneath the surface.
COMBAT
An eurypterid uses its tremorsense to locate prey in the water, then moves in for the kill.
Constrict (Ex): An eurypterid deals automatic claw damage on a successful grapple check.
Improved Grab (Ex): To use this ability, an eurypterid must hit with a claw attack. It can then attempt to start a grapple as a free action without
provoking an attack of opportunity. If it succeeds on the grapple check, it establishes a hold.
Tremorsense (Ex): An eurypterid can detect and pinpoint any creature in the water within 60 feet.
Water Dependent (Ex): Eurypterids can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules
on page 304 of the Dungeon Masters Guide).
Skills: An eurypterid has a +8 racial bonus on Swim checks. It can take 10 on a Swim check, even if distracted or endangered. An eurypterid can
use the run action when swimming, provided it swims in a straight line.
Gallimimus
Large Animal
Hit Dice: 5d8+20 (42 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+13
Attack: kick +8 melee (2d6+9)
Full Attack: kick +8 melee (2d6+9); or 2 claws +8 melee (1d4+3) and bite +3 melee (1d3+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Swallow whole, trample 2d6+9 [DC18]
Special Qualities: Low-light vision, scent, swallow whole [1d6+9, 10 hp, AC12]
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 23, Dex 15, Con 19, Int 1, Wis 12, Cha 4
Skills: Hide +2* [+6 in undergrowth], Jump +20, Listen +7, Spot +7, Survival +3
Feats: Endurance, Run
Environment: Warm or temperate plains and forests
Organization: Solitary; flight (2-12) or flock (5-50)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 6 HD (Large)
Level Adjustment:
Gallimimus is the largest known genus of Ornithomimid.
A typical Gallimimus grows up to 20 feet long and 800-1000 pounds weight.
COMBAT
A threatened Gallimimus' first instinct is flight, although they may fight if cornered or grappled. A Gallimimus generally defends itself with a
powerful kick or trampling attack while trying to clear its path to escape, but they can also fight with slashing foreclaws and a darting beak.
Usually, the only danger Gallimimus poses to an adventuring party is that they may be trampled underfoot if the dinosaurs panic and stampede.
A Gallimimus would only attack characters as food if they're pixie-sized. They have been known to swallow familiars, however.
Swallow Whole (Ex): A Gallimimus can try to swallow a grabbed opponent of up to Diminutive size by making a successful grapple check. The
swallowed creature takes 1d6+9 points of bludgeoning damage and 2 points of acid damage per round from the Gallimimus' gizzard. A
swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 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 Gallimimus' gizzard can hold 4 Tiny, 16 Diminutive or 64 Fine opponents.
Skills: A Gallimimus has a +4 racial bonus on Hide checks and a +2 racial bonus on Jump, Listen, Spot, and Survival checks. *Its racial bonus on
Hide checks increases to +8 in areas of undergrowth.
Gigantopithecus
Large Animal
Hit Dice: 6d8+13 (51 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 15 ft.
Armor Class: 15 (1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +4/+13
Attack: Slam +9 melee (1d6+5)
Full Attack: 2 slams +9 melee (1d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Pummel 2d6+8, stench
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +7, Will +6
Abilities: Str 20, Dex 15, Con 18, Int 2, Wis 12, Cha 7
Skills: Climb +13, Hide +0, Listen +6, Move Silently +7, Spot +6
Feats: Alertness, Stealthy, Weapon Focus (slam)
Environment: Warm forests
Organization: Solitary or company (58)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 715 HD (Large)
Level Adjustment:
This immense ape is covered in shaggy auburn fur. Even stooped over, it stands taller than a man, and its powerful odor assaults your nostrils.
Gigantopithecus is a large, reclusive ape notable for its specialized diet.
Gigantopithecus feed almost solely on bamboo and wood pulp, which they eat using their immense, powerful jaws. Most of a gigantopithecus'
time is therefore spent eating, in order to extract nutrients from this sparse, difficult food. Gigantopithecus are mostly solitary, but the ranges
of multiple females overlap the territory of a single male, who defends his land and females fiercely from the attention of other males. Like an
orangutan, to which gigantopithecus is closely related, the males of the species are much larger than the females, and have broad, wide
cheekbones.
A gigantopithecus stands about 9 feet tall and weighs from 800 to 1,200 pounds.
COMBAT
Shy and retiring, gigantopithecus prefer to use their immense size and powerful rank odor to discourage predators, and flee from most
confrontations. A cornered animal, or a male defending his territory, will fight savagely with crushing fists.
Dire (Ex): A gigantopithecus is considered to be a dire animal for the purposes of saving throws.
Pummel (Ex): If a gigantopithecus hits with both slam attacks, its attacks are especially punishing and may knock the opponent senseless. This
attack automatically deals an additional 2d6+8 points of damage, and the victim must succeed on a DC 18 Fortitude save or be dazed for 1
round. The save DC is Strength-based.
Stench (Ex): When a gigantopithecus is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds
offensive. All living creatures (except another gigantopithecus) within 30 feet of a gigantopithecus must succeed on a DC 17 Fortitude save or
be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same gigantopithecus'
stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to
poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
Skills: Gigantopithecus have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Gorgosaurus
Huge Animal
Hit Dice: 13d8+52 (110 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 15 (-2 size, +2 Dex, +5 natural), touch 10, flat-footed 13
Base Attack/Grapple: +9/+24
Attack: Bite +14 melee (2d6+10/19-20)
Full Attack: Bite +14 melee (2d6+10/19-20)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Low-light vision, scent
Saves: Fort +12, Ref +10, Will +6
Abilities: Str 25, Dex 14, Con 19, Int 2, Wis 15, Cha 10
Skills: Hide -5, Jump +11, Listen +14, Spot +14
Feats: Alertness, Improved Critical (bite), Run, Toughness, Track
Environment: Any land
Organization: Solitary or pair
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 14-26 HD (Huge), 27-39 HD (Gargantuan)
Level Adjustment: ---
This massive, stocky biped has a huge head with sharp-toothed jaws, powerful legs and almost comically small arms.
A gorgosaurus is a smaller, leaner relative of the famous tyrannosaurus, also known as the albertosaurus.
Gorgosaurs are about 30 feet in length and weigh 2-3 tons. Unlike the tyrannosaurus, which occasionally hunts in pairs, the gorgosaurus is
usually a solitary beast. They are unusually specialized, as most of their nourishment comes from stealing the kills of other animals, such as
deinonychus packs or even human hunters. They are still capable of hunting, however, and usually target young and infirm lambeosaurs and
anatotitans when they do.
COMBAT
Gorgosaurs are reckless combatants, grabbing and swallowing smaller creatures until all are dead or the rest flee. Against equal sized creatures,
they attempt to drag them to the ground and consume them alive.
Improved Grab (Ex): To use this ability, a gorgosaurus 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 gorgosaurus can try to swallow a grabbed opponent of up to two size categories smaller by making a successful grapple
check.
The swallowed creature takes 2d8+8 points of crushing damage plus 8 points of acid damage per round from the gorgosaurus' 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 gorgosaurus' gut (AC 12).
Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Huge gorgosaurus' gizzard can hold 2 Medium, 8 Small, 32 Tiny or 128 Diminutive or smaller creatures.
Skills: A gorgosaurus receives a +2 racial bonus on all Listen and Spot checks.
Hyaenodon
Large Animal
Hit Dice: 5d8+20 (42 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +3/+13
Attack: Bite +8 melee (1d8+6)
Full Attack: Bite +8 melee (1d8+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +7, Will +2
Abilities: Str 22, Dex 17, Con 18, Int 2, Wis 13, Cha 6
Skills: Hide +4*, Listen +5, Spot +4
Feats: Alertness, Run, Track (B)
Environment: Warm plains and deserts
Organization: Solitary or pack (2-8)
Challenge Rating: 04
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: --This immense canine resembles a giant hyena, but its fur is golden like a lion's. Its piercing gaze and drooling leer add to its feral appearance.
The hyaenodon is a large hunter and scavenger of the Pleistocene era that resembles the modern hyena. The name is a misnomer though, as
the two beasts are not actually related at all. This carnivore has markings similar to hyenas, but the dominant coloration is more tawny. Its
shaggy coat usually has brown and black stripes or spots. Though they probably have more in common with cats than canines, their behavior
and temperament are very similar to that of hyenas.
Gnolls often use a pack of hyaenodons as guard animals for their lair.
A hyaenodon is about 8 feet long and weighs around 750 pounds.
COMBAT
Hyaenodons fight in a similar manner to hyenas, attacking foes with their savage bites. Packs of hyaenodons are satisfied to devour one
Medium sized prey every day. Their size allows them to take on larger prey such as buffalo, oxen, and even elephants. Hyaenodons fear fire,
and if struck with open flame they will retreat to tend to their wounds.
Trip (Ex): A hyaenodon that hits with its bite attack can attempt to trip the opponent (+8 check modifier) as a free action without making a
touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the hyaenodon
Skills: * Hyaenodons have a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth.
Hyena, Cave
Large Animal
Hit Dice: 4d8+8 (26 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+11
Attack: Bite +7 melee (1d8+6)
Full Attack: Bite +7 melee (1d8+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +6, Will +2
Abilities: Str 18, Dex 15, Con 15, Int 2, Wis 13, Cha 6
Skills: Hide +3*, Listen +7, Spot +5
Feats: Alertness, Weapon Focus (bite)
Environment: Cold or temperate plains
Organization: Solitary, pair, or pack (7-16)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large)
Level Adjustment:
This hyena is nearly twice as heavy as the common variety. It has unusually long legs and a thick coat of fur.
Cave hyenas get their name from their preferred choice of lairs. If caves are unavailable, they dig out deep dens.
Cave hyenas are opportunistic predators and scavengers. They mainly prey on herd animals such as horses, ibex, and deer, but occasionally eat
creatures as big as wooly rhinoceroses. They are willing to steal kills from neanderthals and other predators, and in lean times may turn to
cannibalism. Cave hyenas often drag prey back to their caves, accumulating bones and horns for later consumption or for their young to play
with.
A cave hyena is about 4 to 5 feet long, stands up to 3 feet tall, and weighs around 225 pounds.
COMBAT
Cave hyenas favor flank attacks. A couple of hyenas distract the foe from the front, while the rest of the pack attack from the sides and back.
They focus their attacks on a chosen victim, trying to bring them to the ground with trip attacks.
Cave hyenas are as courageous as most other carnivores. They will withdraw from a losing fight to save themselves injury or wasted effort, but
are certainly not cowards.
Trip (Ex): A cave hyena that hits with its bite attack can attempt to trip the opponent (+8 check modifier) as a free action without making a
touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the hyena.
Skills: *Cave hyenas have a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth.
Hyena, Short-Faced
Large Animal
Hit Dice: 5d8+10 (32 hp)
Initiative: +2
Iguanodon
Huge Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 16 (-2 size, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +4/+19
Attack: Thumb-spike +9 melee (2d6+7)
Full Attack: 2 thumb-spikes +9 melee (2d6+7)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample 2d8+10
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +5, Will +5
Abilities: Str 24, Dex 10, Con 19, Int 1, Wis 12, Cha 7
Skills: Listen +7, Spot +8
Feats: Alertness, Iron Will, Run
Environment: Warm forests and plains
Organization: Herd (3-18)
Challenge Rating: 5
Treasure: None
Icthyosaurus
Large Animal
Hit Dice: 10d8+50 (95 hp)
Initiative: +3
Speed: Swim 50 ft. (10 squares)
Armor Class: 18 (1 size, +3 Dex, +6 natural), touch 12,
flat-footed 12
Base Attack/Grapple: +7/+16
Attack: Bite +11 melee (1d8+7)
Full Attack: Bite +11 melee (1d8+7)
Space/Reach: 10 ft./5 ft.
Special Attacks:
Special Qualities: Hold breath, low-light vision, scent
Saves: Fort +14, Ref +10, Will +4
Abilities: Str 20, Dex 17, Con 20, Int 2, Wis 13, Cha 9
Skills: Listen +9, Spot +10, Swim +13
Feats: Alertness, Combat Reflexes, Great Fortitude,
Swim-By Attack
Environment: Warm aquatic
Organization: Solitary, pair, or school (36)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 1115 HD (Large); 1630 HD (Huge)
Level Adjustment:
Dolphin-like in appearance, this creature has a long, narrow jaw filled with countless small, sharp teeth. It is large and fast, with a single vertical
fin in the center of its back.
The ichthyosaurus is a fast marine reptile. Like a dolphin or killer whale, it is completely adapted to life in the water; it has fins instead of feet
and a powerful tail for swimming.
It is every bit as dangerous as a shark of the same size.
Combat
An ichthyosaurus jaws are designed for catching small fish with ease. Against a larger foe, such as a swimming adventurer, it uses hit-and-run
tactics, racing in to snap and slash with its long, fang-studded jaws.
Hold Breath (Ex): An ichthyosaurus can hold its breath for a number of rounds equal to 6 its Constitution score before it risks drowning. For a
typical ichthyosaurus, this is 120 rounds, or 12 minutes.
