KOR the Tyrannosaur God


 

Gargantuan Animal

Hit Dice:

54d8+378 (621 hp)

Initiative:

+4

Speed:

40 ft. (8 squares)

Armor Class:

15 (–4 size, +9 natural) touch 6, flat-footed 15

Base Attack/Grapple:

+40/+67

Attack:

Bite +51 melee (3d8+22)

Full Attack:

Bite +51 melee (3d8+22)

Space/Reach:

20 ft./15 ft.

Special Attacks:

Improved grab, swallow whole

Special Qualities:

Low-light vision, scent

Saves:

Fort +36, Ref +28, Will +19

Abilities:

Str 40, Dex 11, Con 25, Int 6, Wis 17, Cha 12

Skills:

Hide +22, Listen +38, Spot +38

Feats:

Alertness, Improved Natural Attack (bite), Run, Toughness (3), Track, Power Attack, Improved Bull Rush, Awesome Blow, Dodge, Mobility, Spring Attack, Snatch, Improved Overrun, Endurance, Diehard, Track, Cleave, Improved Initiative

Environment:

Warm plains

Organization:

Solitary or pair

Challenge Rating:

20

Treasure:

None

Alignment:

Always neutral

Advancement:

Level Adjustment:

Despite its enormous size and 6-ton weight, a tyrannosaurus is a swift runner. Its head is nearly 6 feet long, and its teeth are from 3 to 6 inches in length. It is slightly more than 60 feet long from nose to tail.

Combat

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

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

Swallow Whole (Ex): A tyrannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 3d8+8 points of bludgeoning damage and 8 points of acid damage per round from the tyrannosaurus’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Gargantuan tyrannosaurus’s gizzard can hold 4 Medium, 16 Small, 64 Tiny, or 256 Diminutive or smaller opponents.  

Scent (Ex): Kor has the scent special ability. This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

 The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

 When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent.

Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location.

A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Skills: A tyrannosaurus has a +2 racial bonus on Listen and Spot checks.

Eha Ayshnekht, Isle of Dinosaurs