Skills: An ichthyosaurus has a +8 racial bonus on any Swim check to perform a 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.
Inkayacu
Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: -1
Speed: 10 ft. (2 squares), swim 40 ft.
Armor Class: 11 (-1 Dex, +2 natural), touch 9, flat-footed 11
Base Attack/Grapple: +1/+1
Attack: Bite +1 melee (1d4)
Full Attack: Bite +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Hold breath, low-light vision
Saves: Fort +4, Ref +2, Will +3
Abilities: Str 10, Dex 9, Con 12, Int 2, Wis 11, Cha 6
Skills: Listen +2, Spot +3, Swim +8
Feats: Endurance
Environment: Aquatic
Organization: Flock (11-30)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment:
This flightless bird is as tall as a short human. Its gray body has a rust-red underside outlined by a white strip. The bird is built for swimming,
with webbed feet and short, thick wings. Its stubby legs look ill-suited for walking. It has a long, sharp beak like a heron's.
A typical inkayacu is 4 to 5 feet tall and weighs around 80 to 120 pounds.
COMBAT
Inkayacu prefer to swim away from threats, but are not adverse to pecking in self-defense or to protect their eggs and hatchlings.
Hold Breath (Ex): A inkayacu can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.
Skills: A inkayacu 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.
Kentrosaurus
Large Animal
Hit Dice: 9d8+39 (76 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 size, -1 Dex, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +6/+17
Attack: Tail spike +12 melee (2d6+10/19-20/x4)
Full Attack: Tail spike +12 melee (2d6+10/19-20/x4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Augmented critical, reflexive attack
Special Qualities: Low-light vision, scent, spiny defense
Saves: Fort +12, Ref +5, Will +4
Abilities: Str 25, Dex 9, Con 19, Int 1, Wis 13, Cha 4
Skills: Listen +10, Spot +11
Feats: Ability Focus (spiny defense), Alertness, Great Fortitude, Run
Environment: Warm forests
Organization: Solitary, pair or herd (4-7)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large), 13-18 HD (Huge)
Level Adjustment:
This strange quadruped has a horizontal body with long sharp spikes running along its back. A large spike just from each of its shoulders and
four tip its tail. Its head is small and horse-like, and its pebbly skin is marked with stripes.
The kentrosaurus is a stegosaur, one of a family of unusual herbivores with powerful and sharp defenses
A kentrosaurus is about 15 feet long and weighs up to three tons, the same size as its relative dacentrus. They are docile herbivores, browsing
through jungles and scrub forests in small herds. If provoked, however, they are deadly, lashing out with their spiked tails and shoulder spines.
COMBAT
If threatened, a kentrosaurus will assume a defensive position, always keeping its tail facing its enemies. If their offspring are threatened, the
adults of a herd will form a protective circle around their young, tails out.
Augmented Critical (Ex): The spikes on the tail of a kentrosaurus are keen and as sharp as picks. They threaten a critical hit on a 19-20 and deal
x4 damage on a successful critical hit.
Reflexive Attack (Ex): Once per round, a kentrosaurus may make an immediate melee attack with its shoulder spine against any creature that
damages it in melee. Attack bonus +7, damage 1d8+3.
Spiny Defense (Ex): Any creature that hits a kentrosaurus in melee using a handheld or natural weapon (but not a reach weapon) must succeed
on a DC 15 Reflex save or take 1d6+7 points of damage from the creatures broad spines. The save DC is Dexterity-based.
Kronosaurus
Gargantuan Animal
Hit Dice: 17d8+170 (246 hp)
Initiative: +4
Speed: 5 ft. (1 square), swim 90 ft. (18 squares)
Armor Class: 21 (-4 size, +15 natural), touch 6, flat-footed 21
Base Attack/Grapple: +12/+38
Attack: Bite +22 melee (3d8+21/19-20)
Full Attack: Bite +22 melee (3d8+21/19-20)
Space/Reach: 20 ft./15 ft.
Special Attacks: Frenzy, improved grab, swallow whole
Special Qualities: Hold breath, keen scent, low-light vision
Saves: Fort +20, Ref +10, Will +8
Abilities: Str 38, Dex 10, Con 30, Int 2, Wis 16, Cha 13
Skills: Spot +23, Swim +22
Feats: Awesome Blow, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Natural Attack (bite), Power Attack
Environment: Any aquatic
Organization: Solitary or pair
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 18-34 HD (Gargantuan); 35-51 HD (Colossal)
Level Adjustment: This massive creature resembles a plesiosaur, but its body is bulkier and more streamlined, and its massive jaws hold rows of sharp teeth. It
swims along with four long, wide flippers while steering with its short, tapered tail.
A kronosaurus is one of the largest pliosaurs, but smaller than the massive liopleurodon. These carnivorous marine reptiles are known to hunt
plesiosaurs among other prey, and as a result their name derives from the Greek titan Kronos, who ate his own children.
A kronosaurus is 30 to 40 feet long.
COMBAT
A kronosaurus prowls along shorelines, waiting for creatures to come to close. It then swiftly breaks the surface and attacks with its deadly bite.
Frenzy (Ex): If a kronosaurus is reduced to less than half its normal maximum hit points, it flies into a terrible rage of frenzied activity. During a
frenzy, a kronosaurus gains a +4 bonus to its Armor Class and attack rolls. Its swim speed gains a +30 foot bonus, and if it makes a full attack
action it gains an additional bite attack. The frenzy persists for 1 minute, after which the kronosaurus cannot enter a frenzy while it is fatigued.
Hold Breath (Ex): A kronosaurus can hold its breath for a number of rounds equal to 8 times its Constitution score before it risks drowning.
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.
Keen Scent (Ex): A kronosaurus can notice creatures by scent in a 180-foot radius, and it can sense blood in the water at ranges of up to a mile.
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+14 points of bludgeoning damage and 8 points of acid damage per round from the kronosaurus gizzard. A
swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 30 points of damage to the gizzard (AC 17). Once the
creature exits, muscular action closes the hole; another swallowed creature must cut its own way out.
A Gargantuan kronosaurus' 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 a 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.
Lambeosaurus
Huge Animal
Hit Dice: 10d8+50 (95 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 14 (-2 size, +6 natural), touch 8, flat-footed 14
Base Attack/Grapple: +7/+21
Attack: Tail slam +11 melee (1d8+9)
Full Attack: Tail slam +11 melee (1d8+9)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample 2d10+9
Special Qualities: Low-light vision, scent
Saves: Fort +17, Ref +7, Will +5
Abilities: Str 23, Dex 11, Con 20, Int 1, Wis 12, Cha 7
Skills: Listen +12, Spot +12, Swim +9
Feats: Alertness, Endurance, Great Fortitude, Run
Environment: Temperate and warm plains and hills
Organization: Solitary, pair or herd (8-40)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge), 21-30 HD (Gargantuan)
Level Adjustment:
This large reptilian quadruped has a stiff tail, a duck-like beak and a plow-shaped crest on the top of its head.
Lambeosaurs are a species of hardrosaur that lives in large herds.
A lambeosaur is a very large animal, smaller than its relative the anatotitan, but still averaging over 30 feet long. It still is a common prey item
for many carnivorous dinosaurs, but lambeosaurs live in large herds to protect themselves from danger. Each herd has a distant relationship
with other nearby herds, and their crests act as powerful amplifiers for their hooting cries. The distress calls of a lambeosaur can be heard from
almost a mile away, and if a distress call is given, other herds in earshot flee as rapidly as possible.
COMBAT
Lambeosaurs shy away from combat unless they or their offspring are threatened. If so, they fight using their powerful tails.
Trample (Ex): A lambeosaurus can literally run over any creatures in its way that are of Large or smaller size. Creatures trampled must make a
Reflex save (DC 21 half) or take 2d10+9 damage. The save DC is Strength-based.
Skills: Lambeosaurs have a +4 racial bonus on Listen and Spot checks.
Leanchoilia
Large Vermin (Aquatic)
Hit Dice: 5d8+10 (32 hp)
Initiative: +0
Lion, Cave
Large Animal
Hit Dice: 7d8+14 (45 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
Base Attack/Grapple: +5/+15
Attack: Claw +10 melee (1d4+6)
Full Attack: 2 claws +10 melee (1d4+6) and bite +8 melee (2d6+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, powerful bite, rake 1d4+3
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 23, Dex 16, Con 15, Int 2, Wis 13, Cha 6
Skills: Balance +7, Hide +3*, Jump +10, Listen +6, Move Silently +11, Spot +6
Feats: Alertness, Multiattack, Run
Environment: Temperate and warm plains
Liopleurodon
Colossal Animal
Hit Dice: 38d8+546 (717 hp)
Initiative: +4
Speed: Swim 60 ft.
Armor Class: 22 (-8 size, +20 natural), touch 2, flat-footed 22
Base Attack/Grapple: +28/+62
Attack: Bite +39 melee (6d8+27/19-20)
Full Attack: Bite +39 melee (6d8+27/19-20)
Space/Reach: 30 ft./20 ft.
Special Attacks: Improved grab, swallow whole, worry 8d8+36
Special Qualities: Hold breath, keen scent, low-light vision
Saves: Fort +35, Ref +25, Will +17
Abilities: Str 46, Dex 10, Con 34, Int 2, Wis 13, Cha 9
Skills: Listen +13, Spot +30, Swim +26
Feats: Awesome Blow, Epic Reflexes, Epic Toughness 3, Epic Will, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Improved
Initiative, Improved Natural Attack (bite), Power Attack, Weapon Focus (bite)
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 39-75 HD (Colossal)
Level Adjustment:
This swimming reptile has a sleek body propelled by four powerful flippers and a comparatively short tail and neck. Its large head is dominated
by long jaws filled with huge, conical teeth.
Liopleurodon are aquatic reptiles that use their mighty jaws to tackle large prey, including large fish, ammonites, whales and other marine
reptiles.
A typical liopleurodon is 50-60 feet long, but can reach lengths of longer than 80 feet.
Combat
A liopleurodon may try to eat creatures up to its own size, but prefers prey smaller than itself. The reptile usually charges an opponent and
attempts to seize it in their jaws. Small and weak prey are normally swallowed whole once a liopleurodon has them in its grip. It uses its worry
special attack against more formidable prey, literally trying to shake its opponent into pieces.
Hold Breath (Ex): A liopleurodon can hold its breath for a number of rounds equal to 8 times its Constitution score before it risks drowning.
Improved Grab (Ex): To use this ability, a liopleurodon 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.
Keen Scent (Ex): A liopleurodon can notice creatures by scent in a 180-foot radius, and can sense blood in the water at ranges of up to a mile.
Swallow Whole (Ex): A liopleurodon can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check.
The swallowed creature takes 1d10+5 points of bludgeoning damage and 6 points of acid damage per round from the liopleurodons gizzard. A
swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 45 points of damage to the gizzard (AC 20). Once the
creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A liopleurodons gizzard can hold 2 Huge, 8 Large, 32 Medium, or 128 Small or smaller opponents.
Worry (Ex): Each round a liopleurodon maintains a grapple, it shakes its prey violently, dealing it 2d8+12 damage.
Skills: A liopleurodon 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.
Lycaenops
Small Animal
Hit Dice: 2d8+6 (15 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Base Attack/Grapple: +1/-2
Attack: Bite +4 melee (1d4+2)
Full Attack: Bite +4 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Swarmfighting
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +6, Will +1
Abilities: Str 15, Dex 16, Con 16, Int 2, Wis 13, Cha 6
Skills: Climb +10, Listen +5, Move Silently +7, Spot +5, Survival +2
Feats: Alertness, Track (B)
Environment: Warm forests
Organization: Solitary, pair or pack (4-12)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-5 HD (Small), 6 HD (Medium)
Level Adjustment:
About the size of a large dog, this creature combines traits of reptile and mammals. Its pronounced incisors look dangerously sharp.
A lycaenops, or "wolf face", is a small gorgonopsian, a group of carnivorous therapsids that predated the dinosaurs. As large as a dog, lycaenops
hunts small vertebrates, able to outrun many such creatures with its body designed for speed. Its keen sense of smell allows it to easily track
prey over long distances.
A lycaenops is 3 feet long and weighs around 50 pounds.
COMBAT
Lycaenops stab and tear at prey with their pronounced canine teeth. Although they take small prey singly, they work together to fell larger
animals.
Swarmfighting (Ex): Lycaenops work well crowded into tight spaces with their packmates. Up to three lycaenops can fight from the same
square without penalty, and they gain a +2 morale bonus on all attack rolls when doing so.
Macrauchenia
Large Animal
Hit Dice: 5d8+10 (32 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+12
Attack: Hoof +7 melee (1d6+5)
Full Attack: 2 hooves +7 melee (1d6+5)
Space/Reach: 10 ft./5 ft.
Special Attacks:
Special Qualities: Dire, fleet of foot, low-light vision, scent
Saves: Fort +7, Ref +6, Will +4
Abilities: Str 20, Dex 15, Con 16, Int 2, Wis 11, Cha 4
Skills: Listen +4, Spot +4
Feats: Dodge, Run
Environment: Temperate and warm plains
Organization: Solitary or herd (212)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 611 HD (Large), 12-22 HD (Huge)
Level Adjustment:
This large creature resembles a shaggy, humpless camel with a tapir-like trunk. It has a long neck and thick limbs. Its tawny coat resembles dry
grass.
This three-toed ungulate is herbivorous, feeding mostly on leaves from trees and bushes. It is has great mobility for a creature of its size and
shape.
A macrauchenia is about 9-1/2 feet long and weighs around a ton.
COMBAT
Generally docile like an elephant, this creature prefers to run away from predators using its fleet of foot ability to distance itself from predators.
When cornered or in defense of its young, the macrauchenia lashes out with its hooves, rising up and pummeling its foes.
Dire (Ex): A macrauchenia is considered to be a dire animal for the purposes of saving throws.
Fleet of Foot (Ex): When running or charging, a macrauchenia can make a single direction change of 90 degrees or less. If charging, the
macrauchenia must move in a straight line for 10 feet (2 squares) after the turn to maintain the charge.
Mamenchisaurus
Colossal Animal
Hit Dice: 22d8+181 (277 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 12 (-8 size, +1 Dex, +9 natural), touch 3, flat-footed 11
Base Attack/Grapple: +16/+42
Attack: Tail slam +18 melee (4d6+15 plus thunderous snap)
Full Attack: Tail slam +18 melee (4d6+15 plus thunderous snap)
Space/Reach: 50 ft./40 ft.
Special Attacks: Thunderous snap, trample 8d8+15
Special Qualities: Low-light vision, scent
Saves: Fort +22, Ref +16, Will +11
Abilities: Str 30, Dex 12, Con 25, Int 1, Wis 14, Cha 10
Skills: Listen +12, Spot +21
Feats: Alertness, Diehard, Endurance, Epic Toughness, Great Fortitude, Iron Will, Lightning Reflexes, Power Attack
Environment: Warm forests, plains and hills
Organization: Solitary, pair or herd (10-24)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 23-66 HD (Colossal)
Level Adjustment:
This massive quadruped has a long tail, a box-like head attached to a disproportionately long neck, and a wrinkled, elephantine hide.
Although mamenchisaurs are not the longest, heaviest or otherwise record-setting dimensionally of the massive sauropods, they do have the
longest necks of their family.
The neck of a mamenchisaurus takes up almost 40 feet of its 70 foot length and is held at a slightly erect angle. Due to the massive pressures
needed to pump blood up to its head, multiple heart-like structures are positioned along its neck. Mamenchisaurs are at a significant advantage
when it comes to a wide field of vision and a selection of food from the tallest of trees, but their lives are among the shortest of the sauropods
(only seventy-five years at a maximum, barring a violent end) due to their fragile hearts.
COMBAT
Although they are more closely related to camarasaurs and brachiosaurs than diplodocids, they bear the latters whip-like tail, complete with its
sonic consequences. More often than not, however, they merely trod on any threat to their safety.
Thunderous Snap (Ex): Although they are ponderous, a mamenchisaurus whip-like tail can move faster than sound. Any creature struck by a
mamenchisaurus tail slam must make a DC 28 Fortitude save or be stunned for 1d4 rounds and deafened for 1d4 minutes. On a successful
save, the creature is merely deafened for 1d4 minutes. The save DC is Constitution-based.
Trample (Ex): A mamenchisaurus can literally run over any creatures in its way that are of Gargantuan or smaller size. Creatures trampled must
make a Reflex save (DC 31 half) or take 8d8+15 damage. The save DC is Strength-based.
Massospondylus
Large Animal
Hit Dice: 5d8+15 (37 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Claw +7 melee (1d8+4)
Full Attack: 2 claws +7 melee (1d8+4) and bite +5 melee (1d4+2)
Space/Reach: 10 ft./5 ft. (10 ft. with bite)
Special Attacks:
Special Qualities: Arid adaptation, low-light vision, scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 19, Dex 12, Con 16, Int 1, Wis 12, Cha 7
Skills: Listen +7, Spot +7
Feats: Alertness, Multiattack
Environment: Warm deserts and plains
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large), 11-15 HD (Huge)
Level Adjustment:
This sauropod is about the size of a horse, but with a long tail and neck. Its head is broad with peg-like teeth, and its forelimbs are tipped with
large claws.
Massospondyluses are a type of prosauropod, a primitive relative of such mighty animals as the brachiosaurus and seismosaurus. Unlike most
sauropods, they move about bipedally.
Massospondylus hatchlings lack teeth and move about quadrupedally, leaving them relatively helpless. As a result, the mother often cares for
the young for a year or more, another unusual trait for a sauropod.
The massospondylus ranges in length from 10 to 15 feet long. They live in dry areas and eat predominately plants, but are omnivorous and not
adverse to occasionally catching and killing their food. They are territorial, and rarely see each other unless to mate or fight.
COMBAT
When threatened or hungry, a massospondylus rears onto its back legs and fights with its teeth and claws. They rarely attack anything of
human size, however, unless starved or in defense.
Arid Adaptation (Ex): A massospondylus does not need to make Fortitude saves to avoid taking nonlethal damage in conditions between 90
degrees and 110 degrees. In conditions of severe heat (above 110 degrees) it must make Fortitude saves like any other creature, but gains a +4
racial bonus on this save. (see Heat Dangers in the DMG).
Additionally, a massospondylus needs to drink only one-quarter the normal amount of water per day require for a creature of its size.
Megalania
Huge Animal
Hit Dice: 12d8+84 (138 hp)
Initiative: +0
Speed: 40 ft. (8 squares), swim 30 ft.
Armor Class: 16 (-2 size, +8 natural), touch 12, flat-footed 13
Base Attack/Grapple: +9/+28
Attack: Bite +18 melee (3d6+11/18-20/x3 plus disease) or tail slap +18 melee (2d6+16)
Full Attack: Bite +18 melee (3d6+11/18-20/x3 plus disease) or tail slap +18 melee (2d6+16)
Space/Reach: 15 ft./15 ft.
Special Attacks: Augmented critical, disease, tail sweep
Special Qualities: Low-light vision, scent
Saves: Fort +17, Ref +8, Will +5
Abilities: Str 33, Dex 11, Con 25, Int 1, Wis 12, Cha 2
Skills: Climb +14, Hide +5*, Listen +4, Move Silently +4, Spot +4, Swim +19
Feats: Alertness, Awesome Blow, Great Fortitude, Improved Bull Rush, Improved Trip [B], Power Attack
Environment: Warm plains
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Huge); 25-36 HD (Gargantuan)
Level Adjustment: This massive lizard has a heavy build. A small crest arises between its eyes, and its massive maw is lined with serrated, sword-like teeth. A
powerful tail lashes back and forth.
The megalania, or giant goanna, is a giant monitor lizard. This fearsome predator hunts birds, mammals, and reptiles smaller than itself, as well
as scavenging to supplement its diet. Its name means "great roamer", although in some dialects it is known as "Ancient Giant Butcher".
A megalania hunts during the day, although it rests during the hottest hours.
A megalania is 24 to 26 feet long and weighs nearly a ton.
COMBAT
Despite its size and strength, a megalania is an ambush hunter, lying in wait within grass and shrubs. It shreds foes with its mouth full of
serrated teeth, which also spreads a painful disease. If bothered by multiple smaller foes, it sweeps with its tail to knock them down.
Augmented Critical (Ex): A megalania's bite threatens a critical hit on a natural attack roll of 1820, dealing triple damage on a successful
critical hit.
Disease (Ex): Red achebite, Fortitude DC 23, incubation period 1d3 days, damage 1d6 Str. The save DC is Constitution-based.
Tail Sweep (Ex): A megalania can sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 5 feet, extending from
an intersection on the edge of the megalania's space in any direction. Creatures within the swept area are affected if they are one or more size
categories smaller than the megalania. A tail sweep automatically deals tail slap damage and affected creatures must make DC 27 Reflex saves
to or be knocked prone. The save DC is Strength-based.
Skills: A megalania 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. Megalania
have a +4 racial bonus on Hide and Move Silently checks. *In forested or overgrown areas, the Hide bonus improves to +8.
Megaloceros
Large Animal
Hit Dice: 6d8+18 (45 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 14 (1 size, +1 Dex, +4 natural), touch 10,
flat-footed 13
Base Attack/Grapple: +4/+13
Attack: Gore +8 melee (1d8+7)
Full Attack: Gore +8 melee (1d8+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, stampede, toss
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +6, Will +5
Abilities: Str 20, Dex 12, Con 16, Int 2, Wis 11, Cha 8
Skills: Listen +7, Spot +6
Feats: Alertness, Endurance, Run
Environment: Cold marshes
Organization: Solitary or herd (620)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 712 HD (Large); 1318 HD (Huge)
Level Adjustment:
This large elk-like creature has shaggy fur and a huge set of antlers easily 10 feet across.
The megaloceros is a large, powerful deer, standing up to 7 feet tall at the shoulder with 100-pound antlers spanning
12 feet. It favors lakes and bogs, and can be trained to serve as a mount. The creatures enormous antlered skulls are popular decorations for
castles and hunting lodges. These beasts also serve as powerful totem animals for neanderthals and snow goblins, who call the animals Great
Snow Elk.
Combat
Megaloceroses prefer to avoid combat, except during mating season, when males are extremely aggressive and territorial, and during the
spring calving season, when female megaloceroses are extremely aggressive in defense of their young. Megaloceroses typically charge the most
obvious or brightly colored target, attempting to gore and toss it, then return to trample and finish it. When an entire herd is threatened, the
young males sometimes charge two and three together against a threat.
Improved Grab (Ex): To use this ability, the creature must hit a Medium or smaller opponent with its gore attack. If it gets a hold, the
megaloceros scoops up the opponent with its antlers and can toss it aside.
Stampede (Ex): A frightened herd of megaloceroses may flee as a group in a random direction (but always away from the perceived source of
danger). They literally run over anything of Large or smaller size that gets in their way, dealing 1d12 points of damage for each five
megaloceroses in the herd (DC 18 Reflex save half).
Toss (Ex): A megaloceros can vigorously shake any creature caught in its horns and fling it in a random direction. Resolve the toss as a bull rush
maneuver (+9 check modifier), except that there is no attack of opportunity, since the megaloceros has already grabbed its foe when it tries to
toss the victim. The megaloceros does not need to move with its foe in order to throw its foe more than 5 feet. If the tossed victim beats the
megaloceros Strength check, he remains in his current square with no ill effects and is not grappled any longer. Tossed victims take impact
damage on landing as if they had fallen a distance equal to the distance they were tossed.
Scent (Ex): A megaloceros can detect opponents within 30 feet. The exact location is not revealed unless the creature is within 5 feet.
Megalodon
Gargantuan Beast (Aquatic)
Hit Dice: 24d10+168 (300 hp)
Initiative: +2
Speed: Swim 120 ft.
AC: 20 (4 size, +2 Dex, +12 natural), touch 8, flatfooted 18
Attacks: Bite +24 melee
Damage: Bite 4d6+15
Face/Reach: 20 ft. by 40 ft./ 10 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Darkvision 60 ft., keen scent, low-light vision
Saves: Fort +21, Ref +16, Will +9
Abilities: Str 31, Dex 15, Con 24, Int 1, Wis 12, Cha 10
Skills: Hide 10, Listen +6, Spot +6, Swim +18
Climate/Terrain: Any aquatic
Organization: Solitary or swarm (520)
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 2548 HD (Gargantuan); 4972 HD (Colossal)
Level Adjustment:
One of the largest predators in the world, a megalodon defers to dragons and little else. Large enough to devour an entire whale, the
megalodon gives even hardened sailors nightmares.
A megalodon is normally 55 to 65 feet long, and it weighs between 10 to 60 tons. Rumors of individual megalodons reaching a length of 80 to
90 feet cannot be confirmed.
COMBAT
Megalodons attack anything they perceive to be edibleincluding each other. They can leap as high as 40 feet out of the water to snap at lowflying rocs and small dragons. They bite with their powerful jaws and can swallow smaller creatures.
Improved Grab (Ex): If a megalodon hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal
damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +40). If it gets a hold, it can
try to swallow on the next round. Alternatively, the megalodon has the option to conduct the grapple normally, or simply use its jaws to hold
the opponent (20 penalty on grapple check, but the megalodon is not considered grappled). In either case, each successful grapple check it
makes during successive rounds automatically deals bite damage.
Swallow Whole (Ex): A megalodon can swallow a single creature that is at least one size category smaller than itself by making a successful
grapple check (grapple bonus +40), provided it already has that opponent in its mouth (see Improved Grab, above). Once inside the megalodon,
the opponent takes 2d8+10 points of bludgeoning damage plus 1d8+4 points of acid damage per round from the megalodons gullet. A
successful grapple check allows the swallowed creature to climb out of the gullet and return to the monsters maw, where another successful
grapple check is needed to get free. Alternatively, a swallowed creature can try to cut its way out with either claws or a light piercing or slashing
weapon. Dealing at least 25 points of damage to the gullet (AC 20) in this way creates an opening large enough to permit escape. Once a single
swallowed creature exits, muscular action closes the hole; thus, another swallowed opponent must cut its own way out.
A Gargantuan megalodons gullet can hold 2 Huge, 8 Large, 32 Medium-size, or 128 Small or smaller opponents.
Keen Scent (Ex): A megalodon notices creatures by scent within a 180-foot radius and detects blood in the water at a range of up to one mile.
Megalonyx
Medium Animal
Hit Dice: 4d8+16 (26 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 18 (+1 Dex, +7 natural), touch 11, flat-footed 17
Base Attack/Grapple: +3/+5
Attack: Claw +5 melee (1d4+2)
Full Attack: 2 claws +5 melee (1d4+2) and bite +0 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, pin down
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +10, Ref +5, Will +2
Abilities: Str 15, Dex 13, Con 18, Int 2, Wis 13, Cha 8
Skills: Listen +7, Spot +6
Feats: Alertness, Great Fortitude
Environment: Any forest, hill, or plains
Organization: Solitary or family (2-4)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-6 HD (Medium)
Level Adjustment:
About the size of a black bear, megalonyx are the smallest cousins of the giant ground sloth Megatherium. About 8 feet long and 2 feet tall
when walking on all fours, or 6 feet tall when walking upright, a megalonyx usually weighs 400 to 500 pounds.
COMBAT
When pressed into combat, a megalonyx will pin down its nearest foe while clawing at other enemies.
Improved Grab (Ex): If a mylodon hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal
damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can pin down the
opponent on its next successful grapple check.
Pin Down (Ex): A mylodon can make a grapple check against an already grappled opponent in an attempt to pin it down. If successful, the
opponent is pinned down beneath the mylodon's claw. Pinned opponents take trample damage each round they are pinned, including the
round in which the pin is established.
Megalosaurus
Huge Animal
Hit Dice: 10d8+40 (85 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (-2 size, +7 natural), touch 8, flat-footed 15
Base Attack/Grapple: +7/+23
Attack: Claw +13 melee (2d6+8)
Full Attack: 2 claws +13 melee (2d6+8) and bite +11 melee (1d8+4 plus lacerate)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, lacerate
Special Qualities: Low-light vision, scent
Saves: Fort +11, Ref +7, Will +5
Abilities: Str 26, Dex 10, Con 19, Int 2, Wis 15, Cha 11
Skills: Listen +13, Spot +12
Feats: Alertness, Multiattack, Run, Track
Environment: Warm and temperate forests and plains
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge), 21-30 HD (Gargantuan)
Level Adjustment: 11-20 HD (Huge), 21-30 HD (Gargantuan)
This large bipedal reptile is obviously a predator, as indicated by its long jaws and knife-like teeth. Its arms are powerfully muscled and bear
three claws. Small studs of bone run in lines on either side of its back.
Megalosaurs are savage predators that specialize in hunting sauropods and other massive dinosaurs.
A megalosaurus usually grows to 30 feet in length, and many weigh over two tons. They are usually pack hunters, specializing in sauropods,
especially old, young, infirm or wounded ones. Lone megalosaurs are not unknown, however, but they feed mainly on iguanodons and similar
species.
COMBAT
Megalosaurs hunt not by speed or stealth but by sheer persistence. A pack will overwhelm a potential target, biting it multiple times with one
or two grabbing hold to slow they prey down. After a few successful attacks, the pack retreats, waiting for their victim to bleed to death before
moving in to feast.
Improved Grab (Ex): In order to use this ability, a megalosaurus must hit with a claw attack. If it hits, it can make a grapple check as a free
action without provoking an attack of opportunity. If it gets a hold, it deals automatic bite damage each round.
Lacerate (Ex): The bites of a megalosaurus leave deep, bleeding wounds. Any creature injured by a megalosaurus bite attack takes an
additional 1 point of damage each round from the bleeding until the wound is bound (Heal check DC 15) or the target dies. This damage stacks
from multiple attacks; for example, a creature bitten three times by a megalosaurus bleeds for 3 points of damage each round.
Skills: A megalosaurus receives a +2 racial bonus on all Listen and Spot checks.
Megaraptor
Huge Animal
Metridiochoerus
Medium Animal
Hit Dice: 5d8+18 (40 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +3/+7
Attack: Gore +7 melee (2d6+6/x3)
Full Attack: Gore +7 melee (2d6+6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Augmented critical, ferocity
Special Qualities: Dire, low-light vision, scent
Saves: Fort +7, Ref +4, Will +5
Abilities: Str 18, Dex 10, Con 17, Int 2, Wis 13, Cha 4
Skills: Jump +8, Listen +8, Spot +6
Feats: Alertness, Toughness
Environment: Warm forests
Organization: Solitary or herd (5-8)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-8 HD (Medium), 8-12 HD (Large)
Level Adjustment:
This large warthog has knob-like protrusions on its face and very long, curved tusks.
Though not carnivores, these wild swine are bad-tempered and usually charge anyone who disturbs them.
A metridiochoerus is about 5 feet long and weighs 300 pounds.
COMBAT
Metridiochoerus charge at opponents and stab them with their long tusks.
Augmented Critical (Ex): A metridiochoerus deals triple damage if it scores a critical hit with its gore attack.
Dire (Ex): A metridiochoerus is considered to be a dire animal for the purposes of saving throws.
Ferocity (Ex): A metridiochoerus is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Monoclonius
Large Animal
Hit Dice: 8d8+40 (76 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +6/+16
Attack: Gore +13 melee (2d6+10)
Full Attack: Gore +13 melee (2d6+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Powerful charge, trample 2d6+10
Special Qualities: Low-light vision, scent
Saves: Fort +11, Ref +6, Will +6
Abilities: Str 24, Dex 10, Con 21, Int 1, Wis 15, Cha 5
Skills: Listen +10, Spot +9
Feats: Alertness, Iron Will, Weapon Focus (gore)
Environment: Temperate and warm plains
Organization: Solitary, pair or herd (3-12)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Large), 17-24 HD (Huge)
Level Adjustment: This creature resembles nothing so much as a reptilian rhinoceros, although no rhinoceros had a massive bony frill on the back of its head or a
horn quite so long or sharp.
The monoclonius is a species of ceratopsian, the most famous of which is the triceratops.
Most monoclonius are around 15 feet long and very strong, but the species are inoffensive and herbivorous. Most monoclonius live in family
units with an alpha male and multiple females, as well as the alphas various offspring. Unlike triceratops, they are not particularly territorial or
aggressive.
COMBAT
If they or their offspring are threatened, a herd of monoclonius will charge the offending predator, impaling it on their powerful horns. They
usually retreat if a fight goes badly, but a mother monoclonius will defend her child to the death.
Powerful Charge (Ex): When a monoclonius charges, its gore attack deals 4d6+14 points of damage.
Trample (Ex): A monoclonius can literally run over any creatures in its way that are of Medium or smaller size. Creatures trampled must make a
Reflex save (DC 21 half) or take 2d6+10 damage. The save DC is Strength-based.
Moropus
Large Animal
Hit Dice: 4d8+8 (26 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Mosasaurus
Huge Animal
Hit Dice: 15d8+99 (166 hp)
Initiative: +1
Speed: 10 ft. (2 squares), swim 50 ft.
Armor Class: 19 (2 size, +1 Dex, +10 natural), touch 9,
flat-footed 18
Base Attack/Grapple: +11/+28
Attack: Bite +18 melee (2d8+9)
Full Attack: Bite +18 melee (2d8+9) and tail slap +13
melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Hold breath, low-light vision, scent
Saves: Fort +17, Ref +10, Will +6
Abilities: Str 28, Dex 13, Con 22, Int 2, Wis 13, Cha 9
Skills: Listen +12, Spot +12, Swim +17
Feats: Alertness, Great Fortitude, Improved Natural
Attack (bite), Toughness (3)
Environment: Warm aquatic
Organization: Solitary or pair
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 1629 HD (Huge); 3045 HD (Gargantuan)
Level Adjustment:
This fearsome reptilian creature has a long, crocodilian body, with flippers instead of feet and a finned tail. Its huge jaws are filled with sharp
teeth.
The mosasaurus is a voracious beast that tries to make a meal out of anything smaller that it comes across. It can grow to a length of 40 feet or
more, counting its long tail.
Combat
A mosasaurus attacks with its huge, gaping jaws, and can deliver powerful slaps of its crocodilian tail as well.
Improved Grab (Ex): To use this ability, a mosasaurus must hit an opponent at least two sizes smaller (Medium for a Huge mosasaurus) with its
bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it
establishes a hold and can try to swallow the target in the following round.
Swallow Whole (Ex): A mosasaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check.
Once inside, the opponent each round takes 1d6+9 points of bludgeoning damage plus 1d8 points of acid damage from the mosasaurus
digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 20 points of damage to the
mosasaurus digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own
way out.
A Huge mosasaurus gullet can hold 2 Medium, 8 Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.
Hold Breath (Ex): A mosasaurus can hold its breath for a number of rounds equal to 6 its Constitution score before it risks drowning. For a
typical mosasaurus, this is 132 rounds, or over 13 minutes.
Skills: A mosasaurus has a +8 racial bonus on any Swim check to perform a 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.
Mylodon
Large Animal
Hit Dice: 8d8+40 (76 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
Base Attack/Grapple: +6/+14
Attack: Claw +10 melee (1d6+4)
Full Attack: 2 claws +10 melee (1d6+4) and bite +4 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pin down, trample 1d10+6
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +13, Ref +7, Will +3
Abilities: Str 19, Dex 13, Con 20, Int 2, Wis 13, Cha 8
Skills: Listen +9, Spot +8
Feats: Alertness, Great Fortitude, Weapon Focus (claw)
Environment: Any forests, hills, or plains
Organization: Solitary or family (2-4)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 9-12 HD (Large); 13-24 HD (Huge)
Level Adjustment:
This large, red-haired sloth has powerful forelegs with huge, curved claws.
Mylodons are giant ground sloths related to the larger Megatherium. Their diets consist of trees and shrubs, and they graze mostly in open
areas. Some mylodons use their powerful claws to dig out burrows up to 7 feet wide, 5 feet high, and up to 100 feet long.
This entry describes the larger varieties of mylodon. These bison-sized animals weigh around 2,500 pounds and stand about 10 feet tall when
walking on their hind legs, or about 4 feet tall and 13 feet long when on all fours. See Lesser Ground Sloths, below, for details of the smaller
species.
COMBAT
When pressed into combat, a mylodon charges into battle, trampling as many opponents as possible. Once surrounded, it will pin down its
nearest foe while clawing at other enemies.
Improved Grab (Ex): If a mylodon hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal
damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can pin down the
opponent on its next successful grapple check.
Pin Down (Ex): A mylodon can make a grapple check against an already grappled opponent in an attempt to pin it down. If successful, the
opponent is pinned down beneath the mylodon's claw. Pinned opponents take trample damage each round they are pinned, including the
round in which the pin is established.
Trample (Ex): Reflex half DC 18. The save DC is Strength-based.
Giant Marine Sloth
Thalassocnus was a variety of giant sloth that had taken to see sea to graze on seaweed. A giant marine sloths' limbs are adapted for the water,
this makes them good swimmers but prevents Thalassocnus from making trample attacks. They have the same stats as a normal mylodon,
except for the following changes:
Speed: 30 ft. (6 squares), swim 30 ft.
Special Attacks: Improved grab, pin down
Special Qualities: Darkvision 60 ft., hold breath, low-light vision, scent
Skills: Listen +9, Spot +8, Swim +12
Environment: Warm aquatic
Challenge Rating: 5
Hold Breath (Ex): A giant marine sloth can hold its breath for a number of rounds equal to 6 its Constitution score before it risks drowning.
Skills: A giant marine sloth 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.
Nothosaurus
Large Animal
Hit Dice: 4d8+8 (26 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 40 ft.
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +3/+11
Attack: Bite +6 melee (1d8+4)
Full Attack: Bite +6 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Dart, hold breath, low-light vision, scent
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 18, Dex 13, Con 15, Int 2, Wis 13, Cha 7
Skills: Hide -1, Listen +6, Move Silently +11, Spot +6, Swim +13
Feats: Alertness, Stealthy
Environment: Warm aquatic
Organization: Solitary, pair or shoal (3-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large) 9-12 HD (Huge)
Level Adjustment: This horse-sized reptile has smooth skin, long jaws with needle-like teeth, webbed paws and a short fin running along its back and tail.
A nothosaurus is a primitive semi-aquatic reptile related to plesiosaurs.
Nothosaurs live on beaches in tropical and semi-tropical climates, and behave much like seals- spending most of their time sleeping on the
shore and going into the water to feed. Despite their bulk (10 feet long and about 500 pounds), they are very graceful in the water, where they
hunt small fishes and squid.
COMBAT
Nothosaurs are usually not aggressive to anything larger than a fish, but during mating season the bulls do get territorial and lash out against
anything in their way. If provoked, a nothosaurus attacks with its bite and its two front claws.
Dart (Ex): Once per hour, a nothosaurus can swim five times its normal speed (200 feet) when it makes a charge.
Hold Breath (Ex): A nothosaurus can hold its breath for a number of rounds equal to 8 times its Constitution score before it risks drowning.
Improved Grab (Ex): To use this ability, a nothosaurus 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.
Skills: A nothosaurus has a +8 racial bonus on Move Silently checks. A nothosaurus has a +8 racial bonus on any Swim check to perform a
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.
Ornitholestes
Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +4
Speed: 60 ft. (12 squares)
Armor Class: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Bite +2 melee (2d4+1)
Full Attack: Bite +2 melee (2d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent, sprint, uncanny dodge
Saves: Fort +4, Ref +7, Will +2
Abilities: Str 12, Dex 19, Con 12, Int 2, Wis 14, Cha 11
Skills: Balance +8, Hide +9, Jump +13
Feats: Run
Environment: Any plains
Organization: Solitary, pair, or herd (312)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Medium)
Level Adjustment: This bipedal dinosaur has a small head with a crested nose. It tucks its forearms close to its body and runs swiftly after a low-flying bird, its long
tail trailing behind it. As it draws close to its prey, it opens a mouth filled with sharp, conical teeth.
The ornitholestes, or "bird robber", is a swift, bipedal theropod. Its name derives from its ability to snatch birds out of the air. In addition to
birds, ornitholestes feed on eggs, lizards, small mammals, and even carrion.
Its forearms end in strong hands with two long clawed fingers and one short one. Although it doesn't attack with these claws, it can use them to
grasp prey as it feeds.
An ornitholestes is about 7 feet long and weighs about 25 pounds.
COMBAT
An ornitholestes chases down small, low-flying birds and snatches them out of the air with its jaws.
Improved Grab (Ex): To use this ability, an ornitholestes must hit a Medium or smaller with a bite attack. It can then attempt to start a grapple
as a free action without provoking an attack of opportunity.
Sprint (Ex): Once per hour, an ornitholestes can move ten times its normal speed (600 feet) when it makes a charge.
Skills: An ornitholestes has a +4 racial bonus on Balance checks.
Paleoscincus
Huge Animal
Hit Dice: 9d8+78 (112 hp)
Initiative: -2
Speed: 20 ft. (4 squares)
Armor Class: 22 (-2 size, -2 Dex, +16 natural), touch 6, flat-footed 22
Base Attack/Grapple: +6/+21
Paraceratherium
Huge Beast
Hit Dice: 14d10+98 (175 hp)
Initiative: +0 (Dex)
Speed: 30 ft.
AC: 15 (-2 size, +7 natural)
Attacks: 2 hooves +20 melee
Damage: Hoof 5d4+18
Face/Reach: 20 ft. by 20 ft./10 ft.
Special Qualities: Scent
Saves: Fort +16, Ref +9, Will +5
Abilities: Str 34, Dex 10, Con 25, Int 3, Wis 13, Cha 4
Skills: Balance +4, Hide +4, Listen +12
Climate/Terrain: Any plains
Organization: Solitary or herd (1-3)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 15-28 HD (Huge); 29-42 HD (Gargantuan)
The paraceratherium is a hornless ancestor of the rhinoceros, of the Pleistocene era. This herbivore has a thick, greyish-brown hide, much like
the rhino. Adults stand 15 to 18 feet at the shoulder, and may measure as long as 28 feet from nose to rump, and the beast may weigh as much
as 15 tons. The head is four feet long, sitting on top of a six foot long neck. This beast has poor eyesight, but makes up for this with keen
hearing and smell.
If raised from a calf, a paraceratherium can be trained as a beast of burden. This immensely large, strong creature can carry up to 4 tons of
weight as a pack animal.
COMBAT
The paraceratherium is a very defensive animal, and attacks any animal that is nearby. This beast tries to charge and trample foes with its front
feet.
Pelorovis
Large Animal
Hit Dice: 5d8+15 (37 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 13 (1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +3/+15
Attack: Gore +10 melee (2d6+8)
Full Attack: Gore +10 melee (2d6+8) and 2 hooves +5 melee (1d6+4)
Space/Reach: 10 ft./5 ft. (10 ft. w/gore)
Special Attacks: Long horns, powerful charge, stampede
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 26, Dex 10, Con 16, Int 2, Wis 11, Cha 4
Skills: Listen +7, Spot +5
Feats: Alertness, Endurance, Knockdown (B)
Environment: Temperate plains
Organization: Solitary or herd (440)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 67 HD (Large)
Level Adjustment:
This creature resembles a lean buffalo, except that its massive horns stretch downwards and widely.
Pelorovis is a relative of the buffalo, although it is more restricted in habitat to flat, dry areas. Like other buffalo, they live in large herds and
migrate great distances in search of food, and like other buffalo, they are aggressive in defending themselves. Their mighty horns are used both
to fend off predators and in interspecific combat. Combat between pelorovis is generally a ritualized affair, with the two parties briefly tapping,
rather than locking, horns, and the more intimidating individual with the wider spread tends to victory.
Pelorovis, despite their impressive defensive array, is preyed upon by great cats, agriotherium, and humanoids (although these tend to
scavenge dead pelorovis, rather than risk fighting a live one). Both primitive humans and orcs use pelorovis horn and bones as tools. For the
statistics of a polearm fashioned from a pelorovis horn, use a guisarme.
A pelorovis is about 11 feet long, stands 6 feet tall at the shoulders, and weighs 1,000 to 2,000 pounds.
COMBAT
Pelorovis open with a powerful charge if the herd is threatened, then stampede if things turn against them.
Long Horns (Ex): The long horns of a pelorovis give it reach, but prevent it from attacking a creature in an adjacent square.
Powerful Charge (Ex): A pelorovis deals 4d6+24 points of damage when it makes a charge.
Stampede (Ex): A frightened herd of pelorovis flees as a group in a random direction (but always away from the perceived source of danger).
They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five pelorovis in the herd
(Reflex DC 20 half ). The save DC is Strength-based.
Pentaceratops
Huge Animal
Hit Dice: 12d8+60 (114 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 18 (2 size, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: +9/+25
Attack: Gore +15 melee (2d8+12)
Phorusrhacos
Large Animal
Hit Dice: 7d10+28 (66 hp)
Initiative: +3 (Dex)
Speed: 40 ft.
AC: 16 (-1 size, +3 Dex, +4 natural)
Attacks: 2 claws +9 melee, bite +4 melee
Damage: Claw 1d4+5, bite 2d6+2
Face/Reach: 10 ft. by 5 ft./15 ft.
Special Attacks: Improved grab, shake
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +9, Ref +8, Will +3
Abilities: Str 20, Dex 17, Con 19, Int 2, Wis 12, Cha 10
Skills: Jump +11, Listen +6, Spot +6
Climate/Terrain: Temperate and warm plains
Organization: Solitary or flock (2-12)
Challenge Rating: 5
Treasure: None (eggs are worth 70-100 gp each)
Alignment: Always neutral
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
The phorusrhacos is a large, flightless bird of the Pleistocene-era with a huge head and a powerful beak. It is six feet tall at the shoulder, and
ten feet overall. Adult males have a red crest and a tuft of orange feathers on the back of its head. This bird is covered in dark gray and brown
feathers, and its legs are light gray with black claws. The phorusrhacos emits a fierce, deep, braying battle cry when fighting or challenging
another of its kind for territory.
COMBAT
The phorusrhacos is a fearless killer and attack even if outnumbered. It initiates combat by jumping on a victim, its two claw attacks inflicting
double damage as it jumps. After the first round, it attacks with claw kicks and its beak.
Improved Grab (Ex): To use this ability, the phorusrhacos must hit a Small size or smaller opponent with its bite attack. If it gets a hold, it can
shake its victim. The phorusrhacos has a grapple bonus of +14.
Shake (Ex): The phorusrhacos can pick up an opponent in its mouth and shake it around. The beast then throws the victim to the ground,
dealing 1d6 points of falling damage. Such victims must succeed at a Fortitude save (DC 10 + damage taken) or become stunned for one round.
Skills: Phorusrhacos receive a +6 racial bonus to Jump checks.
Plateosaurus
Huge Animal
Hit Dice: 8d8+40 (76 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 14 (-2 size, +6 natural), touch 8, flat-footed 14
Base Attack/Grapple: +6/+20
Attack: Claw +10 melee (2d6+6)
Full Attack: 2 claws +10 melee (2d6+6) and tail slam +8 melee (2d8+3)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample 2d12+9
Special Qualities: Low-light vision, scent
Saves: Fort +12, Ref +6, Will +3
Abilities: Str 22, Dex 11, Con 18, Int 1, Wis 13, Cha 7
Skills: Listen +8, Spot +9
Feats: Alertness, Great Fortitude, Multiattack
Environment: Warm deserts and forests
Organization: Solitary, pair or herd (5-20)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Huge), 17-24 HD (Gargantuan)
Level Adjustment: This creature is about the size of an elephant, with a powerful tail, a long neck, and broad claws on its front legs.
Plateosaurs are one of the largest and most advanced forms of prosauropods, the primitive cousins of such giants as the seismosaurus.
A plateosaurus is about 30 feet long, although specimens as long as 40 feet have been reported. They live in large herds, browsing on low-lying
vegetation. They can and do rear up on their hind legs in order to reach tall branches, and in order to defend themselves.
COMBAT
A plateosaurus will usually try to trample its opponent before staying to fight, but if cornered or surrounded rears up on its hind legs and fights
with its claws and powerful tail.
Trample (Ex): A plateosaurus can literally run over any creatures in its way that are of Large or smaller size. Creatures trampled must make a
Reflex save (DC 20 half) or take 2d12+9 damage. The save DC is Strength-based.
Pleisiosaurus
Gargantuan Animal
Hit Dice: 16d8+112 (184 hp)
Initiative: +4
Speed: 10 ft. (2 squares), swim 70 ft.
Armor Class: 12 (4 size, +6 natural), touch 6,
flat-footed 12
Base Attack/Grapple: +12/+36
Attack: Bite +20 melee (4d6+18)
Full Attack: Bite +20 melee (4d6+18)
Space/Reach: 20 ft./20 ft.
Potamotherium
Small Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +3
Speed: 30 ft. (6 squares), swim 40 ft.
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +2/1
Attack: Bite +6 melee (1d6+1)
Full Attack: Bite +6 melee (1d6+1)
Space/Reach: 5 ft./ 5 ft.
Special Attacks:
Special Qualities: Agile swimmer, hold breath, low-light vision
Saves: Fort +4, Ref +6, Will +1
Abilities: Str 12, Dex 17, Con 12, Int 2, Wis 12, Cha 7
Skills: Balance +5, Climb +5, Escape Artist +6, Listen +5, Spot +5, Swim +11
Feats: Alertness, Spring Attack, Weapon Finesse
Environment: Temperate aquatic
Organization: Solitary, pair or family (3-12)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium)
Level Adjustment:
These slim fish-eating mammals may be a primitive ancestor of the modern otter, which they strongly resemble in shape and habits.
A typical potamotherium is up to 5 feet long, including its tail, and weighs around 30 pounds.
Combat
These animals usually avoid combat, but when forced to fight they will circle around their opponent and use their Spring Attack feat to dart in,
bite, and escape to a safe distance before their foe can respond.
Agile Swimmer (Ex): Unlike most creatures with a Swim speed, a potamotherium does not have to move in a straight line when it makes a Run
action while swimming. It can turn by 90 degrees for every 5 feet it travels.
Hold Breath (Ex): A potamotherium can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
For a typical potamotherium, this is 48 rounds, or 5 minutes.
Skills: A potamotherium has a +2 racial bonus on Balance, Climb and Escape Artist checks.
Potamotheriums have a +8 racial bonus on Swim checks and can always choose to take 10 on Climb checks, even if rushed or threatened. A
potamotherium can use either its Strength or its Dexterity bonus for Climb or Swim checks and can take the Run action while swimming (see
Agile Swimmer).
Procompsognathus
Tiny Animal
Hit Dice: d8 (2 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple: +0/10
Attack: Bite +5 melee (1d3-2)
Full Attack: Bite +5 melee (1d3-2)
Space/Reach: 2 ft./0 ft.
Special Attacks: Poison
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 6, Dex 17, Con 10, Int 2, Wis 12, Cha 10
Skills: Hide +12, Listen +5, Spot +5, Survival +5
Feats: Endurance, Track, Weapon Finesse
Environment: Warm forests or plains
Organization: Solitary, pair, pack (3-12) or flock (10-60)
Challenge Rating: CR 1/4
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:
A small bipedal dinosaur with lean legs and short arms, with a very long tail more than half its entire length, a slim body and long, S-curved
neck. Its smallish, narrow head is as whippet-thin as the rest of its body, with large eyes and jaws full of slicing teeth.
Procompsognathus is an alert and (comparatively) intelligent little dinosaur with large eyes and a relatively big brain. It is particularly fond of
eating lizards. They are lightweight and powerful for their size, making them incredibly fast animals.
Procompsognathus typically flock together for mutual protection and survival.
A typical adult Procompsognathus is about 3 to 4 feet long, but only weighs 1 or 2 pounds.
COMBAT
Procompsognathus attack prey from ambush, knocking it down and nipping at its prone form. They shy away from any prey larger than
themselves, and will not attack humans unless starved (or in a horde).
Poison (Ex): A Procompsognathus has a poisonous swarm-attack that does 1d6 Strength damage as both initial and secondary damage, with a
DC14 Fortitude save. Procompsognathus venom is painful and debilitating, but rarely fatal assuming the dinosaurs don't eat you while you're
helpless. The save DC is Constitution-based.
Protoceratops
Medium Animal
Hit Dice: 5d8+20 (42 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 18 (+8 natural), touch 10, flat-footed 18
Base Attack/Grapple: +3/+6
Attack: Bite +6 melee (1d8+4)
Full Attack: Bite +6 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Powerful charge
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +4, Will +2
Abilities: Str 16, Dex 11, Con 19, Int 1, Wis 12, Cha 6
Skills: Listen +5, Spot +5, Survival +9
Feats: Alertness, Endurance
Environment: Warm deserts
Organization: Solitary, pair, or herd (4-7)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment:
This beast looks like a small triceratops, with a bony frill behind its head and a sharp beaked mouth. It lacks the triceratops horns, however, and
is roughly the size of a large dog.
Protoceratops is a desert-dwelling herbivorous dinosaur that roots for tubers below the baked earth and grazes on the rough leaves of desert
weeds. It has a thick, bony skull and a tough hide to protect it from climate and predators.
A protoceratops is 6 to 8 feet long and weighs about 900 pounds.
Combat
Protoceratops are not very aggressive, but because they are the favored prey of larger creatures, they have developed effective defenses. A
threatened protoceratops lowers its head and charges, attempting to bull rush an enemy and escape. If it cannot get away, it attempts to
charge as often as possible.
Powerful Charge (Ex): A protoceratops deals 2d8+11 points of damage when it makes a charge.
Skills: Protoceratops have a +4 racial bonus on Survival checks.
Sarkastodon
Large Animal
Hit Dice: 15d8+75 (142 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +11/+26
Attack: Bite +22 melee (1d12+16/19-20)
Full Attack: Bite +22 melee (1d12+16/19-20)
Space/Reach: 10 ft./5 ft.
Special Attacks: Bonecrushing bite, trip
Special Qualities: Dire, low-light vision, scent
Saves: Fort +14, Ref +10, Will +10
Abilities: Str 33, Dex 13, Con 21, Int 2, Wis 12, Cha 10
Skills: Hide +7, Listen +6, Move Silently +11, Spot +6
Feats: Alertness, Improved Critical (bite), Improved Initiative, Power Attack, Stealthy, Weapon Focus (bite)
Environment: Temperate plains
Organization: Solitary or pair
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 16-18 HD (Large); 19-30 HD (Huge)
Level Adjustment:
This brown-furred predatory beast is nearly the size of a rhinoceros. It resembles a melding of bear and cat, with a leonine face and a bear-like
body terminating in a long, furry tail.
Although it superficially resembles a long-tailed bear or heavyset cat, Sarkastodon is a creodont, a separate lineage of carnivorous mammal.
One of the largest carnivorous mammals ever to live, Sarkastodon specializes on hunting enormous prey, such as brontotheres and
paraceratherium. Its bite can crush bone and its stomach is acidic enough to digest it, leaving little left for the scavengers.
A sarkastodon is 10 feet long (excluding the tail, which is about one-half to two-thirds as long as the body) and 6 feet tall at the shoulder,
weighing around 1- tons.
COMBAT
A sarkastodon begins combat from ambush, pulling prey to the ground with trip and beginning to eat while its prey still lives.
Bonecrushing Bite (Ex): Sarkastodon's jaws are immensely powerful, and can crush bone to pulp. On a successful critical hit, a Sarkastodon also
deals 1d4 points of Strength damage.
Dire (Ex): Sarkastodon is considered to be a dire animal for the purposes of saving throws.
Trip (Ex): A sarkastodon that hits with a bite attack can attempt to trip its opponent (+16 check modifier) as a free action without making a
touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the sarkastodon.)
Skills: A sarkastodon has a +4 racial bonus on all Hide and Move Silently checks.
Shonisaurus
Colossal Animal
Hit Dice: 18d8+144 (225 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 13 (-8 size, +2 Dex, +9 natural), touch 10, flat-footed 12
Base Attack/Grapple: +13/+44
Attack: Bite +21 melee (5d8+22)
Full Attack: Bite +21 melee (5d8+22)
Space/Reach: 30 ft./20 ft.
Special Attacks: Vortex maw
Special Qualities: Hold breath, low-light vision, scent
Saves: Fort +21, Ref +13, Will +8
Abilities: Str 40, Dex 15, Con 26, Int 2, Wis 14, Cha 9
Skills: Listen +14, Spot +15, Swim +23
Feats: Alertness, Dodge, Great Fortitude, Mobility, Power Attack, Spring Attack, Weapon Focus (bite)
Environment: Warm aquatic
Organization: Solitary, pair or school (3-12)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 19-36 HD (Colossal)
Level Adjustment: This massive creature vaguely resembles a cross between a fish and a dolphin. It has long, paddle-like flippers extending from a whale-like body.
Its jaws are long and pointed, with large teeth only near the front.
A shonisaurus is the largest of the icthyosaurs, fast marine predators fully adapted to life in the water.
A shonisaurus is 50 feet long.
COMBAT
A shonisaurus attacks large prey with hit-and-run tactics. Against smaller prey, it simply uses its vortex maw to draw its victims to its massive
maw.
Hold Breath (Ex): A shonisaurus can hold its breath for a number of rounds equal to 6 times its Constitution score before it risks drowning. For a
typical shonisaurus, this is 120 rounds, or 12 minutes.
Vortex Maw (Ex): A shonisaurus can open its mouth so quickly that it creates a powerful suction. All creatures within a 40-foot cone must make
Strength checks opposed by the shonisaurus' Strength check (+31 for a standard shonisaurus), with the same modifiers as a bull rush. If the
shonisaurus beats a creature's Strength check result, it pulls the victim 5 feet closer to its jaws. For each 5 points by which its check result is
greater than a victim's check result, the shonisaurus pulls the victim an additional 5 feet closer. The victim provokes attacks of opportunity if it
is moved.
Skills: A shonisaurus 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.
Sivatherium
Large Animal
Hit Dice: 5d8+20 (42 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 14 (-1 size, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +3/+13
Attack: Hoof +8 melee (1d8+9)
Full Attack: 2 hooves +8 melee (1d8+9) or headbutt +8 melee (1d8+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Powerful kick, trample 1d8+9
Special Qualities: Dire, low-light vision
Saves: Fort +8, Ref +4, Will +5
Abilities: Str 22, Dex 11, Con 19, Int 2, Wis 13, Cha 4
Skills: Listen +7, Spot +7
Feats: Alertness, Endurance
Environment: Temperate and warm plains
Organization: Solitary, pair, or herd (3-8)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large)
Level Adjustment:
This creature resembles a giraffe, but it sports a pair of large antler-like protrusions atop its skull. A smaller pair of similar protrusions rise above
its eyes.
Sivatherium is a relative of the giraffe that bears two pairs of ossicones upon its head. The larger pair is antler-like, allowing it to deliver deadly
head butts.
A sivatherium is 16 to 18 feet long and weighs up to 4,000 pounds. Females are generally smaller than males.
COMBAT
Sivatherium possess the same strong kicks as giraffes, strong enough to crush bone of would-be predators. Additionally, they may butt with
their larger ossicones and can trample smaller adversaries.
Dire (Ex): A sivatherium is considered to be a dire animal for the purposes of saving throws.
Powerful Kick (Ex): A sivatherium applies 1-1/2 times its Str modifier to damage rolls with its hooves.
Trample (Ex): Reflex half DC 18. The save DC is Strength-based.
Skills: * Sivatherium have a +4 racial bonus on Hide checks in areas with at least sparse trees. This bonus on Hide checks increases to +8 when
the sivatherium is immobile.
Smilodon
Large Animal
Hit Dice: 9d8+27 (67 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 15 (1 size, +2 Dex, +4 natural), touch 11,
flat-footed 13
Base Attack/Grapple: +6/+17
Spinosaurus
Gargantuan Animal
Hit Dice: 20d8+120 (210 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 18 (4 size, +2 Dex, +10 natural), touch 8, flat-footed 16
Base Attack/Grapple: +15/+37
Attack: Bite +22 melee (3d6+10/19-20) or claw +22 melee (2d6+5)
Full Attack: Bite +22 melee (3d6+10/19-20) and 2 claws +20 melee (2d6+5)
Space/Reach: 20 ft./15 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent
Stegosaurus
Huge Animal
Hit Dice: 13d8+78 (136 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 18 (2 size, 1 Dex, +11 natural), touch 7, flat-footed 18
Base Attack/Grapple: +9/+25
Attack: Tail-spikes +16 melee (3d8+12/3) or offensive armor +15 melee (2d6+8)
Full Attack: Tail-spikes +16 melee (3d8+12/3) and offensive armor +10 melee (2d6+4)
Space/Reach: 15 ft./10 ft. (15 ft. with tail-spikes)
Special Attacks: Offensive armor 2d6+12, thagomizer
Special Qualities: Damage reduction 6/, fortification, low-light vision, scent
Saves: Fort +14, Ref +7, Will +5
Abilities: Str 26, Dex 9, Con 23, Int 1, Wis 12, Cha 6
Skills: Listen +11, Spot +11
Feats: Alertness, Endurance, Improved Initiative, Power Attack, Weapon Focus (tail-spikes)
Environment: Temperate or warm plains and forests
Organization: Solitary, pair or herd (3-6)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 1420 HD (Huge); 2139 HD (Gargantuan)
Level Adjustment:
This four-legged creature has a relatively small head for its enormous bulk. A twin row of hard triangular plates protrudes from its back, and its
long tail ends in cruel looking array of bony spikes.
A Stegosaurus has a bulky body, a powerful tail tipped with 4 formidable spikes and small, narrow head with a tortoise-like beak. A double row
of triangular plates runs the length of its back. The tail is thick and powerful, taking up almost half the animal's body length, so the dinosaur's
huge hind legs are set near the middle of the animal. Its front legs are sturdy but much shorter than the hind legs, so its head is normally held
low to the ground.
These dinosaurs are solitary herbivores, usually only congregating to breed. They can graze on low vegetation or rear up to browse on taller
plants. A Stegosaurus's center of balance is near its massive hind legs, which allows it to rear up onto a tripod formed from its hind legs and tail
to reach tall vegetation or get a better sense of its surroundings. It can also turn around with surprising alacrity by pushing sideways with its
forelegs.
A Stegosaurus has excellent defenses. Its thick skin provides good armor, and is reinforced with bony ossicles over its throat and flanks,
fortifying those vulnerable areas from attack. The large plates along its back are too thin to be effective armor. The cluster of four spikes at the
tip of its tail is a lethally effective weapon called a thagomizer.
A full grown Stegosaurus is between 25 and 30 feet long from nose to tail-tip, and weighs from 5,000 to 10,000 pounds. Extremely large
individuals can approach a Gargantuan 40 feet in length. A typical 25-30 foot long Stegosaurus is 11-13 tall, including 2-2 feet of height from
its largest dorsal plates, with the actual back standing 9-11 feet above the ground. The spikes on their thagomizer can exceed a yard in length.
Combat
A Stegosaurus will pugnaciously defend itself from threats, responding surprisingly promptly for such a bulky animal. They attack with bodyslams and swings of their tail-spikes, and can use the plates and spikes of their armor to cut and stab at any creature grappling with them.
Damage Reduction (Ex): A Stegosaurus has a Damage Reduction equal to half its Hit Dice.
Fortification (Ex): Whenever a critical hit or sneak attack is scored on a Stegosaurus there is a 50% chance that the special attack is negated and
its damage is rolled normally.
Offensive Armor (Ex): A Stegosaurus can use its spikes, plates and body-slams to do 2d6+12 crushing, slashing and piercing damage on a
successful grapple attack. They can also use their armor to make standard or secondary melee attacks.
Thagomizer (Ex): A Stegosaurus's tail-spikes attack is treated as a 2-handed weapon, so it gains 1 times the creatures Strength bonus and the
Power Attack feat adds +2 damage per 1 attack penalty. The thagomizer inflicts piercing damage, has a reach equal to a tall creature of the
Stegosaurus's size, and does 3 damage on a confirmed critical.
Struthiomimus
Large Animal
Hit Dice: 6d8+12 (39 hp)
Initiative: +3
Speed: 60 ft. (12 squares)
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +4/+12
Attack: Kick +7 melee (1d8+4)
Full Attack: Kick +7 melee (1d8+4) and bite +2 melee (1d6+2) and 2 claws +2 melee (1d3+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Special Qualities: Low-light vision, scent, sprint, uncanny dodge
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 18, Dex 16, Con 15, Int 2, Wis 13, Cha 10
Skills: Hide +2*, Jump +16, Listen +6, Spot +6
Feats: Alertness, Endurance, Run
Environment: Warm plains
Organization: Solitary, pair or flock (4-7)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large), 13-18 HD (Huge)
Level Adjustment: This reptilian biped resembles an ostrich with arms and a long tail. A layer of down coats the creature and its legs are muscular and long.
The struthiomimus is a fast omnivorous dinosaur.
A struthiomimus is about 4 feet tall at the shoulder and about 10 feet long, and weighs around 330 pounds. They live in small flocks of one or
more families and eat just about anything. Their diets include, but are not limited to, berries, nuts, tubers, lizards, eggs and small mammals. It
has been reported that they will attack and consume halflings, but this is probably just a rumor. They are hunted themselves by tyrannosaurs
and deinonychuses, and so their speed is an asset in escaping being eaten as much as it is in catching prey.
COMBAT
A struthiomimus attacks with its powerful hind legs, its bite and its small claws, but is more likely to simply flee a confrontation using its great
speed.
Sprint (Ex): Once per day, a struthiomimus can move at 10 times its normal speed (600 ft.). It generally uses this ability either on a charge or to
flee.
Skills: A struthiomimus receives a +8 racial bonus on all Hide checks made in a plains environment.
Styracosaurus
Huge Animal
Hit Dice: 10d8+63 (108 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (-2 size, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +7/+23
Attack: Gore +14 melee (2d6+12)
Full Attack: Gore +14 melee (2d6+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Powerful charge, reflexive attack, trample 2d8+12
Special Qualities: Low-light vision, scent
Saves: Fort +15, Ref +7, Will +7
Abilities: Str 26, Dex 11, Con 23, Int 1, Wis 14, Cha 9
Skills: Listen +11, Spot +10
Feats: Alertness, Great Fortitude, Iron Will, Weapon Focus (gore)
Environment: Warm hills and plains
Organization: Solitary or herd (2-8)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge), 21-30 HD (Gargantuan)
Level Adjustment: This massive creature has a bony frill with long spikes growing from it, and a long horn growing from its beaked snout.
The styracosaurus is a ceratopsian whose decorative frill has become a defensive weapon.
A styracosaurus is about 20 feet long and weighs around 3 tons. Like most ceratopsians, it is very aggressive. They will charge at any unfamiliar
creature in their territory and are relentless in their assaults. They live in small herds and feed on bushes and tubers.
COMBAT
A styracosaurus initiates combat by charging its opponent, and uses its spiked frill to deter opponents from fighting back.
Powerful Charge (Ex): On a charge attack, a styracosaurs gore attack deals 4d6+16 points of damage.
Reflexive Attack (Ex): Once per round, a styracosaurus may make an immediate melee attack with its frill against any creature that strikes it in
melee. Attack bonus +8, 1d8+8 damage.
Trample (Ex): A styracosaurus can literally run over any creatures in its way that are of Large or smaller size. Creatures trampled must make a
Reflex save (DC 23 half) or take 2d8+12 damage. The save DC is Strength-based.
Tanystropheus
Huge Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +2
Speed: 20 ft. (4 squares), swim 40 ft.
Armor Class: 14 (-2 size, +2 Dex, +4 natural), touch 10, flat-footed 12
Base Attack/Grapple: +4/+16
Attack: Bite +8 melee (1d8+6)
Full Attack: Bite +8 melee (1d8+6)
Space/Reach: 15 ft./10 ft. (15 ft. with bite)
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent, stability
Saves: Fort +9, Ref +7, Will +2
Abilities: Str 19, Dex 14, Con 18, Int 1, Wis 11, Cha 6
Skills: Hide +8, Listen +5, Spot +5
Feats: Alertness, Skill Focus (Hide), Weapon Focus (bite)
Environment: Warm aquatic and marsh
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Huge), 13-18 HD (Gargantuan)
Level Adjustment: This bizarre creature looks like a snake with webbed feet on stubby legs. Its neck is almost half of its body length.
The tanystropheus is a strange semi-aquatic reptilian predator from the age of the dinosaurs.
A tanystropheus is about thirty feet long, and much of this is neck. Its hindquarters have extra mass to help balance the oversized neck. They
are ambush predators, waiting in caves and underwater to grab passing prey. They feed mostly on fish, but they do grab larger prey, such as
humanoids, on occasion.
COMBAT
A tanystropheus usually attacks from hiding, striking with its needle-sharp teeth and grabbing hold of its prey. It will then retreat, dragging its
prey with it.
Extended Reach (Ex): The extremely long neck of a tanystropheus allows it to attack opponents up to 15 feet away. However, the small number
of vertebrae make it less flexible, preventing it from attacking opponents within 5 feet.
Improved Grab (Ex): In order to use this ability, a tanystropheus must hit an opponent with a bite attack. It can then make a grapple check as a
free action without provoking an attack of opportunity. If it gets a hold, it deals bite damage each round it maintains the grapple.
Stability (Ex): Due to the added weight in its hindquarters to balance its long neck, a tanystropheus gains a +4 bonus on ability checks made to
resist being bull rushed or tripped when standing on the ground.
Skills: A tanystropheus has a +8 racial bonus on Hide checks.
A tanystropheus has a +8 racial bonus on any Swim check to perform a 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.
Temnodontosaurus
Huge Animal
Hit Dice: 10d8+40 (90 hp)
Initiative: +3
Speed: Swim 60 ft. (12 squares)
Armor Class: 16 (-2 size, +3 Dex, +5 natural), touch 11, flat-footed 13
Base Attack/Grapple: +7/+21
Attack: Bite +11 melee (4d4+9)
Full Attack: Bite +11 melee (4d4+9)
Space/Reach: 15 ft./10 ft.
Special Attacks: Special Qualities: Qualities: Hold breath, low-light vision, scent
Saves: Fort +11, Ref +10, Will +6
Abilities: Str 22, Dex 17, Con 18, Int 2, Wis 16, Cha 9
Skills: Listen +9, Spot +21, Swim +15
Feats: Alertness, Dodge, Mobility, Spring Attack
Environment: Warm aquatic
Organization: Solitary, pair or pod (5-20)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge), 21-30 HD (Gargantuan)
Level Adjustment: This massive beast resembles a reptilian porpoise, only on a grander scale. Its long beak is lined with sharp conical teeth, and its four fins are
well-muscled .Most notable are its eyes, which are the size of dinner plates.
Temnodontosaurus is among the largest of the icthyosaurs, a family of fish-like reptiles.
The average temnodontosaurus is 30 feet long. They are fast and intelligent creatures, with a well-developed social system. They have
remarkably keen eyesight due to the size of the eye- proportionately, the largest in the animal kingdom. Temnodontosaurs, like all icthyosaurs,
never leave the water; unlike other aquatic reptiles, icthyosaurs give birth to their offspring alive. Temnodontosaurs feed on fish, squid and
ammonites, and are harmless to humanoids, despite their size and strength, unless they are attacked first.
COMBAT
Temnodontosaurs are mobile opponents, darting in and out of their foes reach in order to deliver sharp, powerful bites.
Hold Breath (Ex): A temnodontosaurus can hold its breath for a number of rounds equal to 6x its Constitution score.
Skills: A temnodontosaurus receives a +8 racial bonus to all Spot checks. A temnodontosaurus has a +8 racial bonus on any Swim check to
perform a 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.
Teratosaurus
Huge Animal
Hit Dice: 10d8+40 (95 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 15 (-2 size, +1 Dex, +6 natural), touch 9, flat-footed 14
Base Attack/Grapple: +7/+26
Attack: Bite +13 melee (2d8+10)
Full Attack: Bite +13 melee (2d8+10)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, worry
Special Qualities: Low-light vision, scent
Saves: Fort +11, Ref +8, Will +4
Abilities: Str 25, Dex 13, Con 19, Int 2, Wis 13, Cha 9
Skills: Hide +1, Listen +9, Jump +17, Move Silently +7, Spot +9, Survival +7
Feats: Alertness, Endurance, Improved Grapple (B), Track, Weapon Focus (bite)
Environment: Warm desert and plains
Organization: Solitary or pair
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge), 21-30 HD (Gargantuan)
Level Adjustment: This creature resembles a massive crocodile, but it carries its legs directly beneath it and its head is shorter and taller- almost like the head of a
dinosaur.
A teratosaurus is a large and carnivorous variety of rausuchian--crocodilians with erect legs like a dinosaur.
The average teratosaurus is 20 to 30 feet long, and they are the top predators in whatever territory they frequent. They are solitary and
territorial; the only other teratosaur a teratosaur will tolerate is either a mate or dead. They are consummate trackers, and will pursue
wounded prey for days until it expires from its wounds.
COMBAT
Teratosaurs have one attack strategy, but they utilize it well- wait until prey approaches, leap out and grab it, shake until dead. They have no
concept of retreat and will fight until dead if faced with a strong opposition.
Improved Grab (Ex): In order to use this ability, a teratosaurus must hit an opponent with its bite attack. It can then make a grapple check as a
free action without provoking an attack of opportunity. If it gets a hold, it uses its worry attack.
Worry (Ex): Each round a teratosaurus maintains a grapple, it shakes its prey violently, dealing to it 4d8+14 points of damage.
Skills: A teratosaurus has a +4 racial bonus on Hide, Listen, Jump, Move Silently, Spot, and Survival checks.
Therizinosaurus
Huge Animal
Hit Dice: 15d8+120 (187 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Thylacoleo
Large Animal
Hit Dice: 10d8+40 (85 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +7/+18
Attack: Bite +14 melee (3d6+7/18-20/x3)
Full Attack: Bite +14 melee (3d6+7/18-20/x3) and 2 claws +11 melee (1d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Augmented critical, improved grab, pounce
Special Qualities: Low-light vision, scent
Saves: Fort +11, Ref +8, Will +4
Abilities: Str 25, Dex 13, Con 18, Int 2, Wis 13, Cha 6
Skills: Balance +5, Hide +7*, Listen +7, Move Silently +12, Spot +7
Feats: Alertness, Multiattack, Stealthy, Weapon Focus (bite)
Environment: Temperate and warm plains and forests
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Large)
Level Adjustment: -
This large mammal somewhat resembles a maneless lion, yet it is built more like a bear. Dark stripes run perpendicular to its spine and down its
long, muscular tail like that of a kangaroo.
Thylacoleo carnifex, or "pouched lion executioner", is the largest of the marsupial lions. Although smaller than a smilodon, its thick bones,
heavy musculature, and powerful jaws make it more than a match for the deadliest of big cats.
A thylacoleo is at least 2-1/2 feet tall at the shoulder, over 6 feet long and weighs 220 to 350 pounds.
COMBAT
Marsupial lions are ambush predators. The thylacoleo is a hypercarnivore, built for killing. Its retractable, switchblade like claws sink into prey
while its powerful jaws, strong enough to crush a human skull, finish the job.
Augmented Critical (Ex): A marsupial lion's bite threatens a critical hit on a natural attack roll of 1820, dealing triple damage on a successful
critical hit.
Improved Grab (Ex): To use this ability, a marsupial lion must hit 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 deals automatic bite damage each round.
Pounce (Ex): If a marsupial lion charges, it can make a full attack.
Skills: A thylacoleo has a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide
bonus improves to +12.
Titanoboa
Gargantuan Animal
Hit Dice: 25d8+75 (187 hp)
Initiative: +3
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: 21 (4 size, +3 Dex, +12 natural), touch 9, flat-footed 18
Base Attack/Grapple: +18/+41
Attack: Bite +26 melee (2d6+16)
Full Attack: Bite +26 melee (2d6+16)
Space/Reach: 20 ft./15 ft.
Special Attacks: Constrict 2d6+16, improved grab, swallow whole
Special Qualities: Low-light vision, scent
Saves: Fort +17, Ref +17, Will +13
Abilities: Str 33, Dex 17, Con 17, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +19, Hide +25, Listen +11, Move Silently +12, Spot +14, Swim +19
Feats: Alertness, Blind-Fight, Combat Reflexes, Cleave, Epic Skill Focus (hide), Epic Will, Power Attack, Skill Focus (spot), Weapon Focus (bite)
Environment: Warm forests
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 2633 HD (Gargantuan); 26-33 HD (Gargantuan); 34-50 HD (Colossal)
Level Adjustment:
The massive constrictor snake emerging from the swamp water is so long it almost seems to be endless.
Titanoboas are enormous constrictor snakes found in primeval jungles untouched by the passage of time. Though they resemble modern-day
anacondas, they have a primordial character to them, mostly afforded by their incredible size. A capybara, a large meal for an anaconda, would
be little more than a light snack to a titanoboa: these creatures routinely prey upon dire animals.
A Titanoboa is around 40 feet long and weighs 1 ton.
COMBAT
Titanoboas are ambush predators, being too slow to chase most prey. They lie in wait in water sources or alongside game trails until a
prospective meal wanders by, then try to seize it in their jaws.
If offered a selection of prey, a titanoboa will attack the largest of them, since this represents the biggest meal. If the target's too big for its
swallow whole attack, the snake uses its constrict attack. When facing a group of prey small enough to swallow whole, the titanoboa uses its
Cleave and Combat Reflexes feats to try gulping down as many of them as it can.
A titanoboa can swallow an entire creature one size category smaller than itself, but this is a slow process requiring many minutes of time and a
non-resisting meal, not an action it can make in combat like its swallow whole attack.
A titanoboa will retreat if seriously damaged, releasing any prey in its coils and possibly regurgitating swallowed victims if they continue to
injure it. They usually flee into the closest water and dive to the bottom.
Constrict (Ex): On a successful grapple check, a titanoboa deals 2d6+16 points of damage.
Improved Grab (Ex): To use this ability, a titanoboa must hit 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 constrict.
Swallow Whole (Ex): A titanoboa can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once
inside, the opponent takes 2d8+11 points of crushing damage plus 8 points of acid damage per round from the snakes 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 16). Once the creature
exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A titanoboas gizzard can hold 1 Huge, 4 Large, 16 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always
choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb
checks, whichever is higher. A snake 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.
Titanotylopus
Large Animal
Hit Dice: 7d8+28 (59 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 14 (-1 size, +3 Dex, +2 natural), touch 12, flat-footed 11
Base Attack/Grapple: +5/+15
Attack: Bite +10 melee (1d6+6)
Full Attack: Bite +10 melee (1d6+6) and two stamps +8 melee (1d6+3)
Space/Reach: 10 ft./5 ft. (10 ft. with bite)
Special Attacks:
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +8, Will +3
Abilities: Str 22, Dex 16, Con 18, Int 2, Wis 13, Cha 5
Skills: Listen +8, Spot +8
Feats: Alertness, Endurance, Multiattack
Environment: Temperate plains
Organization: Solitary or herd (5-20)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 8-12 HD (Large), 13-14 HD (Huge)
Level Adjustment:
This camel is easily the size of a giraffe. Its limbs and neck are stretched out like a giraffe's but it is otherwise built like a camel, complete with a
small hump.
The titanotylopus is a larger cousin of the modern camel, though it lives in grasslands rather than deserts.
Titanotylopus stand 11-1/2 feet tall at the shoulder and weigh one and a half tons.
COMBAT
Like a modern camel, titanotylopus will spit if they feel threatened. If forced into a physical confrontation, titanotylopus will bite and kick their
attacker.
Triceratops
Huge Animal
Hit Dice: 16d8+112 (184 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, Endurance, Great Fortitude, Improved Bull Run, Power Attack, Run
Environment: Temperate plains
Organization: Solitary, pair, or herd (58)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 1724 HD (Huge); 2532 HD (Gargantuan)
Level Adjustment:
This 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.
A Triceratops has a body about 25 feet long and weighs about 15,000 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.
Tyrannosaurus
Huge Animal
Hit Dice: 18d8+126 (207 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 18 (2 size, +1 Dex, +9 natural) touch 9, flat-footed 17
Base Attack/Grapple: +13/+33
Attack: Bite +24 melee (3d8+18/19-20)
Full Attack: Bite +24 melee (3d8+18/19-20)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Low-light vision, scent
Saves: Fort +18, Ref +12, Will +10
Abilities: Str 34, Dex 12, Con 25, Int 2, Wis 15, Cha 10
Skills: Hide +8* [+12 in undergrowth], Listen +10, Spot +12, Survival +10
Feats: Alertness, Improved Critical (bite), Iron Will, Power Attack, Run, Track, Weapon Focus (bite)
Environment: Warm plains
Organization: Solitary or pair
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 1924 HD (Huge); 25-36 HD (Gargantuan)
Level Adjustment:
This towering predator has an enormous head and a mouth filled with dagger-sized teeth. It stands on two powerful legs and has only vestigial
forelimbs.
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. A typical adult specimen is between 30 and 40 feet long from nose to tail.
Combat
A Tyrannosaurus pursues and eats just about anything it sees. They are surprisingly stealthy, and often hide in wait for passing prey. Its tactics
are simplecharge 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+12 points of bludgeoning damage and 8 points of acid damage per round from the Tyrannosaurus 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 14). Once the
creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Huge Tyrannosaurus gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
Skills: A Tyrannosaurus has a +4 racial bonus on Hide, Listen, Spot, and Survival checks.
*Its racial bonus to Hide increases to +8 in undergrowth.
Uintatherium
Large Animal
Hit Dice: 9d8+45 (85 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 16 (1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +6/+18
Attack: Bite +13 melee (1d8+8/x3) or gore +14 melee (2d6+8)
Full Attack: Bite +13 melee (1d8+8/x3) and gore +14 melee (2d6+8)
Space/Reach: 10 ft./5 ft.
Special Attacks: Augmented critical, powerful charge, trample 2d8+12
Special Qualities: Low-light vision
Saves: Fort +11, Ref +6, Will +3
Abilities: Str 26, Dex 10, Con 21, Int 2, Wis 13, Cha 2
Skills: Listen +14, Spot +3
Feats: Alertness, Endurance, Weapon Focus (gore)
Environment: Warm plains
Organization: Solitary or herd (28)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 1012 HD (Large); 1327 HD (Huge)
Level Adjustment: This creature resembles a rhinoceros, save for the six horns protruding from its skull and a pair of saber-like canines jutting from its mouth.
Although herbivorous, the uintatherium's teeth are extremely sharp and deadly, the better for plucking the thick plants that form its diet.
An uintatherium is 6 to 14 feet long, 3 to 6 feet high at the shoulder, and weighs up to 6,000 pounds.
COMBAT
A uintatherium behaves much like a rhinoceros, charging foes and goring them. Unlike a rhino, it also possesses a deadly bite attack.
Augmented Critical (Ex): An uintatherium deals triple damage if it scores a critical hit with its bite attack.
Powerful Charge (Ex): An uintatherium deals 4d6+24 points of damage when it makes a charge.
Trample (Ex): Reflex half DC 22. The save DC is Strength-based.
Utahraptor
Large Animal
Hit Dice: 8d8+40 (76 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Wooly Mammoth
Huge Animal
Hit Dice: 14d8+98 (161 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 17 (2 size, 1 Dex, +10 natural), touch 7,
flat-footed 17
Base Attack/Grapple: +10/+30
Attack: Gore +20 melee (2d10+18)
Full Attack: Slam +20 melee (2d6+12) and 2 stamps +18
melee (2d6+6); or gore +20 melee (2d10+18)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, toss, trample 2d8+18
Special Qualities: Low-light vision, scent
Saves: Fort +16, Ref +8, Will +10
Abilities: Str 34, Dex 8, Con 25, Int 2, Wis 12, Cha 7
Skills: Listen +12, Spot +11
Feats: Alertness, Endurance, Improved Bull Rush, Multiattack,
Power Attack
Environment: Cold plains
Organization: Solitary or herd (416)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 1520 HD (Huge); 2128 HD (Gargantuan)
Level Adjustment:
Covered in brown, shaggy fur, this elephantlike creature has two huge, curving tusks and towers almost 15 feet tall.
Woolly mammoths are members of a family of many elephantlike species; all are enormous, furred animals with surprising intelligence, large
tusks, and a love of cold climates. The largest woolly mammoths live on the open steppes, where their sheer size protects them from most
predators. The only exceptions are intelligent humanoids, such as humans, neanderthals, and orcsand even these are often reluctant to face
down a woolly mammoth directly.
The woolly mammoth has a shoulder height of about 15 feet, weighs between 9 and 11 tons, and has tusks roughly 15 feet long. It lives in large
family groups on open steppe.
All woolly mammoth herds are led by the eldest female woolly mammoth, her sisters, and her daughters. Male woolly mammoths are the
fighters but not the dominant animals in woolly mammoth herds.
Woolly mammoths often venerate the bones of their dead, and after any combat they return to the site of a herd members death. In some
cases, the woolly mammoths handle the bones of the dead years after the death of a mate, sibling, or child. Frost folk and others believe that
this is how woolly mammoths communicate with the dead, and that woolly mammoth spirits and totems have great power in the land of the
dead.
Combat
Woolly mammoths are usually aggressive only when stalked or threatened or when they fear for the safety of their young. Like elephants,
woolly mammoths have long memories, and will take revenge on creatures that harmed them in the past. Woolly mammoths prefer to fight as
a herd rather than individually, though the lead bull in a herd (usually a male with advanced Hit Dice) will often fight alone to defend the
females and young.
Improved Grab (Ex): To use this ability, a woolly mammoth must hit a Large or smaller foe with a gore attack. If it gets a hold, it tosses its
opponent.
Toss (Ex): Woolly mammoths vigorously shake any creature caught in their tusks and fling it in a random direction. Resolve the toss as a bull
rush maneuver (+20 check modifier), except that there is no attack of opportunity, since the woolly mammoth has already grabbed its foe when
it tries to toss the victim. The woolly mammoth does not need to move with its foe in order to throw its foe more than 5 feet. If the tossed
victim beats the woolly mammoths bull rush check, he remains in his current square with no ill effects and is not grappled any longer. Tossed
victims take impact damage on landing as if they had fallen a distance equal to the distance they were tossed.
Trample (Ex): As a full-round action, a woolly mammoth can move up to twice its speed and literally run over Large or smaller creatures. This
attack deals 2d8+18 points of damage. Trampled opponents can make attacks of opportunity against the woolly mammoth at a 4 penalty. If
they do not make attacks of opportunity, trampled opponents can attempt DC 29 Reflex saves for half damage. The save DC is Strength-based.
Scent (Ex): A woolly mammoth can detect opponents within 30 feet. The exact location is not revealed unless the creature is within 5 feet.
Zeuglodon
Gargantuan Animal
Hit Dice: 15d8+135 (202 hp)
Initiative: +1
Speed: Swim 40 ft. (8 squares)
Armor Class: 18 (4 size, +1 Dex, +11 natural), touch 7,
flat-footed 17
Base Attack/Grapple: +11/+37
Attack: Tail slam +21 melee (4d6+14)
Full Attack: Tail slam +21 melee (4d6+14) and bite +16
melee (4d6+7)
Space/Reach: 20 ft./15 ft.
Special Attacks: Stunning strike
Special Qualities: Blindsight 120 ft., hold breath, lowlight
vision
Saves: Fort +18, Ref +10, Will +11
Abilities: Str 38, Dex 13, Con 28, Int 2, Wis 10, Cha 6
Skills: Listen +15*, Spot +15*, Swim +22
Feat: Alertness, Diehard, Endurance, Improved Natural
Attack (bite, tail slam), Iron Will
Environment: Cold aquatic
Organization: Solitary or pod (23)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 1630 HD (Gargantuan); 3145 HD
(Colossal)
Level Adjustment:
The creature is massive, longer than most ships. Its sleek, serpentine body glistens black, yet its tail and head are undoubtedly whale-like in
appearance . . . with the possible exception of those large sharp teeth.
Zeuglodons are massive, almost serpent-like whales that lurk in the coldest oceans. They are a uniform dark gray or black in color. Their heads
are long and narrow, with numerous serrated teeth in the jaws. Unlike most other whales, their bodies are quite thin and almost serpentine in
shape. They possess two pairs of flippers; the front pair is large and well developed, but the back pair is atrophied nearly to the point of
uselessness. A little more than half of a zeuglodons body is taken up by its long and powerful tail.
The massive flukes of a zeuglodons tail can smash even the hardiest ship to splinters in a short time. Zeuglodons up to 75 feet long have been
sighted by reputable sailors, but stories abound of massive zeuglodons measuring well over 120 feet in length. Its likely that most people
unfortunate enough to encounter such a creature didnt survive to tell the tale.
Combat
Sailors rightly fear these mighty creatures, for unlike most other whales, zeuglodons are foul-tempered and highly territorial. They are quick to
attack anything that intrudes too closely to their territory, and ships avoid waters known to be inhabited by zeuglodons. Although its jaws are
filled with massive sharp teeth, a zeuglodons most dangerous weapon is its tail. These creatures are surprisingly swift and adroit in water, and
can slam enemies with their tail with devastating accuracy.
Stunning Strike (Ex): Any creature struck with a critical hit by a zeuglodons tail slam must make a DC 31 Fortitude saving throw or be stunned
for 2d4 rounds by the force of the blow. The save DC is Strength-based.
Blindsight (Ex): Zeuglodons can see by emitting high frequency sounds, inaudible to most other creatures, that allow them to locate objects
and creatures within 120 feet. A silence spell negates this and forces the creature to rely on its vision, which is approximately as good as a
humans.
Hold Breath (Ex): A zeuglodon can hold its breath for a number of rounds equal to 8 its Constitution score before it risks drowning.
Skills: A zeuglodon 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 zeuglodon has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its
blindsight is negated.